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04-23-23 08:29 PM
Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm
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User Post
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 12:14 PM, in 3-way Ball n' Chain Link
Originally posted by peter_ac
*coughsmb1bowsercough*

actualy, I promised to Andres that I will do it once my smb3 hack is complete, this and the venus fire trap


(edited by Bio on 05-13-06 11:15 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 01:27 PM, in General Project Screenshot Thread Link
well, since it don't work the same way, I should change the name to avoid confusion, how about buzzy bettle suit, or spiny suit?

Edit:800th post


(edited by Bio on 05-13-06 12:43 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 03:38 PM, in Donut lift wanted Link
Mikeyk already make one but that require a custom sprite to work
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 03:48 PM, in Which MWR button allows sprites to be standable? Link
Originally posted by Remoga Sanctum
If anyone is lucky, then I CAN ask for your help to ASM the parabeetle code into my hack just this once.

wait, since when we need to be lucky to be asked for help
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 05:39 PM, in Vertical control in SMW? Link
or maybe a custom block wich set Mario Y speed to 00 if it is superior to 00, that should stop Mario from going up without a odd bump sound


(edited by Bio on 05-13-06 04:39 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 09:04 PM, in mlmca Link
reviving trashed thread suck
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 09:29 PM, in mlmca Link
where are mod at time like this?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 09:58 PM, in ATS ate: Tourney on I guess? Link
it no longer work, I've tried it to get a red username
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-13-06 11:53 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by Hamtaro126

1. a ASM hack that turns a Fireball into
a Fully-functional Throw Block.


already made it when I tried to duplicate DarhkDaiz's Ice Mario, but it was really buggy
Originally posted by Hamtaro126

3: a Coin (Block) which can give you a
certain amount of coins! (Amounts vary
with Custom block ASM changes)


make a custom block with that code:
AD BF 0D 18 69 XX 8D BF 0D 60
where XX is the number of coin you want Mario to get-1
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-14-06 12:03 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by Roy Koopa
You forgot the flags it Bio .

Flag it?
I'm sorry but I have no idea of what are you talking about
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-14-06 12:12 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
all 0 exept for the the two sprite and reloc offset wich is -1, the act like setting must be set to the same one that the coin


(edited by Bio on 05-13-06 11:12 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-14-06 12:21 AM, in Smash Brothers Discussion thread (Screenshots, Trailers, Come on people, ANYTHING new!) Link
I thought that was just japaness... what the point of using latin anyway? (exept that many language based on it)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-14-06 01:27 AM, in General Project Screenshot Thread Link
you transform by simply crouching, I didn't included any 'brake' yet but I'm planing doing so

edit: done, just hold B to make the shell slow down until it stop


(edited by Bio on 05-14-06 12:54 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-14-06 02:23 PM, in I own your souls. Link
you can't have it, I already sold it to satan Xkeeper
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-15-06 05:03 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-15-06 06:46 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
enough to have 3 totally custom power-up in smb3
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-15-06 10:06 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
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
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-15-06 11:03 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-15-06 11:19 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
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 Bio
Originally posted by DarhkDiaz note
$300~$350 = PPU Buffer. The buffer works as follows. $300 is the current size of the
buffer. $301 and beyond is data for the PPU in the following format: AA AA SS XX XX XX 00
AA = address of PPU to write to, this is written in big endian format.
SS = Size of the data to write.
XX = The actual data itself
00 = End of the PPU Buffer.

basically a subroutine that use the PPU buffer look like this
LDX $300
LDA #$high byte of PPU adress to write to
STA $301,X
LDA #$low byte of PPU adress to write to
STA $302, X
LDA #$size of the data to write
STA $303, X
...then write the data to 304 and above and end the code with this
LDA #$00
STA $last adress you writed to+1,X
LDA $300
CLC
ADC #$number of byte you have written to $3XX
STA $300
RTS

I hope you will get it to work
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-15-06 11:37 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
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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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm


ABII

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