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05-27-24 11:48 PM
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Acmlm's Board - I3 Archive - SMW Hacking - PalEnemy and Bullet Bill Shooter New poll | |
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Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6308 days
Last view: 6307 days
Posted on 03-23-06 07:31 PM Link | Quote
I have figured out how to use Glyph Phoenix's PalEnemy.ips with the Bullet Bill Shooter.

Here's a link to the thread for more info:

http://board.acmlm.org/archive/thread.php?id=19032

Here's a link to the patch:

http://www.freewebtown.com/illegalmove/palenemy.ips

If you have applied the patch successfully and also make a backup of your hack, then follow these steps:

1.-Open the hack in a hex editor.

2.-Go to address x136B1 and replace A9 1C 99 9E 00 with 22 08 FE 13 EA.

3.-Save the changes and play the hack in the emulator.

4.-If the Bullet Bill Shooter begins to generate Shelless Green Koopas, you're ready to go.

5.-If you want the Bullet Bill Shooter to generate a certain enemy, go into Lunar Magic, select "Edit Extended Animation Frames". Select "Normal" or any other entrie, leave the "Palette" entrie intact, put in the "Destination" FF and in the frames put "xx00".

xx is the sprite you want to put in (00-C8). See the "Add Sprites Window" in Lunar Magic for their value.

NOTE: Values 12, 36 and 69 should not be used, unless they have been edited and replaced. Value 53 must not be used and replaced at all. Also, values C9 and above will freeze/crash your hack, so don't use them!!!

I can't take all the credit for this info, so here's a list of people I would like to thank:

BMF54123
Creator of PalAsm on which the code was based.

Glyph Phoenix
Creator of PalEnemy and author of the ASM Tutorial.

Atma X
Info on the sprite Lakitu throws.
Info on the sprite Lakitu throws when the silver P-switch is active.

Mattrizzle
Info on the sprite Puntin' Chuck kicks.

Bio
Info on the sprite that the Bullet Bill Shooter uses.

I also would like to thank people who have given me inspiration:

Ghettoyouth
For showing screens with goomba generators.

KT
For SMWR2 that showed his ASM skills.




C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6308 days
Last view: 6308 days
Posted on 03-23-06 07:39 PM Link | Quote
since we are on this, why not make it so LM extra info could be used to toggle on/off the PalEnemy for the sprite, that way you could have a bullet bill shooter and a X sprite shooter in the same time, also sprite 53 can be generated if you change the value written at 7E14C8+X to 0B
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6308 days
Posted on 03-23-06 08:15 PM Link | Quote
...That´s great Davros! Now I can use different sprite generators in the same sprite without ASM knowledge !
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6308 days
Last view: 6307 days
Posted on 03-23-06 08:30 PM Link | Quote
Originally posted by Bio
why not make it so LM extra info could be used to toggle on/off the PalEnemy for the sprite, that way you could have a bullet bill shooter and a X sprite shooter in the same time, also sprite 53 can be generated if you change the value written at 7E14C8+X to 0B


I'm not familiar with the Lunar Magic extra info since I only know basic ASM. I don't think the Bullet Bill Shooters have support for sprite 53 since it doesn't appear even after I changed offset x1232E 08 to 0B. Maybe it's just me.

But if you know how it can be done, I will appreciate it.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6308 days
Last view: 6308 days
Posted on 03-23-06 08:40 PM Link | Quote
Originally posted by Davros
I'm not familiar with the Lunar Magic extra info since I only know basic ASM. I don't think the Bullet Bill Shooters have support for sprite 53 since it doesn't appear even after I changed offset x1232E 08 to 0B. Maybe it's just me.

But if you know how it can be done, I will appreciate it.

I don't have much experience with the extra info, but it should be possible, the goal tape sprite use it to alter the code, also I forgot to say you need to store FF to 7E1540+x(and maybe some other stuff I forgot) to spawn a throw block. the throw block sprite creation subroutine start at Snes $2862F in case you need to look at it

Edit:after looking at the memory map, I believe that RAM adress 7E141C is the one that keep extra info , it is labelled as 'Secret Goal Sprite flag'


(edited by Bio on 03-23-06 07:41 PM)
(edited by Bio on 03-23-06 07:46 PM)
Glyphodon



 





Since: 11-18-05

Last post: 6349 days
Last view: 6329 days
Posted on 03-23-06 08:50 PM Link | Quote
I specifically said it wasn't based on BMF's code.

The ExAnimation really isn't necessary. I guess it'll be easier to keep track of since it's a number instead of a windows color selector dialogue, but you can always just change the nonanimated color and it'll work just as well.

But, yeah, props on working with this. You even sorted out the code and found out where you jump to. That's pretty radical.

I should probably improve the system so it doesn't use the palette and has better options and such. Gotta figure out how I can make a sprite know where its own stuff is located, though, and basically do a lot of messing around. I already have projects, though, so this is going to be one of those things I might never get around to.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6308 days
Last view: 6307 days
Posted on 03-23-06 10:39 PM Link | Quote
In order to disable the sound of the Bullet Bill Shooters in certain levels but are also enabled in other levels, I have created:

PALSOUND.

I would like to give credit to Glyph Phoenix for the code of PalEnemy. All I did was simply change a RAM Address in the PalEnemy code in order to create PalSound.

RAT tag:

53 54 41 52 0F 00 F0 FF

The RAT tag will prevent the data from being erased or overwritten. Be sure to put this first!

PalSound code:

A9 xx 8D 21 21 AD 3B 21 AD 3B 21 8D FC 1D 6B

It’s similar to PalEnemy, but uses 8D FC 1D for the sound. The xx is the value in the palette it will read (00-FF). For example, if you put FE in there, every time it reads that value it will play a sound depending on the first two digits of the SNES RGB value.

Go to offset x136A7 and replace the data with 22 xx xx xx EA. Where xx xx xx is the address in LoRom where you put the PalSound data. If you have Lunar Address, then use it to convert the PC address (were you put the Palsound data) into a LoRom address. For example, if the code is at xA0022 the address in LoRom should be $13:FE22. Since LoRom addresses are little endian (backwards), this should be as 22 FE 13. Make sure there’s free space in the ROM. Be sure to save the changes in the hex editor.

In Lunar Magic, open the "Edit Extended Animation Frames" dialog. Where it says “Not Used” change it to Normal or any other entries, leave the Palette entrie as it is, in the "Destination" put FE (or any other value the PalSound code uses in there) and in the frames put the sound values as SNES RGB values. Here’s an example:

09 (cannon being shot) as SNES RGB value: 900

If you use 0000 it won’t play a sound, but if you use 900 it will play the sound of a cannon being shot. This useful in case you want to create those enemy generators without any sound in a certain level but with sound in the next.

DO NOT USE values 62 to FF because they will freeze/crash your ROM and also may crash the SPC700!!!

I did this so I can disable and enable the sound of the Bullet Bill Shooters in certain levels, but it can also be used for other sprite generators that also use sounds when generating a sprite.

EDIT:

Added info about LoRom Addresses being little endian (backwards). Sorry about the ealier confusion and any problems caused.






(edited by Davros on 03-23-06 11:53 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6308 days
Posted on 03-24-06 12:22 AM Link | Quote
... I have followed all the steps for the PalSound, but it crashes my ROM .


(edited by andres on 03-24-06 08:17 AM)
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6421 days
Last view: 6421 days
Posted on 03-24-06 09:10 AM Link | Quote
that sucks, now my generators won't be special anymore...
*criesandrunsaway*
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