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05-08-24 12:59 AM
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Acmlm's Board - I3 Archive - SMW Hacking - new sprite - venus fire trap New poll | |
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Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6290 days
Last view: 6288 days
Posted on 06-08-06 04:54 PM Link | Quote
Originally posted by peter_ac
Excellent, now if only I could figure out how to actually use that Tricks Assembler. =/
Seconded. Some of us don't even use disassemblers.

I use ASMdev, and even then, not that much.

DMiner, maybe you could post the hex in your page for us slightly less disassembler inclined? Please?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6288 days
Last view: 6288 days
Posted on 06-08-06 05:31 PM Link | Quote
I don't know why you guy got problem with trickASM, but here the Hex code:
8B 4B AB 20 10 80 AB 6B 00 F0 00 10 20 50 20 40 B5 E4 29 08 D0 08 B5 E4 29 F0 09 08 95 E4 BD 94 15 D0 1F A5 64 48 BD D0 15 D0 04 A9 10 85 64 20 A8 80 BC EA 15 B9 0B 03 29 F1 09 0B 99 0B 03 68 85 64 20 5A 82 A5 9D D0 2B BD 94 15 D0 04 22 3A 80 01 20 98 81 20 75 81 B5 C2 29 03 A8 BD 40 15 F0 13 5A C0 02 D0 03 20 0A 81 7A B9 08 80 95 AA 22 1A 80 01 60 B5 C2 29 03 85 00 D0 11 20 22 83 A5 0F 18 69 1B C9 37 A9 01 9D 94 15 90 0D 9E 94 15 A4 00 B9 0C 80 9D 40 15 F6 C2 60 10 00 10 00 C0 C2 C0 C2 0A 08 0A 88 20 C4 81 BD 1C 15 0A 85 03 BD 7C 15 29 01 85 02 DA A2 01 DA 8A 05 03 48 A5 00 99 00 03 FA A5 01 18 7D 9C 80 99 01 03 BD A0 80 99 02 03 BD A4 80 A6 02 D0 02 09 40 05 64 99 03 03 98 4A 4A AA A9 02 9D 60 04 FA C8 C8 C8 C8 CA 10 C7 FA A0 FF A9 01 22 B3 B7 01 60 0C 0C 06 06 F4 F4 FA FA 0C F4 10 F0 BD A0 15 1D 6C 18 D0 62 BD 40 15 C9 28 F0 01 60 A0 E8 BD 7C 15 29 01 D0 02 A0 18 84 00 A0 07 B9 0B 17 F0 04 88 10 F8 60 A9 02 99 0B 17 B5 E4 18 69 05 99 1F 17 BD E0 14 69 00 99 33 17 B5 D8 18 69 05 99 15 17 BD D4 14 69 00 99 29 17 DA BD 1C 15 0A 0A 1D 7C 15 AA BD FE 80 99 3D 17 FA DA BD 7C 15 AA BD 06 81 99 47 17 FA 60 A0 00 A5 D3 18 69 10 85 D3 A5 D4 69 00 85 D4 A5 D3 38 F5 D8 85 0E A5 D4 FD D4 14 10 01 C8 98 9D 1C 15 60 A0 00 A5 D1 38 F5 E4 85 0F A5 D2 FD E0 14 10 0B C8 A5 0F C9 B0 B0 0C C8 C8 80 08 A5 0F C9 50 90 02 C8 C8 98 9D 7C 15 60 0C 1C 01 02 9E 6C 18 9E A0 15 B5 E4 C5 1A BD E0 14 E5 1B F0 03 FE A0 15 BD E0 14 EB B5 E4 C2 20 38 E5 1A 18 69 40 00 C9 80 01 E2 20 2A 29 01 9D C4 15 D0 3F A0 00 BD 62 16 29 20 F0 01 C8 B5 D8 18 79 C0 81 08 C5 1C 26 00 28 BD D4 14 69 00 46 00 E5 1D F0 09 BD 6C 18 19 C2 81 9D 6C 18 88 10 DD BC EA 15 B5 E4 38 E5 1A 85 00 B5 D8 38 E5 1C 85 01 60 68 68 60 40 B0 01 FF 30 C0 A0 C0 A0 F0 60 90 01 FF 01 FF 01 FF 01 FF A9 06 85 03 80 06 A9 04 80 02 A9 02 85 03 80 02 64 03 20 34 83 F0 6C A5 5B 29 01 D0 67 B5 D8 18 69 50 BD D4 14 69 00 C9 02 10 34 BD 7A 16 29 04 D0 51 A5 13 29 01 05 03 85 01 A8 A5 1A 18 79 3A 82 26 00 D5 E4 08 A5 1B 46 00 79 42 82 28 FD E0 14 85 00 46 01 90 04 49 80 85 00 A5 00 10 24 B5 9E C9 1F D0 08 8D C1 18 A9 FF 8D C0 18 BD C8 14 C9 08 90 0C BC 1A 16 C0 FF F0 05 A9 00 99 38 19 9E C8 14 60 BD 7A 16 29 04 D0 F8 A5 13 4A B0 F3 B5 E4 C9 00 BD E0 14 E9 00 C9 02 B0 C2 A5 13 4A 29 01 85 01 A8 F0 0A B5 9E C9 22 F0 D6 C9 24 F0 D2 A5 1C 18 79 36 82 26 00 D5 D8 08 AD 1D 00 46 00 79 38 82 28 FD D4 14 85 00 A4 01 F0 04 49 80 85 00 A5 00 10 AD 30 87 A0 00 A5 D1 38 F5 E4 85 0F A5 D2 FD E0 14 10 01 C8 60 BD A0 15 1D 6C 18 60
Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6290 days
Last view: 6288 days
Posted on 06-08-06 05:38 PM Link | Quote


