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06-16-24 12:11 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - the second sprite table New poll | | Thread closed
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C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
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Posted on 02-22-06 05:13 PM Link
I know this is a little n00bish question, but do someone know the location for all the second sprite table(the one that handle sprite C9-FF), I tried to dig in the archive but I didn't manage to find them, the only one I found is the pointer table at 0x135B0
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6342 days
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Posted on 02-22-06 05:42 PM Link
Personally I'd love to have the location of said table... maybe the tile mappings wouldn't be far? :O
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 02-22-06 05:55 PM Link
I doubt that the tile mapping is near
Originally posted by mikeyk
It loads data from 6 major tables in the ROM..

0x03F46C -> 7E1656
0x03F535 -> 7E1662
0x03F5FE -> 7E166E
0x03F6C7 -> 7E167A
0x03F790 -> 7E1686
0x03F859 -> 7E190F

0x009E7F is the begining of an offset table that is indexed by sprite number. 0x009D83 is the start of a gfx tile table that is indexed by a value in the offset table. For example the entry for a green shelless in the offset table is x09, so the gfx tiles for the shelless start at 0x9D8C (0x009D83 + x09). Again not all of the enemies are stored here.

If only I wouldn't suck at tracing I could find them


(edited by Bio on 02-22-06 04:57 PM)
(edited by Bio on 02-22-06 04:57 PM)
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6491 days
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Posted on 02-22-06 07:57 PM Link
Bio, what table are you looking for exactly? The "location for all the second sprite table" sounds pretty vague to me. You have 0x135B0 which is the start of the pointer table for sprites over C8. If you want to see the handler code for a sprite, just follow the pointer in the table. For example, sprite C9's routine would start at $02B466, CA's would start at $02B3B6, etc.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 02-22-06 08:06 PM Link
I've refering to the one that handle sprite caracteristic, like if the sprite can be killed by fireball, I already know how to find the handler code of a sprite
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6491 days
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Posted on 02-22-06 09:21 PM Link
There is no such table.
cpubasic13
I'm ahead of myself...
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Since: 11-17-05
From: Citra, Fl.

Last post: 6329 days
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Posted on 02-22-06 09:24 PM Link
Originally posted by DMiner
There is no such table.


Oh really? I beg to differ.
http://www.freewebs.com/cpubasic13/smw_sprite.doc for those that need to copy/paste.

Look in the stickys first before jumping to such rational conclusions.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

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Posted on 02-23-06 02:02 AM Link
Originally posted by cpubasic13
Originally posted by DMiner
There is no such table.


Oh really? I beg to differ.
http://www.freewebs.com/cpubasic13/smw_sprite.doc for those that need to copy/paste.

Look in the stickys first before jumping to such rational conclusions.


I'm pretty sure he's talking about a secondary sprite table. There's no such thing in the doc you linked to.

Also, to my knowledge, there's no such table (except for a secondary ASM pointer table)
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6339 days
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Posted on 02-23-06 02:07 AM Link
The documents good though. I really don't know that much about the sprite data in SMW, so this should help. Thanks!
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 02-23-06 04:59 PM Link
Originally posted by Smallhacker
Also, to my knowledge, there's no such table (except for a secondary ASM pointer table)

that probably why I didn't find it, I feel stupid for looking for something that don't even exist
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