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Acmlm's Board - I3 Archive - ROM Hacking - Making Lightning flash in certain levels of Super Mario Bros. 3 | New poll | | |
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Giga_Bowser_009 Red Paragoomba Since: 04-16-06 Last post: 6650 days Last view: 6650 days |
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Hi, I've done some simple ASM hacks for Super Mario Bros. 3 so I want to go ahead and do this one ASM hack I've been trying to do and I need help on it too.
I want to make some lightning flashes in certain levels, the levels I want them flashing are as follows: Doomships 1-7 Tanks Battleships World 8-1 World 8-2 Bowser's Castle (It ends after you beat Bowser but there is no flashing background in the second part of the castle.) And... World 8 Dungeon I really appreciate your help. I need to get it done. |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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if i understand correctly all you want to do is flash the screen like white or whatever then back to normal? or are you looking to have lightning bolts in the background as well? | |||
Giga_Bowser_009 Red Paragoomba Since: 04-16-06 Last post: 6650 days Last view: 6650 days |
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Make the screen flash white for 10 seconds and back to normal. | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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10 second is waaaaaaay too long to give a flash effect, make it so it change all color to white 1 or 2 frame each 128 frame (edited by Bio on 05-15-06 04:03 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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well drop me an email and we can figure something out. how familiar are you with 6502 asm and the interworkings NES? what kind of asm hacks have you done before? | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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enough to have 3 totally custom power-up in smb3 | |||
Giga_Bowser_009 Red Paragoomba Since: 04-16-06 Last post: 6650 days Last view: 6650 days |
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I have done an ASM hack where you can get the Kuriboh's shoe everytime you step on a P-switch. I've also done one where Mario gains a life everytime you die. BTW never-obsolete I have sent you an E-mail, did you get it? | |||
never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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yes i did receive it and bio are you interested on working on this as well? also is this the only hack you are looking to add or are there other things? | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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I could provide some help, but first, how are you going to make it so the code only run in a specific level? I got a few idea:
1. use the pointer to next level to detect current level 2. use a special pallete for these level, and make code read pallete before running(much like BMF's PALASM) 3. use an ASM hack to save current level offfset in RAM and use it for the code |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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exaclty what i was thinking and said in the email i sent to giga.
i thought we could hack in a ram value to keep track of how many frames have gone by since the last flash, which would also be used to keep track of how many frames the screen has been white. as for flashing the background just hack into the NMI a:
which would jump to our own routine that would be stored in some blank space somewhere in the rom. though i dont think we would need to hack the whole palette just do something along the following:
thats just my idea. of course we would have to do a check for levels and all that other nonsense but you get what im sayin? the code would be a little more complex because lightning does just turn the sky white, it flickers, but thats a rough idea. (edited by never-obsolete on 05-15-06 09:30 PM) (edited by never-obsolete on 05-15-06 09:38 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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for the counter, just use the original frame counter ($15) and remove the last bit
LDA $15 AND #$80 BNE no flash tada, a code only run one frame each 128 frame BTW since it is for smb3, I suggest using the PPU buffer(located at 300+) since it tend to be less buggy than manual PPU write (edited by Bio on 05-15-06 10:05 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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is the PPU buffer for sprite dma or for what kinda of information? i have not ever looked at the smb3 rom and how it works, so i was gonna rely on you two to fill me in on what you know about it. as for the frame counter, are you refering to the mmc3 irq counter. or is it something the game manually increments in code? | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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I think the game code increment it(I've never hacked other NES game) but about the PPU buffer, here how I explained it to Rockman(throught PM)
Originally posted by BioOriginally posted by DarhkDiaz note |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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is there a routine that writes and clears the buffer?
i dont think there is a way to write palette data to VRAM without using $2006 and $2007. with a buffer i assume the game waits untill vblank and in the NMI it does all the writing. my suggestion would be to insert a jmp in the NMI so any writes to VRAM would be stable because no rendering would be occuring. though either way would work, its up to you guys im just here to help with the coding. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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well, you probably know the NES more that I do, but for a more lazy way, you could use the game Flash timer located at $7CFB , this will make the bg flash through rainbow colors. If it's above 80, it flash the 9th palette instead. (edited by Bio on 05-15-06 10:39 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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yeah but you know the game better than i do so we gotta find a middle ground. what does the flash timer do, alter palettes? and if so, does it accomplish the flash we want? and this msgboard crap is annoying we need find a faster way to communicate in real time. | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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what the flash time basicaly do is change the BG pallete depending of the value in it, and then decrease that value, the original value is restored when the value reach 00, in the original game, it used when you collect a ? sphere(after beating a boom-boom) and when bob-bomb explode
Originally posted by never-obsolete we could use AIM, MSN or another instant messenger (edited by Bio on 05-15-06 10:54 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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the only thing i have is irc but i can get one of the other which would u prefer? and have you heard from giga this was his original idea? | |||
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: 6432 days Last view: 6432 days |
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You know, having it flash exactly once every 128 frames will probably look like crap. You need to look into random number generation. | |||
never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6433 days Last view: 6433 days |
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i was thinking that but this is just a general outline of things to come and with the limitations of the nes i would probably just choose some address in chr data and use that value for the length timer. i dont wanna have to insert a pseudo random number generator because of space issues. |
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Acmlm's Board - I3 Archive - ROM Hacking - Making Lightning flash in certain levels of Super Mario Bros. 3 | | |