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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Kailieann
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Kailieann

Koopa
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Posted on 11-01-05 04:19 AM, in An explanation of rom banks? Link
Okay, rather than a lengthy point-by-point explanation of what I'm trying to accomplish (it has to do with ASM jump commands, though), I'm just going to dive straight to the source of my confusion.

Most of the jumps I've seen in custom blocks refer to addresses ranging from 0000-7FFF in whatever bank is appropriate, but Lunar Address says those are invalid, and I can only use addresses 8000-FFFF.

Can anyone shed some light on this? I need to know how to figure out what ROM and PC addresses to use for my JSR/Ls >.o
Kailieann

Koopa
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Posted on 11-01-05 07:44 AM, in An explanation of rom banks? Link
hmmm...
the thing is, I was only mentioning the blocks for reference. I wanted to change some things around inside the actual ROM.
Specifically, I wanted to disable Mario's ability to fly by cape (by changing 0586F from 90 to 80), but later give him the ability to fly after he passes a certain level, by JSRing (or if necessary JSLing) to another location with the appropriate code, but thanks to my inability to decypher addresses, I can't figure out where to put the new code or how to jump there.

Though I'm suddenly getting the feeling that I could just shove the code anywhere and use LA to convert that offset into my JSL address, but even if that works it still wouldn't help me figure out how the banks work.
Kailieann

Koopa
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Posted on 11-01-05 06:56 PM, in An explanation of rom banks? Link
So then those other blocks are JSRing to ram addresses?

'cause the animated hurt block starts with 20CB00 (JSR #$00CB), which would put it somewhere just after a misc. sprite table according to the memory map.

Unless for some odd reason JSR doesn't use intel byte order, which would significantly increase my confusion.

Anyways, an unrelated question if you don't mind.
What priority over everything else does LevelASM have? Because I'd like to continuously STZ the controller data in some levels so I can use them for cutscenes. Would that actually work, or would the controller input still get through?


(edited by Kailieann on 11-01-05 08:39 PM)
Kailieann

Koopa
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Since: 10-09-05

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Posted on 11-02-05 03:47 AM, in An explanation of rom banks? Link
It does, thank you.
*sits and waits for an answer to her levelASM question*
Kailieann

Koopa
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Posted on 11-02-05 03:56 AM, in POST CUSTOM BLOCK/ASM HACK REQUESTS HERE Link
Originally posted by Wicked Souls
I have a really simple request. Can you make a block that works like the block that contains a 1-up if you've collected at least 30 coins in the level, except make it contain a key instead?


hmm... well, for the 30 coin part, you'd have to start with ADC00DC900

LDA #$0DC0; Loads 30 coin counter to accumulator
CMP $00; Compares with 0

Then you'd have to follow that with a BNE and the required code, unfortunately I'm not entirely certain how the ? block code works, and none of the ones that come with Blocktool give keys.

Can anyone else finish this off?


(edited by Kailieann on 11-01-05 06:57 PM)
Kailieann

Koopa
Level: 11

Posts: 106/106
EXP: 5320
For next: 665

Since: 10-09-05

Since last post: 2 hours
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Posted on 11-02-05 10:16 AM, in An explanation of rom banks? Link
Writing B to 71 wouldn't be very useful. I didn't want Mario to stop moving, I wanted him to move on his own without any interference from the player.

Losing Start+Select in a cutscene is trivial. The level clear flag wouldn't be set, so it wouldn't have worked anyways.

I seem to recall someone saying 16 and 18 also hold controller data (though only for one frame), and my own research showed that DA2, DA4, DAA, and DAC did as well (and there's probably another 8 addresses for controller 2..), so if blocking 15 and 17 don't work on their own, perhaps combining them with the other addresses would.

It's all moot, though, as I'm beginning to think there's something to be said for interactive cutscenes.
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