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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by BMF98567
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BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 10-14-05 04:23 PM, in Super Mario World NES Link
Neat. Now all you have to do is implement the 8-sprite-per-scanline limit!

*BMF98567 is shot seventy kajillion times
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-15-05 04:23 PM, in Super Mario World NES Link
Yes, they are, because they are comprised of multiple 8x16 sprites:



The shell uses a separate palette from the rest of the body.

Koopas + colored eyes = BLARGH NO. Just color them white. I wouldn't call it "cheating" if you just used 4 colors without actually layering the sprites (when did he say he was going for hardware-level accuracy, HH? ). As long as you only use a total of 12 sprite colors and 13 background colors, you're still within the NES's visual capabilities.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-15-05 05:11 PM, in Ran into another ASM wall Link
Whoooooooa there...you're getting some of your opcodes mixed up. It's no wonder the code isn't working right.

First example:

A5 15 EB A5 17 C2 20 CD 81 00 F0 05 A9 63 8D BF 0D 60

The snippet of code I provided wasn't complete, it was just an example (I didn't think you'd actually use it ). C2 20 puts the accumulator (A) into 16-bit mode, so it can work with two bytes at once (it can hold two regardless of what mode it's in, but you have to use XBA to swap the high and low bytes). The problem here is that you're not setting it back to 8-bit mode afterwards, so the CPU reads the following opcodes wrong and eventually crashes. You need to stick an E2 20 (SEP #$20) after the CMP to fix this. Also, you've got the wrong CMP opcode there, and your operand is reversed (00 81, not 81 00; $17 is the low byte, and $15 is the high byte, due to the XBA byte swap). CD is "CMP Absolute," which compares A to the address specified in the operand. You want C9, "CMP Immediate," which compares A to the value in the operand. You should probably read up on the different addressing modes used in 6502/65c816 ASM (Absolute, Indirect, Implied, etc.) before you go much further.

You've also got the wrong conditional branch there. F0 (BEQ) will branch if A == #$8100--this means the code is skipped when the correct buttons are pressed! Change that to a D0 (BNE), so it branches if A != #$8100.

So, the proper code would be:

A5 15 EB A5 17 C2 20 C9 00 81 E2 20 D0 05 A9 63 8D BF 0D 60

Remember, though, this particular code will work ONLY if the player is pressing nothing but A/B + Right.

Second example:

AD xx xx 35 81 C5 81 ?? 07 AD BF 0D 1A 8D BF 0D 60

Again, you're using the wrong opcodes (right function, wrong addressing mode). 35 81 should be 29 81, and C5 81 should be C9 81. ?? 07 should be D0 07 (you want to branch if A is NOT equal to #$81). The corrected code:

AD xx xx 29 81 C9 81 D0 07 AD BF 0D 1A 8D BF 0D 60

Also, keep in mind that since you're reading the "button held" flags, the coin counter is going to increment once per frame as long as the buttons are held (but maybe that's what you want?).

Overall, you're doing awesome so far. Just read up on those addressing modes like I told you, and you'll be an ASM guru in no time.


(edited by BMF98567 on 10-15-05 08:22 AM)
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 10-16-05 12:48 PM, in Sorry if this has been asked... Link
Those blocks check the highest digit of the timer and branch accordingly, which works great, since it never "wraps." However, checking the middle digit (for the aforementioned 50-second block) doesn't work, since it DOES wrap every 100 seconds--you'd be able to pass at 350, 250, 150, etc. You have to add a little extra code that checks the highest digit first, and then branches if it's greater than zero:

AD 31 0F D0 0E AD 32 0F C9 05 B0 07 A9 30 8D 93 16 A0 01 60

LDA $0F31 ; load highest digit
BNE #$0E ; bypass code if timer >= 100

LDA $0F32 ; load middle digit
CMP #$05 ; compare to 5
BCS #$07 ; bypass code if timer >= 50

LDA #$30 ; load low byte of block "acts like" setting (in this case, #$130, a cement block)
STA $1693 ; store at $1693
LDY #$01 ; load high byte of block "acts like" setting into Y
RTS ; end
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-16-05 01:18 PM, in Block to change Mario's image? Link
Hmm. My as-yet-unused shooter code writes #$20 (Mario sitting) to $13E0, and it works fine. As I recall, LevelASM code runs right before custom block code, so I don't see why a block wouldn't work.

