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05-24-24 06:36 AM
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: 6305 days
Last view: 6304 days
Posted on 09-09-06 04:10 PM, in Fireboard quotes FOR YOU. Link
Originally posted by Uly
(Hey, it's hard to keep discussing on a thread when someone basically told you "You're whining, shut up").

who did?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-14-06 12:55 AM, in Fireboard quotes FOR YOU. Link
Originally posted by HyperHacker
Originally posted by Ice Cirvante
http://xkeeper.acmlm.org/board/thread.php?id=252

Should this be accessible to the public?

a lot of people posted it in this thread, some person even labelled it as Justus league


(edited by Water Bio on 09-13-06 11:56 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-14-06 08:38 PM, in zomgz twew years lol Link
Originally posted by Windows 3000
I don't that part. WTF is burrito summoning? And her picture is not in the photo album so how do you know how she is? Unless there's something I'm missing out on here. I'm new so if can explain what this is. Especailly burrito summoning.....

assuming we're in a RPG where food instantly restore HP, this is the best stats to have, since, if burrito restore about 200 hp and she can summon them whatever where she is. when she's about to be defeated, she can summon one and restore her HP. and, since her burrito stats are so high, the delivery boy need to deliver it in less than 0.24 µs or he pay for the burrito


(edited by Water Bio on 09-14-06 07:39 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-17-06 02:35 AM, in This is what happens when stag019 get bored Link

This is ripped directly from the ROM, and PHP uses the info from the rom to show this image





Default Color 1:
Default Color 2:
Default Color 3:
Default Color 4:

View any graphics from Super Mario Bros. (input all addresses in decimal)
Graphic Address:
Pallete Address:
Transparency:



(edited by Water Bio on 09-17-06 01:37 AM)
(edited by Water Bio on 09-17-06 01:38 AM)
(edited by Water Bio on 09-17-06 01:40 AM)
(edited by Water Bio on 09-17-06 01:40 AM)
(edited by Water Bio on 09-17-06 01:42 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-17-06 08:42 PM, in This is what happens when stag019 get bored Link
Originally posted by Gideon Zhi
In decimal!? For heaven's sake, why!?

It's because he's too lazy to make it convert, if you bug him enough, he'll do it.

Originally posted by Gideon Zhi
One does not use decimal for romhacking. Romhacking with decimal is like trying to buy a pound of meat in a predominantly-metric nation.

That's why he's proud to be american


(edited by Water Bio on 09-17-06 08:00 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-18-06 06:02 PM, in This is what happens when stag019 get bored Link
can you guy get back on topic, this isn't about acmlmboard's vulnerability or if stag019 can hack board
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-19-06 02:26 AM, in happy birthday fffffff Link
even if you may not be able to reply


oh and happy birthday to squash monster too
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-19-06 03:11 AM, in General Project Screenshot Thread Link

new graphical effect for the stopwatch
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-20-06 05:29 PM, in Awesome Screenshots You've Taken Link
just a little trick with the stopwatch I discovered

Attachments

C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-21-06 05:42 PM, in Disabling Sliding and Ducking Link
Originally posted by rubixcuber
Ask and you shall receive! Change 85739CE813 to 224EFD3FEA at offset x5806 and put AD1900C900F00585739CE8136B at x1FFF4E to disable ducking only for small mario. If your rom doesnt go up to 1FFF4E you either need to change offsets or use Lunar Expand. If there's something other than 0's at 1FFF4E you need to use another offset. Ask me if that's the case.

offtopic, but insted of using AD 19 00 C9 00 F0 05... you should use A5 19 F0 05. this C9 00 is useless since the zero flag is already set if $19 = 00. Also, to stop having those offset problem, I suggest using a assambler insted, so the code could be inserted anywhere without any trouble. so here the assambler version of your code


header
lorom

org $D806
JSL Label1
NOP
org $3FFD4E ;this is what to change to insert the code at another adress

Label1: LDA $19
BEQ Label2
STA $73
STZ $13E8
Label2: RTL


On a final note, I'm half-sleep while I'm writing this so I hope I'm understandable


(edited by Water Bio on 09-21-06 04:46 PM)
(edited by Water Bio on 09-21-06 04:52 PM)
(edited by Water Bio on 09-21-06 04:53 PM)
(edited by Water Bio on 09-21-06 04:54 PM)
(edited by Water Bio on 09-21-06 04:54 PM)
(edited by Water Bio on 09-21-06 04:55 PM)
(edited by Water Bio on 09-21-06 04:55 PM)
(edited by Water Bio on 09-21-06 04:55 PM)
(edited by Water Bio on 09-21-06 04:56 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-21-06 06:38 PM, in Favorite Number Link
255, since, without this number, I would've never be interested in ASM
I also like the square root of negative number
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-21-06 07:20 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by Kailieann
*blinks very slowly a few times*

But that's..
branch if.. less than zero...

*shakes head* ASM is crazy.

no, D0 is BNE wich branch if the zero flag is clear, also those C9 00 are useless


(edited by Water Bio on 09-21-06 10:29 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-21-06 11:26 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
D'oh, I misread your post, I thought you were refering to this code
AD9014C900D00BAD7A18C900D00422B7F50060
but you were refering to this one
AD9014C900D00BAD7A18C901900422B7F50060

but even in the later, you are comparing with 01,
meaning the carry flag will only be cleared if the value
is 01 or 00, so it is 'branch if less than 02' and not 00


(edited by Water Bio on 09-21-06 10:26 PM)
(edited by Water Bio on 09-21-06 10:26 PM)
(edited by Water Bio on 09-21-06 10:27 PM)
(edited by Water Bio on 09-21-06 10:27 PM)
(edited by Water Bio on 09-21-06 10:29 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-23-06 11:15 PM, in oh ||bass, you silly cat Link
[totally unrelated SMB3 hacking data]
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-24-06 03:16 AM, in oh ||bass, you silly cat Link
Originally posted by Sukasa
[thread needs Super MMC to hold these ports]

[pulls out Sa-1 Cart]

[Random furry pic]

[write #$40 to $2200]

[wonder why the SMW level loading eoutine crash if the SA-1 is active]

[edit because I fixed the problem]


(edited by Water Bio on 09-24-06 02:29 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-24-06 04:18 PM, in Here's a challenge. Link
well... I prefer to do the ASM part first, since my level design tend to greatly depend on those, like this level wich use the moon gravity code


(edited by Water Bio on 09-24-06 03:23 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-24-06 06:55 PM, in Sprite Tool, public test release Link
Originally posted by Sukasa
Have the sprite's init routine write itself to not chase mario, but if another sprite like it exists, then kill itself and set the other sprite to begin attacking, by setting it's property byte 00 or whatever to soemthing.

or do like smb3 do and check the high byte of Mario x position before chasing, seem like the simplest way to do it
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-26-06 11:22 PM, in Results of random AIM conversations Link
I'm √(-13)% fucking bored.
Are you?



(edited by Water Bio on 09-26-06 10:22 PM)
(edited by Water Bio on 09-26-06 10:25 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-28-06 05:00 PM, in Photo Album thread. Link
photo
<insert random text here>P


(edited by Water Bio on 09-28-06 04:04 PM)
(edited by Water Bio on 09-28-06 04:20 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6305 days
Last view: 6304 days
Posted on 09-28-06 05:43 PM, in Photo Album thread. Link
sorry, I took the pic with my dad's digital camera and uploaded it before checking the size. here a smaller version: link
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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm


ABII

Acmlmboard 1.92.999, 9/17/2006
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