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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: 6304 days
Last view: 6303 days
Posted on 09-29-06 12:03 AM, in Thought on abortion? Link
I'm confused, on another thread you're saying killing our own species is good because it allow us to control the population and that, without it, we would be overpopulated, and then you are saying we shouldn't do abortion because it will kill the future just like if mankind would be underpopulated if we do it
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 09-29-06 02:11 PM, in It's 2001. Link
made a list of control code for animation
so you can give to any game move a animation
or animation combo
exemple:for the 'spider silk'move a the end of text i put [1C 13 2C 00 10 50 1C 13 32 00 02]to make a gray line then a gray shield around you here how to do:
1c 13 is the begening of the control code
for animation 2c is for PSI magnet line
00 is some kind of argument
10 50 is for pause
32 is for the second animation sheild alpha
00 is the second argument
02 is for end the text
I made a file that explain how to do them
reply me to tell if its good


Attachments

animation code.txt (1317b) - views: 16
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 09-29-06 02:46 PM, in Let's sing the doom song. Link
Invader Zim's awesome, I've only discovered it recently when stag019 send me a couple of episode on MSN

also, I'm the one who wanted to make a thread about Invader Zim
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-13-06 12:25 AM, in ATS ate: Tourney on I guess? Link
Originally posted by Peardian
Also, Video Game Name Generator topic on MFGG.

I don't know if anyone's linked to the name generator before, but this topic has some really hilarious ones.

'Angry Furry Domination'
the story could be about Ailure gathering furries to conquer acmlm's board the world
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-18-06 01:01 AM, in Atheism versus Religion Link
Originally posted by Silvershield
Your phrasing pretty much explicitly states that people who are religious "ignore" the facts that would disprove their religion. Certainly fath exists without hard, factual evidence, but it's not as if there is such hard, factual evidence in the world today that disproves any of the great religions.

I have yet to met ONE christian that wouldn't ignore the fact that fossil of major state of human's evolution exist(If God created us, then WTF are those doing here?), that life is possible to create chimicaly(proving that God wasn't needed at all to create us), that no archeological proof of the great flood exist...
Facts are the world's data. Theories are structures of ideas that explain and interpret facts. Religous theory are ignoring fact and by following it, religious people are ignoring them
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-18-06 01:56 AM, in Atheism versus Religion Link
Originally posted by Silvershield
If you have yet to meet such a Christian, then you haven't met many Christians. Few that I know will deny evolution or any of its associated sciences, because none of that offers any sort of disproof of God.

I indeed didn't meet many Christan (that what happen when you live in a mostly Atheist town). Denying evolution only because it can't disprove whenever of not God exist is a bad reason, since evolution is refering to the origin of mankind and not the existence of God

also, this wasn't about denying theory, but ignoring fact, wich is what Intelligent design theist are doing


(edited by Water Bio on 10-18-06 12:56 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-24-06 06:40 PM, in i need Plain and simple graphics help please Link
Originally posted by Smallhacker
The readme file for my Separate Graphics patch says "This patch should be applied to a clean SMW ROM.". The reason for this is that the uncompressed graphics and the new code needs almost two banks (if I recall correctly), meaning that it's very likely that it overwrites existing data.

that why ASM patch are the best since they can easly be edited to change the adress the code will be wrote to
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-25-06 12:13 AM, in SMW ROM addresses Link
0xEBDC: change it to 74 to disable lakitu vertical movement
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-28-06 05:35 PM, in Post your clipboard! Link
LDX #$0000
STX $2116
LDX #$1000
STX $4312
LDA #$70
STA $4314
LDX #$2000
STX $4315
LDA #$39
STA $4311
LDA #$81
STA $4310
LDA #$02
STA $420B

that what happen when you are too lazy to re-write chunk of code
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-28-06 07:41 PM, in A demo of my new hack Link
Originally posted by pikaguy900
Originally posted by spel werdz rite
Screen 2:I don't get it, but it doesn't look to good.
The others look alright.

Okay. I shouldn't have put that shot there, though. That's supposed to be a hidden path, and I tried to make it not-so-obvious. Anyways, I will (hopefully) have better screenshots in my next batch. Please, feel free to try the demo and say anything you want about it. It's not like it hurts my feelings or anything. Besides, I hear constructive criticism is good for hackers.

while I disagree with the idea of walkthrought wall (even tought many ofhicial game use it), wouldn't that look way better if those block would've layer priority turned on?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-29-06 09:14 PM, in Funny road signs! Link




ressions.com/up_media/2550/pblog/2573/1121295880.jpg>



(edited by Water Bio on 10-29-06 08:36 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 10-29-06 10:09 PM, in Funny road signs! Link
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-15-06 01:20 AM, in Super mario world FX 0.b + Vanish mario code Link
In the last week, I've tried to find a way to use the SuperFX chip in SMW. after reading ton of documentation and reverse-engenering the way YI handle the superFX, I finally manage to get it to work...

first of all, the code will make a back-up of VRAM in SRAM, the back-up is mapped this way

