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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - What's wrong with this ASM???
  
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mvent2
Posts: 60/73
Don't blame yourself, its because of your tutorial that I started ASM hacking in the first place.
Its just that when you get really experienced at something, you forget that there are still people in the world with less knowledge than you.
Glyph Phoenix
Posts: 678/745
Hey, now. You have my sucky tutorial to blame for that.
Tauwasser
Posts: 20/27
So your code is:

PLX
PLB
PLP
RTS
LDA 7E:010B
CMP $01
BNE @1
PHP
REP $20
LDA $012F
JSR $014A
PLP
@1:
RTS

So first of all. Are you sure about the first RTS? I don't know what you would want to do... Then, why use a 24bit LDA when you obviously are accessing a RAM variable?

Then. Are you sure about your relative jump that jumps 0x014A bytes wide? You didn't put any additional code for that anyhow.... so... what exactly are you trying to do? As i understand it from your code 0x010B is the value whether the door is closed/open.
So now your taking whatever byte is at 0x012F and now call something 0x014A bytes relative to your current script. So now you need to either supply the other script or exactly tell what you want to achieve since this looks pretty noobish.... Especially with the RTS right in front of the actual code :|

cYa,

Tauwasser

P.S.: Oh yeah. And to decipher your hexcode was a pain. If it IS about asm and you're expecting help, at least write it down in the proper opcodes and stuff.

mvent2
Posts: 59/73
I solved the problem on my own, no thanks to you guys!

It turns out I just needed to make a copy of dhblock.bin and add modified code to that. It worked stupendoulsy which means there is, in fact, something in dhblock.bin which makes it work. Now, the door and eye work exactly as I want it to. The lesson here? Never make your own things, always use someone else's.

Like I promised, Status Bar Problems were next on my list. In a Dr. Saturn-esque tone: IT AAAAAAAALLLLLLLLLLL FIXED UP!
A new BG for the viny castle is underway as you're reading this.

Allow me to put more emphasis on these words: "No thanks to you guys."
Glyph Phoenix
Posts: 677/745
This is madness, I say. MADNESS!

BMF made a thoughtless comment about death?

Kyouji caught him on it?

It's like Freaky Friday!
Alastor the Stylish
Posts: 7460/7620
Yes. Let's kill people over a conflict of opinion. That's totally not overreacting.
BMF98567
Posts: 1215/1261
Originally posted by HyperHacker
TLP and Tile Molestor are both > YY-CHR.


Gimme some good reasons why before I utterly annihilate you with my "look of disgust."
HyperLamer
Posts: 7799/8210
TLP and Tile Molestor are both > YY-CHR.
mvent2
Posts: 58/73
You sound like you think good levels and GFX will magically appear in 2 days. I'm still trying to perfect it, and this is just one of my problems. Did I say that it was playable? NO. Did I say it was the final product? HELL NO. This is my version to see if I can make working ASM. (Status bar problems are the very next thing on my list, don't fret about that...)

I am terrible at ExGFX. I'll admit that (look up -> "Toad's Oddysey"). Even I thought the viny BG was crap (I will fix that, gee I'm sounding like a politician now). YY-CHR makes things look a lot bigger than what they really are. Whats even more infuriating is my inability to make any working ASM despite my efforts.

1. The offsets are at 4, so that is OK. The reloc offsets were set to both 20's in the code, but the first 20 looked like a value, not an opcode. I fixed the reloc offsets for that, but no. In short: The offsets are A-OK.
2. When I said it doesn't work, I meant it crashes. Sorry about not making that clear. I don't want anybody saying "OMG theres a 60 in there ur a n00b of course it won't w0rk".
3. When I don't activate the eye, the game doesn't freeze when the door is rendered. Whoopee, I can make good branch statements.
4. I have absolutely no idea what is wrong with this code. If this code freezes, technically the code in the original "frozen muncher" from smb3.bin should freeze since they are identical.

Funny how you are quick to diss yet won't offer people the help that they want.
Glyph Phoenix
Posts: 673/745
Don't worry, mvent2, when you've got major problems like that vivid ugly background in the viny castle and status bar problems abound, people asking for a demo will be in short supply.
Rain Man
Posts: 373/378
I don't know the slightest thing about ASM.
But, the background on the first two screens sucks. ; Too dark .
mvent2
Posts: 57/73
This was my problem. What I did was I had the open eye use the change in map16, and the closed eye use the "set locked door 1" code. That way, they can get hit simultaneously, uhh right?



Sorry about the low quality, whwnever Paint saves to something other than BMP much of the quality is gone. This is my new problem:



When the locked door flag is set, it is meant to switch to an open door. The spiny is there to activate the code since I used the Sprite offsets. In LM, I put the spiny right next to the door.

If you want more screens, you are welcome.





Don't even think about asking for a demo, this isn't even playable yet.
Bio
Posts: 431/458
Originally posted by mvent2
20

here the problem, 20 is a JSR oppcode, Its use reloc offset to work propely
mvent2
Posts: 56/73
Hello guys.

EDIT: I managed to get the key block sorted out through other means. But now I have another problem on my hands.

FA AB 28 60 <- I've seen this at the start of every file which has code that changes Map16.
AF 0B 01 7E C9 01 D0 0A <- If the locked door 1 flag is NOT set, skip the next code
08 C2 20 AD 2F 01 20 4A 01 28 <- Set the map16 to..ummm...a muncher, just for debugging (note the 2F01, if thats the muncher, since in LM its 012F.)
60 <- END

This doesn't work. Why???????????
Acmlm's Board - I2 Archive - Super Mario World hacking - What's wrong with this ASM???


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