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05-07-24 07:50 AM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB3 Question - Status Bar New poll | |
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Rockman

Shyguy


 





Since: 03-10-06

Last post: 6364 days
Last view: 6297 days
Posted on 05-07-06 10:32 PM Link | Quote
I changed the bytes that display the 2 goal card boxes, yet the centers still remain. I tried figuring out what is keeping them there, but so far no luck. I do know that there are a couple lines of code that switch the graphics being displayed for the status bar, and when you open/close the item side, the goal cards are displayed completely again. I'm guessing that I'm going to have to do something with the PPU Buffer, but I can't understand it at all. Any help I would appreciate it. Thanks.

<-- WTF?
JaSp

Shyguy








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

Last post: 6288 days
Last view: 6288 days
Posted on 05-08-06 06:00 AM Link | Quote
The centers are dynamically drawn afaik; I remember having had some difficulty to remove them. Actually they depend of the player's goal card addresses $7D9C-$7D9E, try to set a read breakpoint with them and you should find the code easilier.
Rockman

Shyguy


 





Since: 03-10-06

Last post: 6364 days
Last view: 6297 days
Posted on 05-08-06 12:12 PM Link | Quote
Thank you JaSp. I'm still having trouble when you flip the item bar on the map screen, the goal card boxes come back again. But, this is what I'm half done with:





Only one goal card box which displays your current powerup.


(edited by Rockman on 05-08-06 11:12 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6288 days
Last view: 6287 days
Posted on 05-08-06 01:17 PM Link | Quote
Originally posted by Rockman
Thank you JaSp. I'm still having trouble when you flip the item bar on the map screen, the goal card boxes come back again.

0x3C12F: status bar buffer(horizontal level and world map)
0x3c0b0 : status bar buffer(vertical level)
0x341F7: status bar buffer(for after you flip back)


(edited by Bio on 05-08-06 03:21 PM)
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