Double-check your code and make sure it's writing to the correct address (8D E0 13)...that's really all I can suggest.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-16-05 02:06 PM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Actually, no, they couldn't...each tile needs its own level number in order to keep track of events, enabled directions, and whatnot. And it's not a waste if they never intended to use all the levels anyway.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-16-05 03:23 PM, in Block to change Mario's image? Link
LevelASM

Lets you run code every frame. Like a custom block, but you don't need to touch anything.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 10-17-05 01:05 PM, in It pays to be Alaskan! Link
HAHAHAHAHAHAHA.

The only people that get free money in WA are lottery winners, plaintiffs in frivolous lawsuits, and just about anyone that claims they do something remotely related to politics.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-17-05 04:52 PM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Oh my God...I thought orynider was gone for good. Not only do those screens look like utter crap, they're completely BOGUS.



HAHAHAHAHAHAHA no. How do you plan on changing ALL the GFX like that? Passing the Special World only changes the overworld palette and a small section of enemy graphics. Don't even get me started on the status bar that has magically moved to the bottom of the screen, and now has a VWF level name. (FAIL)



What the f*ck is this? Not only is it eye-searingly ugly, but it appears as though you have cut-and-pasted parts of the map in an image editor. You've obviously blanked out something to the left of Yoshi's House, as the leftmost column of pixels on both it and the arrow sign are missing. Oh, yeah, and that VWF level name again... (FAIL)



Oh, horrible screenshot...how do I fake thee? Let me count the ways:

1. Brown block (badly) pasted over the item box.
2. Chunky blue...things...emanating from Mario's head, which do not correspond to any known bubble sprite movement pattern, and somehow use more than the one tile the original game used.
3. So, you've learned enough ASM to change Mario's graphics when he's underwater? Impressive!
4. "Moving Corner Rock?" More like "tiles haphazardly cut-and-pasted in an image editor because I have no concept of SNES layering and why such a block cannot exist unless it's on layer 2, which it clearly is not because the background is STILL THERE."

Also, I love the way you talk about that new item as though you've, you know, actually programmed it. As in ASM. As in "waaaaaaaaaaay out of your league." (FAIL)

Overall, the "screenshots" fail, and thus the "hack" fails, and thus "you" fail.

CREDIBILITY: 0%
GAME AVER, PLEASE TRY AGAIN <3


(Smallhacker: wait for his witty reply before closing this. I needs me some entertainment.)
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 10-18-05 01:19 AM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Originally posted by skateboarder11
Image hosted by Photobucket.com
Hey, we're talking about fake hacks here. Please stay on topic!

(unless that IS fake, and I'm too dumb to notice...)

[edit]
HYPERHACKER! I KILL U!!


(edited by BMF98567 on 10-17-05 04:21 PM)
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-18-05 01:42 AM, in What's wrong with this ASM??? Link
Originally posted by HyperHacker
TLP and Tile Molestor are both > YY-CHR.


Gimme some good reasons why before I utterly annihilate you with my "look of disgust."
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-18-05 01:46 AM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Uh...okay. That's going a little too far.

No more posts in this thread unless your name includes the word "U-zi," otherwise it's getting TEH LOCKING OF DOOOOOOOOM.

(which I really don't want, because I want to hear his excuses/flames...)


(edited by BMF98567 on 10-17-05 04:49 PM)
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 10-19-05 05:28 AM, in help plz Link
Originally posted by Danielle
Folks in SMW, help him out!
As much as I'd love to, this guy wasn't incredibly descriptive...
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 10-19-05 01:38 PM, in Is this your first board? Link
Not my first board, but Acmlm used to post on the Bastardly Productions boards in the late 90's, which was one of the first communities I was ever a part of.

My first board? DukeWorld, a Duke Nukem 3D community. A few members from that board still post on mine, as a matter of fact.
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Acmlm's Board - I2 Archive - - Posts by BMF98567


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