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05-12-24 06:34 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Power-up sprites going behind foreground. wth
  
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Atma
Posts: 25/57
Wow, how did sarcasm get into a serious discussion. lol~

Originally posted by Kailieann
Most people don't actually want to learn ASM. They just want to make simple changes, and trying to teach them ASM when they don't want to learn is probably just going to confuse them and make them abandon the project.
For some people yes, and I don't know if you or anyone was refering to me here as well, but it's not a prob for me, cuz I already know it.

Anyway, got my question answered already.
Kailieann
Posts: 471/808
80 01 EA is more processor-efficient than EA EA EA.

Adding custom subroutines like that is only useful if you want to include the original behavior as well as alternate behavior. Most people just want a particular feature gone.

Most people don't actually want to learn ASM. They just want to make simple changes, and trying to teach them ASM when they don't want to learn is probably just going to confuse them and make them abandon the project.

If they were interested in learning ASM, they would ask.
Disruptive Idiot
Posts: 56/56
While it won't teach them ASM or anything about the routine, it will teach them good programming practice: Do the most amount of work with the least amount of effort possible.
MathOnNapkins
Posts: 856/1106
Originally posted by Xkeeper
NOPing out unneeded routines > wriring excessive, bloated code to accomplish the same thing


The point I was trying to make is that telling someone to NOP NOP NOP instead of hook discourages people from actually learning what the routine they are calling does. Also, it is not always the best solution to completely disable a behavior. It may be beneficial to sometimes let the behavior run, and in some cases not.

example, in place of NOPs, you could:

JSR hook

hook:

LDA levelNumber
TAX
LDA levelBehaviorList, X
CMP dontUseBehavior
BEQ disabled

JSR originalRoutine

disabled:

RTS

This is an oversimplified scenario b/c in truth, hooking a routine can be tricky at times, but I think my point stands.
pikaguy900
Posts: 176/748
Actually, I think that Layer Priority is turned off when sprites come out of Blocks, since when Layer Priority is turned on for tiles, they'll appear above everything.
Xkeeper
Posts: 4245/5653
NOPing out unneeded routines > wriring excessive, bloated code to accomplish the same thing
HyperHacker
Posts: 3744/5072
If it works, it works.
MathOnNapkins
Posts: 855/1106
SMW hacking approach: use EA EA EA

Anything else hacking approach: hook and patch using a custom routine

Makes me sad
Atma
Posts: 23/57
Yea, it's just a fire flower by iteself that I have placed that was doing that. I do remember seeing it do it out of questions before as well, like you were thinking of. But I just changed the Address you gave me and it all works now.
asdf
Posts: 3592/4077
No problem. It's on the ground? And it's always behind the foreground while it's on the ground? If so, that's weird. It usually fixes itself when it pops out of a question box. What I think happens is that the priority is turned on while it is coming out of the box so it properly shows behind the box, but is turned off when it stops coming out. But when a flower is normally placed, it doesn't turn off that behavior - as it is on by default. I may be completely wrong, though.
Atma
Posts: 22/57
I actually have one that's just placed on the ground that's doing it. None coming out of a question box here.

Well anyway, tnx for the address.

ps. There sure seems to be a lot of fixes that use "EA EA EA",... lolz
asdf
Posts: 3590/4077
It's not random - it happens while the Fire Flower or Mushroom is popping up where an object in the foreground is. There was a fix for that mentioned in the ROM Address thread. As Bio posted...


change 0xC5E7 by EA EA EA to stop fire flower from going behind the FG(finally)
Atma
Posts: 21/57
Ok, this is one of those weird things that probably has a smiple solution. I think I'm just overlooking something constantly, and it's starting to drive me crazy.
You know how sometimes Fire Flowers and Mushrooms (maybe some others as well) just suddenly go behind the foreground and they're like the only sprites that do it; everything else works just fine (and I checked my layer priority settings, that's not a prob at all). Well this happens to me at random sometimes and I'm wondering how to get it to stop doing that >.<. Anyone got a solution to this?
Acmlm's Board - I3 Archive - SMW Hacking - Power-up sprites going behind foreground. wth


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