Um... please separate the different subroutines, Bio.

It's rather hard to identify what's what if it's all piled up together like that.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6288 days
Last view: 6288 days
Posted on 06-08-06 05:40 PM Link | Quote
that because I've only compiled the code and copy/pasted it
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6295 days
Last view: 6289 days
Posted on 06-08-06 05:43 PM Link | Quote
Wow, as a certain person would say that was part of the creators of a favourite computer game of mine (Atomic Bomberman), boy, am I being impressed.

Next to the amazement I had when I first successfully used your SMB3 style pipes in my hack, MikeyK, the sight of all of these new ASM hacks of yours (first the donut lifts I believe, then the hammer bros. and parabeetles, and now, the SMB3 venus firetrap) definitely is filling me up with amazement.

However, I too, feel I should ask a couple of questions about using the SMB3 venus firetrap in a SMW hack.

1. When they are used, do they spit out one fireball or two fireballs (I recall in SMB3, the only ones that spit out one fireball are in world 1, and the rest of them spit out two fireballs throughout the game)?

2. Similarly, would it be possible for you to code the upside down versions of the venus firetraps (I think they only shoot two fireballs in SMB3, but I could be wrong) please? I'm sure this would be majorly good news to me and others as well.

Awesome coding! 'insert thumbs up sign here'
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6451 days
Last view: 6296 days
Posted on 06-08-06 11:39 PM Link | Quote
first of all, i've updated new versions of all the asm files. be sure to hit refresh or redownload the files. i mainly removed the place holder (org $008000) at the begining of the code. this line helped me in what i was doing, but it probably just makes the compiled files more difficult to work with for everyone else.
edit: i also fixed the text formatting problems with all the files on the site.

the reason that the binary (hex code) isn't included is that it takes away the portability. if you just compile the code on the site you must insert it at ROM address 0x0C8200 for it to work. this is because the locations of subroutines and other data get hard coded into instructions at compile time. by providing the assembly code, one line can be changed at the begining of the code (org $198000) and it can be recompiled to be inserted where ever it is needed.

tricks is an assembler, and it's just a simple command line program. with the new versions of the asm files on the site, it's as easy to use as typing "trasm whatever.asm". after that, whatever.bin will have the hex code you're used to.

the fly trap is coded to support two fireballs, but in the provided code it's set up to only fire one. these are the lines that determine the times to throw the fireballs:
CMP #$28
BEQ SPIT
CMP #$28
BEQ SPIT
each 28 can be changed to anything between 0 and 50 to change the time when a fire ball is thrown. replacing them with something like 10 and 40 would make a plant that throws 2 fireballs. it would be possible to make an upside down version, but i can't have all the fun with the coding. maybe this will spark some interest in people doing some more stuff with asm


(edited by DMiner on 06-08-06 10:58 PM)
Tanookirby

Buzzy Beetle


 





