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05-03-24 04:45 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario World: Fast BG Scrolling New poll | |
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asdf

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Since: 11-18-05

Last post: 6285 days
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Posted on 12-10-05 05:35 AM Link | Quote
Is there any way to trigger the fast background scroll (Sprite F4) without the use of Sprite C1? It's obvious that having some moving grey blocks in a level isn't exactly going to be healthy for your level design. The level I am making would just look wrong without the fast background scrolling, so not using it is out of the question as well. I remember this effect being in one hack, but I forgot what it was. Any help would be appriciated.


(edited by asdf on 12-10-05 04:36 AM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6283 days
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Posted on 12-10-05 06:51 AM Link | Quote
You can make your own background scroll with LevelASM. Just use the following code:

REP #$20
LDA $1466
CLC
ADC #$xxxx
STA $1466
SEP #$20

where xxxx is the number of pixels you want to scroll each frame (if you want to scroll the other way, just replace the CLC ADC with SEC SBC).

Now, all you need to do is disable horizontal background scrolling in LM, and set the LevelASM pointer to your code address. That's all there is to it!
Sukasa

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Since: 11-17-05
From: Somewhere over there

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Posted on 12-10-05 03:47 PM Link | Quote
OR you could just use the 'fast BG scroll' block in blocxktool, like I did for COTMK 1.
asdf

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Since: 11-18-05

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Posted on 12-10-05 10:56 PM Link | Quote
I don't recall there being a Fast BG Scroll block for BlockTool. I tried LevelASM as well. For some reason, it did not work. I followed the instructions to the detail, but it still did nothing (although it did not crash).
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 6284 days
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Posted on 12-11-05 12:57 AM Link | Quote
Put the sprite F4 in, then look through the latestversion of blocktool.

I promise you that there is a 'Fast BG scroll" block, or one named something similar to that.
asdf

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Since: 11-18-05

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Posted on 12-11-05 02:38 AM Link | Quote
I looked. There is no such block in the latest version of Blocktool. Are you sure you didn't make it yourself?

I tried the LevelASM Method again. I now know that the LevelASM system was successfully implemented (in an ironic way too, because a typo in the code table for the level caused a crash when I went to said level). After fixing that typo, I tried it again. That time, it didn't crash, but it didn't work either. I don't think I understand what I need to do, although I probably have a good idea of what to do. Here's the hex of what I put in.

C2 20 A9 66 14 18 69 00 20 89 66 14 E2 20 6B

What am I doing wrong?


(edited by asdf on 12-11-05 01:39 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6283 days
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Posted on 12-11-05 02:45 AM Link | Quote
try the one in the Custom block workshop
asdf

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Since: 11-18-05

Last post: 6285 days
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Posted on 12-11-05 03:56 AM Link | Quote
That block worked. Thanks.

Although I still want to know what I was doing wrong with the ASM. Just in case I ever wish to insert other ASM later.


(edited by asdf on 12-11-05 02:56 AM)
(edited by asdf on 12-11-05 02:56 AM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6283 days
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Posted on 12-11-05 06:52 AM Link | Quote
C2 20 A9 66 14 18 69 00 20 89 66 14 E2 20 6B

The two opcodes in bold are your problem. A9 is LDA Immediate, which loads A with the value #$1466, rather than the value stored at address $1466. 89 is...uh...BIT Immediate, which still confuses and infuriates me to this day (don't use it ). Change 'em to AD (LDA Absolute) and 8D (STA Absolute) and everything should work fine.

Also, why would you want to use a block to control scrolling? Wouldn't you have to be touching it at all times, or does it set some auto-scroll bit I'm unaware of?


(edited by BMF54123 on 12-11-05 05:53 AM)
Sukasa

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Since: 11-17-05
From: Somewhere over there

Last post: 6284 days
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Posted on 12-11-05 01:35 PM Link | Quote
When sprite F4 is in the level, those blocks automatically set a RAM address (don't know which one), the same way sprite C1 does.
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6296 days
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Posted on 12-11-05 05:25 PM Link | Quote
One time I was looking for the "cage" sprite in lunar magic a while back(don't worry I found it) And I came across an unused sprite that made the backround scroll on it's own. I can't seem to find it again sadly.
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