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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: 6285 days Last view: 6284 days |
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any sprite that ignore wall can go through them
no need to made a list (edited by Bio on 11-19-05 11:44 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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here a link to the Learning ASM sticky from the archive: link (edited by Bio on 11-19-05 11:48 PM) (edited by Bio on 11-19-05 11:49 PM) (edited by Bio on 11-19-05 11:49 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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Originally posted by spel werdz rite You will need two block for this, one that enable the slippery level flag(by writing a non-zero value to 7E0086)and one to disable it (by writing zero to 7E0086) (edited by Bio on 11-22-05 03:57 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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I think he used the all-star coin custom block,it change into the next map16,try opening the hack in the lastest version of LM(1.63) and saving the map16.this will install the fix (edited by Bio on 11-26-05 12:17 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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actualy kalieann,you CAN do this with custom block,but you will need LevelASM and the on/off flag
LevelASM LDA $special world flag STA $On/off flag RTL custom block LDA $On/off flag CMP #$00 BEQ #$08 LDY #$00 LDA #$25 STA $1693 RTS LDY #$01 LDA #$30 STA $1693 RTS now just made a ON/OFF animation for the block in LM,I know this way is un-professionnal,but that the easiest way to do it (edited by Bio on 11-26-05 12:53 PM) (edited by Bio on 11-26-05 12:54 PM) (edited by Bio on 11-26-05 04:38 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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Originally posted by spel werdz riteOriginally posted by KailieannWell do you at least know how it works? I have every block pretty much figured out in Blocktool except those with reloc offsets. reloc offset is for relocating Jump statement,and kalieann know her stuff,custom block code can ONLY be activated by a sprite(Mario is a sprite,If you didn't know ) (edited by Bio on 11-26-05 12:58 PM) (edited by Bio on 11-26-05 01:03 PM) (edited by Bio on 11-26-05 01:04 PM) (edited by Bio on 11-26-05 01:04 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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Smallhacker made a program to edit the Iggy/larry platform,the only one you can't edit is Morton,Roy,Ludwig and bowser since you can edit the lemmy/wendy battle level.you can also add sprite in boss battle with LM,just change the level mode,add the sprite and change the level mode back
edit:link to the SmallHacker program:link (edited by Bio on 11-26-05 06:29 PM) (edited by Bio on 11-26-05 06:31 PM) (edited by Bio on 11-26-05 06:33 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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are you talking about the one that fix the item box graphic for sprite that don't usually go here(such as goomba)? | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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you could alway use a custom block to show message 2,It may work | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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I've been recently trying to make Mario and Luigi use different offset for jump height (located at Snes $D7A5),I have put a breakpoint to it and I found that It got read at Snes $ D949 in the oppcode ADC $D7A5,y(79 A5 D7 in hex) I have replaced it by:
$ D949 JSR $F9F9 $F9F9 JMP $10EF1A ADC $D7A5,y RTS ADC $C453,y RST $10EF1A PHA PHB PHD PHP PHX PHY LDA $0DB3 CMP #$00 BEQ #$0A PLY PLX PLP PLD PLB PLA JMP $00F9FD PLY PLX PLP PLD PLB PLA JMP $00FA01 Its the first time I'm doing that sort of thing,I have tested it and the game just freeze after the nintendo present any help? (edited by Bio on 11-27-05 07:37 PM) (edited by Bio on 11-27-05 08:33 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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go to the overworld editor and click on the red dot (edited by Bio on 11-27-05 08:24 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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Originally posted by Zibl he was meaning level number not hex adress,just do what I said (edited by Bio on 11-27-05 08:36 PM) (edited by Bio on 11-27-05 08:36 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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Originally posted by Bio |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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this is what I did, look above, It is the code I did,but he crash,and I didn't know why, and that the prupose of this thread (edited by Bio on 11-28-05 09:09 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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I'm using Ness,I manage to devlop many combo with him(Grab+PK Flash=DOMMAGE) | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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I think this is for ram that handle 'button is pressed' flag,the original smw do no difference between a and a+b (edited by Bio on 12-01-05 09:48 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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Originally posted by mariofan05 Originally posted by mikeyk on the old board Originally posted by mariofan05 edit the graphic and change Mario jumping byte,its located at 59A5 Originally posted by mariofan05 use LM map16 P.S. please improve your grammar (edited by Bio on 12-03-05 07:53 PM) (edited by Bio on 12-03-05 07:53 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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Originally posted by mariofan05 1:get it from all-star+world(or any other game you want)than replace the Mario GFX 2.a hex editor and fix your grammar please (edited by Bio on 12-03-05 09:31 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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thank d4s,I will try this later,I'm busy for now
BTW, I already know about these adressing stuff,I have disambled all the code before posting it,and the adress below are all Snes adress |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6285 days Last view: 6284 days |
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Originally posted by d4s that was the problem,the accumulator was 16 bit and he was suppose to be 8 bit,I'm so happy to have finally found it, I may release it after I took care of these useless push and pop.I will also give permanent sliperry to luigi Edit:Crap,now the game don't freeze, but the new offset aren't loaded edit2:now the game freeze If the player is luigi (edited by Bio on 12-05-05 05:12 PM) (edited by Bio on 12-05-05 05:31 PM) |
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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |