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04-23-23 09:50 AM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB3 Animations Document (Not really a request!) New poll | |
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Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6168 days
Last view: 5907 days
Posted on 11-22-05 09:18 PM Link | Quote
I was working on a New smb3 rom and I
lost one of my animation SMB3 info docs
and I cant find it, exept the Mapper and
the Expansion docs, I Could not find the
SMB3 animation document anywhere!!

So can anyone reprovide info on:

* level type animation

and

* Animation (ASM) stuff

Yah, I am still doing ASM, I am just lazy.

Thanks,

-Hamtaro126
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 08:07 AM Link | Quote
I think you're requesting this; taken from DahrkDaiz's SMB3 notes :

Originally posted by DahrkDaiz in some SMB3 doc
BG tile animation routine: Used for action stages (not maps) for animating common objects, such as
bricks, coins, munchers, water, lava, etc.
$8E35 (0x3CE45)

$8E35:AC 1A 07 LDY $071A ; This loads the current bank from lower left corner of the pattern table
$8E38:C0 6A CPY #$6A ; 6A is the bank for the Airship, which doesn't have animated bg tiles
$8E3A:F0 21 BEQ $8E5D ; thus skip the animating routine
$8E3C:A5 15 LDA $15 ; This loads the constant timer
$8E3E:29 03 AND #$03 ; used for battleship animated tiles
$8E40: D0 1B BNE $8E5D ; but skips it on xxxx xx00 since there's only 3 frames of animation
$8E42:C8 INY
$8E43:C8 INY
$8E44:C0 76 CPY #$76 ; 74 is the last bank for the battle ship animated tile sequence (70, 72, 74)
$8E46: D0 02 BNE $8E4A ; a table isn't used here, thus, Y (from 71A) is increased twice
$8E48:A0 70 LDY #$70 ; if it reaches 76, loop back to the first animation sequence (70)
$8E4A:8C 1A 07 STY $071A ; and store it into the gfx bank
$8E4D: D0 0E BNE $8E5D
$8E4F:A5 15 LDA $15 ; this loads the constant timer and indexes it for the global
$8E51:29 18 AND #$18 ; animated tiles (coins, ? blocks, munchers, etc)
$8E53:4A LSR
$8E54:4A LSR
$8E55:4A LSR
$8E56:AA TAX
$8E57:BD FC 83 LDA $83FC,X ; Loads a bank from the animation sequence (60, 62, 64, 66)
$8E5A:8D 1A 07 STA $071A ; and finally stores it into the ram for the lower left gfx bank


And, just for your information, the term "lazy" is in complete contradiction with the "doing ASM" action...
Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6168 days
Last view: 5907 days
Posted on 11-23-05 10:18 AM Link | Quote
Sorry, Also, Thanks for the info, I can work on my hack again!
Along with ASM Hacks! (If i can have enough time,)

-Hamtaro126
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