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

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Since: 10-13-04
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Posted on 10-14-04 07:45 AM, in compiling custom blocks w/SNASM Link
I've been trying to add a new custom block using blocktool but am unsure about the proper method. I wrote a simple asm file that adds 5 to the players y speed and compiled it using snasm, then I created a new block in blocktool and used the file produced by snasm as it's file and inserted it. When trying to start the rom, the screen is completely blank and only the music remains. Something I was confused about was setting the org value. Snasm refused to compile without setting a value, and i set the value to $8000. Does the code for the blocks need some kind or return statement or does block tool handle all of the encapsulation? Any help is appreciated.

-edit-
I noticed that the output from snasm is way too large, and i think it's putting in a header or something, is there something I need to be doing to stop this?


(edited by rubixcuber on 10-13-04 10:52 PM)
(edited by rubixcuber on 10-13-04 10:53 PM)
rubixcuber

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Posted on 10-15-04 10:04 AM, in compiling custom blocks w/SNASM Link
thanks, got it to work
rubixcuber

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Posted on 10-16-04 04:24 AM, in Found code for gravity and jumping. Link
At offset 5B30 in the rom:
A57D3014D9AFD79003B9AFD7A672F008E00BD004A22486721879A5D7857D

Is how the game does gravity for mario.
Changing A57D to A57B and 857D to 857B will cause gravity to pull horizontally, changing 79A5D7 to F9A5D7 will reverse the direction of gravity, changing 79A5D7 to EAEAEA will disable gravity, and changing 79A5D7 to 79A2D7 causes a somewhat neutral gravity where you can lower mario by holding jump.


I haven't looked into the jump code, but I know that the 857D at offset 5866 is the store instruction in the jump function, so 857B causes mario to jump to the left instead of up.

Hope this helps someone.

-I also have a question, if I want to use my own function for gravity by using a jump, how does the long absolute jump work? Like if I want to jump to 0B:BBBB and then return?


(edited by rubixcuber on 10-15-04 09:22 PM)
rubixcuber

Red Goomba
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Posted on 10-16-04 06:19 AM, in Found code for gravity and jumping. Link
yah, i thought it was jml and rtl, but i havent gotten it to work. i'm editing directly in hex so i had tried something like 220B BBBB and then 6B to return, but the screen always goes black. i'll keep messing with it though


(edited by rubixcuber on 10-15-04 09:21 PM)
rubixcuber

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Posted on 10-16-04 08:31 AM, in Found code for gravity and jumping. Link
to gnkkwinrrul: no, no, the things i describe work but i am trying to make a custom block to change the direction of gravity and was having problems with causing a black screen, if you just do the hacks as describe you can change gravity through the whole game

to Keikonium: i am working on a custom block and can make it public at some point. with the disabled gravity you can move horizontally, but when you jump you keep going up until you hit something
rubixcuber

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Posted on 10-16-04 09:56 AM, in Found code for gravity and jumping. Link
I'm working on rewriting the gravity and jumping code in the game to check a variable and change directions depending on the value, and you would be able to jump left if gravity is to the right, etc. As soon as I complete that, I intend to rotate mario's gfx as well. When all or part is complete, I'll post again, but no guarantees on how soon.
rubixcuber

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Posted on 10-18-04 03:52 AM, in Found code for gravity and jumping. Link
Actually, the space adventure wouldnt be too hard, the 79A5D7 to 79A2D7 modification I mentioned does almost that. Even though there's no gravity, you can control your direction by holding th jump button. It's not perfect though and with some work you could probably achieve a better version of it.
rubixcuber

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Posted on 10-23-04 09:17 AM, in Two sprite editors in one day. Link
Sounds like some impressive work, but the link isn't working for me. Anyone else having problems?
rubixcuber

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Posted on 10-23-04 10:04 PM, in Level type Link
Underground levels are the best, hands down.
rubixcuber

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Posted on 10-23-04 10:18 PM, in Two sprite editors in one day. Link
cpubasic13- what did you use to do the tracing? i've been looking for a good program to trace with...
rubixcuber

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Posted on 10-24-04 02:48 AM, in Two sprite editors in one day. Link
Thanks, I found it. This is certainly a lot easier than just reading through the file in a hex editor, heh.

Oh, and HyperHacker, I was finally able to download it and I must say I'm impressed. I had started trying to put together some of that information, but I think you've saved everybody a lot of time. Thanks for a wonderful tool.
rubixcuber

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Posted on 10-25-04 07:27 AM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
Wow, I just played through the whole thing, and personally, this is the most impressive hack I've ever played. All of the graphical changes are absolutely amazing, and the asm hacks are some of the most interesting I've seen. Are you planning on having the player be able to buy things with the blue coins? That's what it appears they are for. I was planning on trying to do something like that in the hack I'm working on once I finish or give up on the 4 way gravity code.

Edit: Btw, would you ever consider documenting how you did some of it, or do we have to figure it out by ourselves? I was trying to figure out how you added the picture to the very first screen, and I couldnt think of a very straightforward way of doing so.


(edited by rubixcuber on 10-24-04 10:28 PM)
rubixcuber

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Posted on 10-27-04 03:30 AM, in Turn Block palette/gfx when hit Link
I replaced the graphics and palettes for the turn block in all of its forms and it's fine while it's normal or while spinning, but during that one frame when you hit it and it bounces it displays the old graphics. But the old graphics dont even exist in the map16 any more, so I'm not entirely sure where it's pulling it from. How do you change that frames gfx?


(edited by rubixcuber on 10-26-04 06:30 PM)
rubixcuber

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Posted on 10-28-04 04:58 AM, in Turn Block palette/gfx when hit Link
I am aware that I can edit it using a graphics program, but that does not determine the palette which it uses right? I changed the palette of the gfx for the turn block except the palette changes back when hit. There was a program sprite paint that I think was supposed to do this, but the link is dead.
rubixcuber

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Posted on 10-29-04 11:15 PM, in Jump statements and ROM offsets [ASM Issue] Link
Is there a way to figure out what ROM offset a jsl statement will go to?
If I do 22 BB B0 16, I end up at offset 3C3D0, and if I do 22 BB B0 17, I end up at offset AB4B0, etc. The offsets seem fairly random, and I'm unsure of how to go about manually defining the jump statement.
rubixcuber

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Posted on 10-29-04 11:18 PM, in Jump statements and ROM offsets [ASM Issue] Link
Thanks, I was pulling out my hair for a while trying to figure out why my jumps wouldn't work. (Except for one which I managed to calculate the correct address of)
rubixcuber

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Posted on 10-30-04 08:56 PM, in Subscreen Boundaries and Screen Pos [ASM Issue] Link
I'm writing a routine to make sure that the screen follows you up when gravity is reversed, and found that storing the Y position ROR'ed once to $1464 did the trick except for when you cross screen boundaries. How can you take crossing the screen boundary into account so that the screen stays centered?
rubixcuber

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Posted on 11-17-04 04:45 AM, in Status Bar Tiles [GFX Issue] Link
I know by setting the values 7E0EF9 - 7E0F2E I can change the tiles displayed in the status bar, but how do you change the X flip/Y flip and the palette of those tiles? Thanks
rubixcuber

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Posted on 11-17-04 06:03 AM, in Status Bar Tiles [GFX Issue] Link
Thanks, that was exactly what I needed.
rubixcuber

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Posted on 11-18-04 04:43 AM, in Save and load routine [ASM Issue] Link
Anyone know where the code for saving and loading your game is? I was trying to find it through tracing, but I haven't had any luck yet.
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