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Acmlm's Board - I3 Archive - The Pit of Despair - the second sprite table |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6337 days Last view: 6336 days |
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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: 6351 days Last view: 6337 days |
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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: 6337 days Last view: 6336 days |
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I doubt that the tile mapping is nearOriginally posted by mikeyk 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) |
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mikeyk![]() Shyguy ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 02-22-06 Last post: 6499 days Last view: 6345 days |
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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: 6337 days Last view: 6336 days |
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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: 6499 days Last view: 6345 days |
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There is no such table. | |||
cpubasic13 I'm ahead of myself... Wait... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 From: Citra, Fl. Last post: 6337 days Last view: 6336 days |
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Originally posted by DMiner 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. |
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Smallhacker![]() Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by cpubasic13Originally posted by DMiner 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) |
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Clockwork JB![]() Flurry ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 02-12-06 From: Melbourne, Australia Last post: 6347 days Last view: 6347 days |
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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: 6337 days Last view: 6336 days |
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Originally posted by Smallhacker that probably why I didn't find it, I feel stupid for looking for something that don't even exist ![]() |
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Acmlm's Board - I3 Archive - The Pit of Despair - the second sprite table |
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