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05-08-24 11:46 AM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Making Lightning flash in certain levels of Super Mario Bros. 3 New poll | |
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HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6289 days
Last view: 6289 days
Posted on 05-17-06 08:26 PM Link | Quote
Can you not just disable the interrupt?
DahrkDaiz

Nipper Plant
U wan hax Mario?!








Since: 11-17-05

Last post: 6290 days
Last view: 6289 days
Posted on 05-17-06 10:52 PM Link | Quote
yes but disabling NMI in SMB3 is rather dangerous since there are SO many writes to the PPU during Vblank (updating the status bar, updating the palette, drawing new tiles when scrolling) a simple check for the right bank by testing a byte suffices though
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6290 days
Last view: 6290 days
Posted on 05-17-06 11:27 PM Link | Quote
agreed
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6289 days
Posted on 05-18-06 09:52 AM Link | Quote
So, I may be a noob but will this still work with SMW hacks?
richyawyingtmv

Bouncy


 





Since: 11-18-05
From: England

Last post: 6290 days
Last view: 6288 days
Posted on 05-18-06 01:34 PM Link | Quote
Originally posted by Remoga Sanctum
So, I may be a noob but will this still work with SMW hacks?


Incase you hadn't realised, this is for Super Mario Bros 3. Therefore, the answer is no.


(edited by richyawyingtmv on 05-18-06 12:35 PM)
(edited by richyawyingtmv on 05-18-06 12:35 PM)
Giga_Bowser_009

Red Paragoomba


 





Since: 04-16-06

Last post: 6507 days
Last view: 6507 days
Posted on 05-18-06 07:43 PM Link | Quote
Exactly. And I still haven't got it to work. Are there other custom ASM routines for the Lightning effects? Because I still don't have it in the levels I wanted yet. DahrkDaiz, what did you do to make the thunder flashes in certain levels of your hack? It might give me a clue on what to do.
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6290 days
Last view: 6290 days
Posted on 05-18-06 09:01 PM Link | Quote
if you are pasting someones routine into your hack, you have to make sure it is in the prg-bank that will be loaded when the routine is called or else its gonna jump to that address, but the code there will not be what u want and some unforseen things will happen. remember not all the prg/chr is "visible" to nes, only whatever the mmc3 has swapped in is.
Giga_Bowser_009

Red Paragoomba


 





Since: 04-16-06

Last post: 6507 days
Last view: 6507 days
Posted on 05-19-06 05:49 PM Link | Quote
Aha! So if I paste JaSp's code somewhere in the prg-bank where there is a bunch of FF's and it will work? I'm going to try that.
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6290 days
Last view: 6290 days
Posted on 05-19-06 10:09 PM Link | Quote
it cant just be in any place with $FF's, it has to be in the currently loaded bank at the time you want to use the code. the nes can only address up to 32kb of prg at any given time. to get around this mappers switch in what prg-banks are loaded into that 32kb space. it does you no good to paste the routine in, if its not loaded when you call it.

your best bet is to find out which bank is hardwired into prg-rom at all times, and find somewhere to paste it there so its loaded at all times. you may or may not be able to do that though.


(edited by never-obsolete on 05-19-06 09:11 PM)
DahrkDaiz

Nipper Plant
U wan hax Mario?!








Since: 11-17-05

Last post: 6290 days
Last view: 6289 days
Posted on 05-19-06 11:15 PM Link | Quote

$A100: AD 41 7B LDA $7B41 = #$0F
$A103: C9 0F CMP #$0F
$A105: F0 01 BEQ $A108
$A107: 60 RTS
$A108: AD C2 7D LDA $7DC2 = #$20
$A10B: F0 03 BEQ $A110
$A10D: 4C 1C A1 JMP $A11C
$A110: CE C1 7D DEC $7DC1 = #$00
$A113: F0 01 BEQ $A116
$A115: 60 RTS
$A116: A9 20 LDA #$20
$A118: 8D C2 7D STA $7DC2 = #$20
$A11B: 60 RTS
$A11C: 29 02 AND #$02
$A11E: D0 09 BNE $A129
$A120: AD EC 7D LDA $7DEC = #$0F
$A123: 8D CF 07 STA $07CF = #$0F
$A126: 4C 2E A1 JMP $A12E
$A129: A9 30 LDA #$30
$A12B: 8D CF 07 STA $07CF = #$0F
$A12E: CE C2 7D DEC $7DC2 = #$20
$A131: D0 5A BNE $A18D
$A133: A9 01 LDA #$01
$A135: 8D C6 7F STA $7FC6 = #$00
$A138: 8D C7 7F STA $7FC7 = #$00
$A13B: 8D C8 7F STA $7FC8 = #$00
$A13E: A5 FC LDA $FC = #$EF
$A140: 8D BF 05 STA $05BF = #$E4
$A143: 8D C0 05 STA $05C0 = #$E3
$A146: 8D C1 05 STA $05C1 = #$E4
$A149: A9 00 LDA #$00
$A14B: 8D D5 7F STA $7FD5 = #$01
$A14E: A9 00 LDA #$00
$A150: 8D D6 7F STA $7FD6 = #$01
$A153: 8D D7 7F STA $7FD7 = #$01
$A156: A5 90 LDA $90 = #$CA
$A158: 69 80 ADC #$80
$A15A: EA NOP
$A15B: EA NOP
$A15C: 8D C9 05 STA $05C9 = #$1B
$A15F: A5 90 LDA $90 = #$CA
$A161: 8D CA 05 STA $05CA = #$9A
$A164: A5 90 LDA $90 = #$CA
$A166: 65 6D ADC $6D = #$BD
$A168: EA NOP
$A169: EA NOP
$A16A: 8D CB 05 STA $05CB = #$43
$A16D: A9 00 LDA #$00
$A16F: 8D DD 05 STA $05DD = #$00
$A172: 8D DE 05 STA $05DE = #$00
$A175: 8D DF 05 STA $05DF = #$00
$A178: A9 01 LDA #$01
$A17A: 8D D3 05 STA $05D3 = #$6F
$A17D: 8D D4 05 STA $05D4 = #$6F
$A180: 8D D5 05 STA $05D5 = #$6F
$A183: A9 4E LDA #$4E
$A185: 8D 1D 07 STA $071D = #$4E
$A188: A9 80 LDA #$80
$A18A: 8D C1 7D STA $7DC1 = #$00
$A18D: 60 RTS


There's my routine... I don't feel like going through and commenting the code : \


(edited by DahrkDaiz on 05-19-06 10:16 PM)
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6290 days
Last view: 6290 days
Posted on 05-20-06 03:54 AM Link | Quote
you shouldn't have to. if someone wants to copy/paste your code, they should at least have the understanding to figure out what it means.
DahrkDaiz

Nipper Plant
U wan hax Mario?!








Since: 11-17-05

Last post: 6290 days
Last view: 6289 days
Posted on 05-21-06 02:34 AM Link | Quote
exactly, part of being a rom hcker is deciphering someone else's code, even if that someone else is the original programmer or another rom hacker
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Acmlm's Board - I3 Archive - ROM Hacking - Making Lightning flash in certain levels of Super Mario Bros. 3 |


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