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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 - Having problems with on/off custom block | |
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Sukasa

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From: *Shrug*

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Posted on 03-13-05 12:26 AM Link | Quote
Hey!

I was trying to make a custom block that turns the on/off flag on or off, but it is not working. I am trying to get it so that the block does not make a sound or do anything else.

This is the code for the on block, the one I am trying to work on right now

LDA #$1
STA $7E14AF
RTS

The offsets in blocktool are all -1 right now. I tried some other offsets use by the other on/off blocks in the blocktool database, but it always crashed either SMW or ZSNES when I did that. does anyone know what I am doing wrong/how I can fix it?
Smallhacker

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Posted on 03-13-05 02:48 AM Link | Quote
If that is the only code in the block, then the offset to be entered in blocktool should be 0. For example, if you want it to be activated when touched from below, set all of the offsets to -1, except for the below offset, which should be set to 0.


(edited by Smallhacker on 03-12-05 05:49 PM)
Sukasa

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Posted on 03-13-05 06:17 AM Link | Quote
OK. thankyou. I am sorry if I was being noobish, bu t I am a noob at SMW hacking in general. (at least I think i'm still qualified as a noob).

EDIT: I tried that. It crashed ZSNES. I'd better see what I screwed up this time.

EDIT2: The damn block seems to like messing up my Layer 1 and Layer 2 positioning GFX wise whenever I touch it, and crashed SMW. How do three lines of code do that?!

EDIT3: Gah! I give up. Stupid custom block...


(edited by Darkflight on 03-12-05 09:28 PM)
(edited by Darkflight on 03-13-05 12:28 AM)
(edited by Darkflight on 03-13-05 12:37 AM)
Smallhacker

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Posted on 03-13-05 01:54 PM Link | Quote
This is a stupid question, but...

Did you assemble the block or did you just give Blocktool the source code?
HyperLamer
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Sesshomaru
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Posted on 03-13-05 05:59 PM Link | Quote
And if you did assemble it, did the assembler add any padding? Gotta get rid of that.
Sukasa

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Posted on 03-14-05 01:37 AM Link | Quote
I'll check that. I did compiler the code with x816 compiler from zophars. I'm not {no telling you his name, you can guess}.

By padding, what do you mean?
Smallhacker

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Posted on 03-14-05 01:42 AM Link | Quote
Originally posted by Darkflight
I did compiler the code with x816 compiler from zophars.


Does that mean that it assembles to 65c816 ASM?
Sukasa

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Posted on 03-14-05 01:47 AM Link | Quote
I was pretty sure is did. I will have another look to be sure. Knowing me, I compiled it into NES code.(I can't remember the number)

EDIT: No, it compiles into 65816.


(edited by Darkflight on 03-13-05 04:54 PM)
HyperLamer
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Sesshomaru
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Posted on 03-14-05 06:21 AM Link | Quote
Originally posted by Darkflight
By padding, what do you mean?

Some of them like to add a bunch of zeroes to make it a valid size for a ROM. It won't do you any good in this case.
Sukasa

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Posted on 03-14-05 06:24 AM Link | Quote
Hmmmm. So where did I go wrong? I'll just have to try more offsets systematically, I guess.

ESIT; got thwe blocks to work, sorta... the OFF block seems to like flashing the wall when mario is only a few pixel in on the left side only. No reason I can think for this, because the three-line code souldn't do that. Is SMW multi-threaded?


(edited by Darkflight on 03-14-05 02:40 PM)
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