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05-15-24 04:15 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Update on Blocktool §Ù [Omega] New poll | | Thread closed
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Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

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Posted on 02-07-06 01:59 PM Link
(I found a glitch with the board code - That symbol didn't come out right.)

Yeah, I got a god portion of the SNES-side code done last night. All that's left to do is add support for the other Blocktool offsets that jonwil set up, and then find a way to allow different offsets for things, as right now, a block might not respond to the top offset, but respond to the sides and bottom offsets, but unfortunately, I haven't yet finished a way to make the bottom and sides offsets start in different places in the block... I'll work on that next.

So, which data bytes do you guys want available for others, and does anyone want to see the code so far? (it's tiny! )
asdf

Link's Awakening
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Since: 11-18-05

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Posted on 02-07-06 02:54 PM Link
Sure, why not. Let's see that code you cooked up.
And it's good to see this is coming along nicely. I don't like BlockTool's flaws, and your re-write is surely going to fix them all.
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 6296 days
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Posted on 02-07-06 03:08 PM Link
Well, the code has one flaw: The data tables are going to take up 4½ banks.

Other than that, no flaws. I'll go get the code from my other computer, and upload it right now. NOTE: this version of the code is still unfinsihed, I have to add a couple of things, so please don't judge the code too harshly.

EDIT: BTO.asm


(edited by Sukasa on 02-07-06 02:11 PM)
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6296 days
Last view: 6296 days
Posted on 02-07-06 03:59 PM Link
Well, seeing as I can't program, i'll just make a request. A "block scan" feature, it would scan the ROM for the custom ASM, and display which block was stored where, cause it's murder if you lose that stupid list that holds the blocks...
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 6296 days
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Posted on 02-07-06 04:27 PM Link
I don't think I could do that.

The reason being, to do that would mean keeping a list in the ROM of blocks.

Instead, I'll make it where the PC program keeps a list for a game, and when you open a new game, it changes to a different list, instead of overwriting the old one.

EDIT: I finsihed the first version of the code, save for two offsets! Now, I just need to put together a PC program for this, and then try it out. All I need are some proper blocks, as well as the tables for the "has Custom Block" table, and the "start from Offset xxxx" table.

Now it gets a bit harder - There are 16 versions of the code, one for each type of collision (diagonal, top, sides, etc...), and I should be able to release version 1.0!

Give me couple of weeks... I should have more to offer up


(edited by Sukasa + on 02-07-06 04:20 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6296 days
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Posted on 02-10-06 08:13 PM Link
Sorry for the bump, but I want to know in how much work left before the released, because, I waiting for the release before starting my hack, since I know it going to use a lot of custom block

BTW why Blocktool W?


(edited by Bio on 02-10-06 07:14 PM)
asdf

Link's Awakening
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Since: 11-18-05

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Posted on 02-10-06 08:26 PM Link
Originally posted by Sukasa +
Give me couple of weeks...


There's your answer, Bio. Oh, and I believe the idea with Blocktool Omega was to make it sound like it's the ultimate version of Blocktool.
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 6296 days
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Posted on 02-10-06 08:45 PM Link
Yeah, sort of a "Level up" from regular blocktool, because that's what blocktool W is, really. After all, no slowdown, more blocks available (from the blocktool SNES side code, it seemed like 255 blocks was the maximum. (Not with blocktool W, the new max is $1000)


(edited by Sukasa + on 02-10-06 08:24 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 02-10-06 09:07 PM Link
I know this is very off-topic, but for making the W letter use: <font face=Symbol>W</font>


(edited by Bio on 02-10-06 08:10 PM)
(edited by Bio on 02-10-06 08:11 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6298 days
Last view: 6309 days
Posted on 02-11-06 01:03 AM Link
That sounds all great so far, can't wait for the release, because I have actually really huge slowdown problems and the old slowdown fix don't worked right for some reason. I also can't wait to finally insert new blocks, because I actually don't inserted so much, because I feared, with every new block the slowdown gets bigger or so, lol. Thanks for the great work!
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 6296 days
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Posted on 02-11-06 01:43 AM Link
Yeah, I use about 21 blocks, and the code for it (the part of blocktool that loops, not counting the rest of blocktool) would fill about 4 pages of paper, if I were to print it.

Yeah. Huge.

Now, you have about 1 page of actual code in my blocktool version to execute, regardless of the number of blocks you have. so, unless you use only 1 or 2 blocks, blocktool W is the way to go.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 02-14-06 02:38 PM Link
I got a small request, could you make it so when a sprite activate the block code, the current slot that sprite use will be saved to the X or Y register, I hope this is possible to do


(edited by Bio on 02-14-06 04:17 PM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6296 days
Last view: 6295 days
Posted on 02-14-06 11:19 PM Link
I'll look into that.
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Acmlm's Board - I3 Archive - The Pit of Despair - Update on Blocktool §Ù [Omega] | Thread closed


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