Since: 11-18-05

Last post: 6295 days
Last view: 6387 days
Posted on 06-08-06 11:42 PM Link | Quote
I'd like to make a few comments.
Those enemies are terrific, but I noticed a few things.
1. The hammer brother does not drop down from the blocks once it is standing on them. There needs to be a way in which the enemy can choose these three jumping options at random: jumping onto higher place, jumping down to a lower place, and jumping without changing places. Try viewing the hammer brothers' action in SMB1 and/or SMB3.
2. I like the parabeetles, but I think you should adjust how they react. I recommend making them move down a little farther after Mario lands on them. this makes it easier to push them downward. You can also speed up the animation of the beetles as Mario rides them.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6451 days
Last view: 6296 days
Posted on 06-09-06 08:09 PM Link | Quote
SNN. I just transfered the donut lifts to the new format that i've been using. they're the latest thing i've uploaded to my site.


Tanookirby. the sprites are a constant work in progress. if i work more with the hammer bro, i'd rewrite its movement code to make its jumps better, but for now that's more work than it's worth. The parabeetles can easily be tweaked, but that'll also be work for another day.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 06-09-06 08:33 PM Link | Quote
About the Hammer Bros.:

1. Try getting a power up or dying near one. It just totally glitches up. A vertical line of random tiles appears in its place.
2. Inserting the code into a hack makes his head bob up and down.
3. The hammers disappear when they get too high.
4. Smashing a brick beneath it doesn't kill it, it just drops down.

Venus Fire Trap:

After insterting it into a hack, Mario is not able to kill it with a fireball. It only hurts Mario when touching the bottom of it. Mario an't spin jump on it.


(edited by peter_ac on 06-09-06 07:42 PM)
(edited by peter_ac on 06-09-06 07:44 PM)
(edited by peter_ac on 06-09-06 07:44 PM)
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6294 days
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Posted on 06-09-06 08:43 PM Link | Quote
peter_ac: I don't have any of those problems with the Venus Fire Trap, at least with the patch he gave. Perhaps you did something wrong?
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 06-09-06 08:44 PM Link | Quote
Originally posted by Skreename
at least with the patch he gave.

Originally posted by peter_ac
After insterting it into a hack



(edited by peter_ac on 06-09-06 07:45 PM)
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6451 days
Last view: 6296 days
Posted on 06-09-06 09:22 PM Link | Quote
peter_ac, hammer.asm and hammer.ips have been reuploaded. bugs 1 and 2 are fixed. 3 is an issue with the original code that handles projectiles, maybe i'll look into that in the future. point 4 i'm not sure how to fix right now. the brick only kills the hammer bro if it hits him a bit off center. this is same behavior that rex has, which is the sprite i used as a base.

edit: i couldn't replicate your problems with the venus fire trap


(edited by DMiner on 06-09-06 08:55 PM)
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 06-09-06 09:57 PM Link | Quote
Thank you, Dminer!

3 doesn't really matter, and 4 is only a problem occasionally.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6288 days
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Posted on 06-09-06 10:40 PM Link | Quote
sorry, the venus fire trap bug was caused by me, when inserting them to peter_ac hack, I gave to the venus fire trap the para-bettle tweaker code and gave to the para-bettle the fire trap code


(edited by Bio.exe on 06-09-06 09:40 PM)
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 06-09-06 11:35 PM Link | Quote
1 2 3

Thanks for all the help, Bio and DMiner!


(edited by peter_ac on 06-09-06 10:36 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6295 days
Last view: 6289 days
Posted on 06-10-06 10:45 PM Link | Quote
Great and all with the fixes MikeyK, but something about the venus firetrap in SMB3 has me very, very curious. In that game, does the number of fireballs one spits out depend on its X position? Whether or not that's the case, would it be possible to make that small tweak so that the sprite will spit out one or two fireballs depending on the X position, please? That might make things even easier here for people.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6288 days
Last view: 6288 days
Posted on 06-10-06 11:07 PM Link | Quote
that would be better to use the LM extra bit since it is less limited than X position, anyway, I changed DMiner code a bit, in this one the venus fire trap will shoot 2 fireball if the LM extra bit is set to 1 or above

Attachments

venus.txt (39053b) - views: 105



(edited by Bio.exe on 06-10-06 10:07 PM)
(edited by Bio.exe on 06-10-06 10:11 PM)
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Acmlm's Board - I3 Archive - SMW Hacking - new sprite - venus fire trap |


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