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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 - A few more questions about sprites | |
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Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 872/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 06-18-05 09:12 AM Link | Quote
I was working on the major ASM part of COTMK 1, and I need a little help, Mainly with the sprite data. Does anyone know;

1. How to change a sprites' X/Y location?

2. How to implement custom block interaction on the sprite side *if* it isn't automatic?

The reason I need this is because I'm setting up the control sprite, and need to know how to move a sprite around to let me trigger the custom blocks I need.

For some regular ASM, does anyone know a way of setting up tables? It would clear up a large amount of hardcoding I would need to do for the sprite's X/Y location settings.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-19-05 06:56 AM Link | Quote
1) From my notes:
7E009E Sprite Type Table
7E00AA Sprite Y Speed Table
7E00B6 Sprite X Speed Table
7E00C2 Sprite Misc Table
7E00D8 Sprite Yloc Low Byte Table
7E00E4 Sprite Xloc Low Byte Table
7E14C8 Sprite Status Table
7E14D4 Sprite Yloc High Byte Table
7E14E0 Sprite Xpos High Byte Table
7E14EC Unknown Sprite Table
7E14F8 Unknown Sprite Table
7E1504 Unknown Sprite Table
7E151C Unknown Sprite Table
7E1534 Unknown Sprite Table
7E1540 Sprite Spin Jump Death Frame Counter
7E154C Unknown Sprite Table
7E1558 Unknown Sprite Table
7E1564 Unknown Sprite Table
7E1570 Unknown Sprite Table
7E157C Sprite Direction Table (0=Right, 1=Left)
7E1588 Sprite Position Status Table (Same as $77)
7E1594 Unknown Sprite Table
7E15C4 Unknown Sprite Table
7E15D0 Sprite Being Eaten Flag Table
7E15DC Unknown Sprite Table
7E15F6 Sprite Palette/GFX High Byte Table - (Tile#Hi - 2) + 2 * (Palette# - 8)
7E1602 Sprite Image Table
7E1626 Unknown Sprite Table
7E1632 Sprite Interaction Disable Flag
7E163E Unknown Sprite Table
7E164A Sprite Follower Table (0=None, 1-7F=Clouds, 80-FF=Fire)
7E1656 Unknown Sprite Table
7E1662 Unknown Sprite Table
7E166E Unknown Sprite Table
7E167A Unknown Sprite Table
7E1686 Unknown Sprite Table
7E187B Sprite Stomp Immunity Flag Table
7E1FD6 Unknown Sprite Table
7E1FE2 Unknown Sprite Table
Enjoy.

2) It should be automatic as long as layer 1/2 interaction is enabled.

Tables are easy:
ldx $TableIndex ;Get the table index
lda $Table,x ;Offset of $Table + x

65816 was designed with this in mind. Doesn't it kick ass?
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