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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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wow, a 4-month bump to repeat what BMF say, I'm really impressed | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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then he could use some ASM and jp's DMArio code to give fire Mario his own graphic, just include the code in the 'transform into Fire Mario' subroutine to change Mario graphic in VRAM and then hack the hurt/kill subroutine to change them back to normal (edited by Bio on 03-26-06 07:33 PM) (edited by Bio on 03-26-06 08:57 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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Originally posted by andres he mean the mikeyk pipe @Soulblader88: are you sure the .bin file are in the blktool folder? (edited by Bio on 03-26-06 08:27 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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the problem is solved, alastor say it, but he deleted his post (edited by Bio on 03-26-06 08:57 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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are you sure you didn't skipped the oppcode with the debugger?, if I renember correctly 'next op' skip the the current opperation and go to the next | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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or maybe the value at $0004 is FF, when FF is increased by one, the result is 00 (edited by Bio on 03-26-06 09:07 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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well, its very odd, I think its the debugger or the 65816 who got a bug with the SBC oppcode, I suggest dump RAM $0004 and $0002 when the 65816 is at this area of code (edited by Bio on 03-26-06 10:32 PM) (edited by Bio on 03-26-06 10:32 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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just have two copy of your rom, open them both in LM and export/import the GFX, save a level, save the map16 and the overworld(to have all LM ASM hack) then do the ASM work in the second one and then use lunar IPS and choose the one with all LM ASM hack but no hex editing as the original and the one with hex editing as the modified, that what I did with all my patch to allow maximum compatibility | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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I can't see why it wouldn't work | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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Originally posted by Raccoon Sam meh, I'm the one who have found these adress so I suppose this will be working fine Originally posted by Bio |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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the prupose of doing this is to allow the patch to be aplied to any hack in progress, so the patch MUST be applied to a modified SMW ROM that has all the LM ASM hack | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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amazingly enough, he didn't noticed that the HORIZONTAL shooter shoot DIAGONAL bill | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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because most of people only able to use patch (edited by Bio on 03-28-06 11:26 AM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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Originally posted by HyperMackerel using the level loop will be better, exept if you only want the block to be fixed in a specific level (edited by Bio on 03-28-06 04:33 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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odd, maybe Nintendo(I assume they did that game) based it on a beta of Mario all-star | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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just wondering, there were a thread on the old board where some member say they were aspie. of course I'm one of them | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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talk about a n00bish question. how do a convert a NES adress that FCEUXD's debugger gave me to a PC adress to edit it in a hex editor, I tried looking in a few doc but I didn't find how (edited by Bio on 03-29-06 04:43 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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the spike look misplaced in screenshot 1, try putting them 16 pixel higher | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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thank a lot, I can't believe I never tried it before
also the rom is SMB3 PRG0 (edited by Bio on 03-29-06 04:48 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6313 days Last view: 6312 days |
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READ THE FAQ (edited by Bio on 03-29-06 06:51 PM) |
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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |