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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 - Learning SMW ASM [ASM howto] | |
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Sukasa

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

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Posted on 10-21-05 10:17 PM Link | Quote
Hmmm. Looking at your code, the only thing I could suggest is to change the DEC $C100 (CE 00 C1) to

DEC A
STA $7EC100

And change the break amount to match.

Other than that, I honestly have no idea what's wrong.
Ghettoyouth

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Posted on 10-22-05 01:09 PM Link | Quote
now it sounds like a machine gun
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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From: Canada, w00t!
LOL FAD

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Posted on 10-23-05 12:53 AM Link | Quote
Well no wonder, the game runs at about 60 frames per second. You're playing a sound ~8 times per second.
Dark Ludwig

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Posted on 10-23-05 01:00 AM Link | Quote
Originally posted by Santa Claus
the game runs at about 60 frames per second.
Actually, it's x40 frames per second. Just to let him know so that he'll get an idea of how many frames he should wait between sounds.
Sukasa

Boomboom
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Posted on 10-23-05 02:49 AM Link | Quote
DL, try checking the frame rate counter in any SNES emu. it's 60.

Ghettoyouth, now change the frame number to use to 30 for twice a second, 60 for once a second (those are decimal values, BTW), or 120 for every 2 seconds.
Tatrion

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Posted on 10-23-05 09:39 AM Link | Quote
What hex editors do you guys use? ZD has tons; I can't decide on one. Or does it even really matter?
Ghettoyouth

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Posted on 10-23-05 01:43 PM Link | Quote
Originally posted by Sukasa

Ghettoyouth, now change the frame number to use to 30 for twice a second, 60 for once a second (those are decimal values, BTW), or 120 for every 2 seconds.


i changed the frame number(yes, i've converted them to HEX), but it doesn't plays the sfx on frame 8 and not from the beginning of the level(it begins after 8-10 seconds)

Edit:
when i change it to 80 it would fit on the 13th frame, but after a few times the sfx doesn't fit right with the lightning


(edited by Ghettoyouth on 10-23-05 04:43 AM)
(edited by Ghettoyouth on 10-23-05 11:20 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 10-23-05 11:57 PM Link | Quote
Originally posted by Dark Ludwig
Originally posted by Santa Claus
the game runs at about 60 frames per second.
Actually, it's x40 frames per second. Just to let him know so that he'll get an idea of how many frames he should wait between sounds.

0x40 = 64, so there's not really any difference.
Ghettoyouth

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Posted on 10-24-05 07:19 PM Link | Quote
d'oh, nothing works, after 30 seconds the sfx won't fit right with the pallete animation *crysandrunsaway*
Sukasa

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Posted on 10-25-05 02:08 AM Link | Quote
try changing thvalues to fine tuneit, or change the ASM to read the ExAnimated frame number and play the SFX when it changes to the correct one.
Ghettoyouth

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Posted on 10-25-05 04:41 PM Link | Quote
thx for the help, now it works perfect

i don't get it, sometimes it works, sometimes not. whats wrong with this f**king code??


(edited by Ghettoyouth on 10-25-05 08:34 AM)
(edited by Ghettoyouth on 10-25-05 08:35 AM)
Sukasa

Boomboom
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Posted on 10-25-05 10:20 PM Link | Quote
Could you please post the assembly? I'll have a look at it.
Ghettoyouth

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Posted on 10-26-05 05:21 PM Link | Quote
AF 83 81 7F C9 00 F0 06 3A 8F 83 81 7F 6B A9 7F 8F 83 81 7F A9 4A 8F FC 1D 7E 6B
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