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Acmlm's Board - I3 Archive - ROM Hacking - Level Timers.. |
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S.N.N. wtf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 From: Ontario, Canada Last post: 6343 days Last view: 6338 days |
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Strange question, and whether anyone has the answer to it or not, I don't know. The game I am referring to in this thread is Yoshi's Island, obviously. Would it be possible to, once the player enters a level, to initiate a timer for that level, like in SMW/SMB/etc.? I don't know enough ASM to figure this out I'm afraid.
Would anyone happen to have a clue how to do this? Thanks ![]() (yeah, it's my first ASM request, sue me) |
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Sonicandfails![]() ![]() ![]() ![]() ![]() ![]() ![]() 910 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 From: Mass Last post: 6338 days Last view: 6337 days |
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Anything is possible with ASM knowledge. | |||
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: 6338 days Last view: 6338 days |
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Within the limitations of the hardware. (I've had people ask me to do things well beyond what the system can do because they took that statement a little too literally. ![]() |
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rubixcuber![]() Mole ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 09-08-06 From: St. Louis, MO Last post: 6447 days Last view: 6447 days |
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Well, I don't know much about YI, but there's probably a frame counter in RAM somewhere. The frame counter probably resets to 0 after some number of frames, so what you want to do is create another value keeping track of how many times the frame counter has reset. Then the total frames passed is your new value * number of frames per reset + frame counter.
Then you just divide by the FPS to get how much time has passed and display that however you'd like. |
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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: 6338 days Last view: 6338 days |
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Or better, make a second frame counter that only runs while playing (not while paused or what have you), and once it hits 60, reset it and increment your seconds counter.
But one of the things I liked most about YI was not having a time limit... |
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S.N.N. wtf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 From: Ontario, Canada Last post: 6343 days Last view: 6338 days |
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Originally posted by rubixcuber Yeah, that sounds like the best way to do it...it shouldn't be too hard. I do agree with HH though, in that it was good without the timer - I just figured the timer may add an extra twist to it ![]() I'll see what I can do - I'm only butchered my ROM about 600 times, so whats an extra +1 gonna do ![]() |
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Acmlm's Board - I3 Archive - ROM Hacking - Level Timers.. |
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