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| Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by peter_ac 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Mikeyk already make one but that require a custom sprite to work![]() |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Remoga Sanctum wait, since when we need to be lucky to be asked for help ![]() |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| reviving trashed thread suck | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| where are mod at time like this? | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| it no longer work, I've tried it to get a red username | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Hamtaro126 already made it when I tried to duplicate DarhkDaiz's Ice Mario, but it was really buggy
Originally posted by Hamtaro126 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 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Roy Koopa Flag it? I'm sorry but I have no idea of what are you talking about ![]() |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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I thought that was just japaness ... what the point of using latin anyway? (exept that many language based on it ) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| you can't have it, I already sold it to |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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enough to have 3 totally custom power-up in smb3![]() |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| 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 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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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 BioOriginally posted by DarhkDiaz note |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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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 |