70:0000 - 70:01A7: reserved for SMW's saved game
70:01A8 - 70:1000: free SRAM
70:1000 - 70:6c00: Mario graphic
70:6c00 - 70:6dFF: CGRAM
70:8500 - 70:FFFF: reserved for the output of superFX calculation
71:0000 - 71:3FFF: FG1, FG2, BG1, FG3 GFX
71:4000 - 71:7FFF: SP1, SP2, SP3, SP4 GFX
71:8000 - 71:9FFF: Layer 3 GFX
71:9FFF- 71:FFFF: reserved for the output of superFX calculation

note: SRAM adress 70:0000 - 70:1FFF are mirrored at 6000 - 7FFF in bank 00 - 3F and 80 - BF

then to activate the superFX, write the function you want to use to XX:3000 and JSL to 9C:B000 (not 1C:B000)

the file also include a code I made to be vanish mario, it could easly be activated by a custom block or sprite by writing a value to 70:0663
here a (badly made) GIF that show the visual effect:


now, I will probably go to sleep because I'm barely awake

edit:gah, I forgot to post the file link


(edited by C:/xkas bio.asm on 11-15-06 12:25 AM)
(edited by C:/xkas bio.asm on 11-15-06 12:29 AM)
(edited by C:/xkas bio.asm on 11-20-06 06:50 PM)
(edited by C:/xkas bio.asm on 11-28-06 07:17 AM)
(edited by C:/xkas bio.asm on 11-28-06 07:18 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-15-06 10:49 PM, in Super mario world FX 0.b + Vanish mario code Link
Originally posted by /dev/null
Say, what did you use to assemble the SuperFX code?

I made the code in hex
Originally posted by Smallhacker
*Dreams about real-time sprite scaling/rotation*

this is my ultimate goal
Originally posted by Sukasa
Now, I have to ask- How would I add an effect to where it's not amrio, but a selectable 8x8 tile or tiles that are half-visible?

that remind me that I should release the source of the code runned by the SuperFX

1d:8000 a0 70 ibt r0,#$70 \
1d:8002 3e alt2 |set RAM bank to 70
1d:8003 df ramb /
1d:8004 fa 00 10 iwt r10,#$1000 |set source adress to 1000
1d:8007 f9 00 85 iwt r9,#$8500 |set destination adress to 8500
1d:800a fc 00 2e iwt r12,#$2e00 |set number of word tranfered
1d:800d a2 00 ibt r2,#$00 |this is a now-useless stuff I forgot to delete
1d:800f 02 cache |enable cache
1d:8010 2f with r15 \
1d:8011 1d move r13,r15 / set loop destination
1d:8012 4a ldw (r10) \
1d:8013 21 with r1 |
1d:8014 4f not |
1d:8015 20 with r0 |
1d:8016 71 and r1 |the actual code to make mario GFX half-visible
1d:8017 39 stw (r9) |
1d:8018 da inc r10 |
1d:8019 da inc r10 |
1d:801a d9 inc r9 |
1d:801b 3c loop /
1d:801c d9 inc r9 |this byte get loaded after the loop due to superFX's pipeline processing
1d:801d f9 80 d2 iwt r9,#$d280 \
1d:8020 fc 40 00 iwt r12,#$0040 |this is to restore the berry frame that are stored whitin mario GFX
1d:8023 fa 80 5d iwt r10,#$5d80
1d:8026 2f with r15
1d:8027 1d move r13,r15
1d:8028 4a ldw (r10)
1d:8029 39 stw (r9)
1d:802a da inc r10
1d:802b da inc r10
1d:802c d9 inc r9
1d:802d 3c loop
1d:802e d9 inc r9
1d:802f f9 80 d4 iwt r9,#$d480
1d:8032 fc 40 00 iwt r12,#$0040
1d:8035 fa 80 5f iwt r10,#$5f80
1d:8038 2f with r15
1d:8039 1d move r13,r15
1d:803a 4a ldw (r10)
1d:803b 39 stw (r9)
1d:803c da inc r10
1d:803d da inc r10
1d:803e d9 inc r9
1d:803f 3c loop
1d:8039 d9 inc r9
1d:803a 4a ldw (r10)
1d:803b 39 stw (r9)
1d:803c da inc r10
1d:803d da inc r10
1d:803e d9 inc r9
1d:803f 3c loop |
1d:8040 d9 inc r9 /
1d:8041 00 stop |end of code


I also updated to patch to allow it to be used on headered ROM and added RATS tag as well as removing some useless code
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-16-06 12:31 AM, in Super mario world FX 0.b + Vanish mario code Link
Originally posted by Sukasa
Cool. Now, where would I find information on the SuperFX and programming it? I'd need to know how to code the damned thing before I can add in the functionality I want, right? thanks.

the documentation I used is the SNES dev manual , it include most of the opcode with a description and their hex equivalent, the only opcode missing is 'with rn' wich set both the Sreg and the Dreg to the operand, his hex equivalent is 2n (n=0~15)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-17-06 03:28 PM, in Super mario world FX 0.b + Vanish mario code Link
Originally posted by /dev/null
Bio: Any chance you could link me to an opcode table for that? I could even go as far as writing a simplistic assembler if provided one... that'd make things easier for potentual future developers.

look at the attachement
Originally posted by Xkeeper
... this might be more interesting, except don't forget that this will lower the chances of ever seeing your hack on a real SNES down to roughly zero.

Not to mention, is it even confirmed this works on an actual SNES?

At least it can't be worse than DW:TLC ExHIROM setting

Attachments

superFXopcode.txt (2267b) - views: 53
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-21-06 11:43 PM, in Super mario world FX 0.b + Vanish mario code Link
I've made a custom sprite for the vanish cap(so people will be able to actualy USE the code) I also re-uploaded the vanish mario code to fix some other random bug

I will also start the dissassambly of a few of YI superFX code

Attachments

vanishcap.zip (3584b) - views: 27
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-22-06 05:26 PM, in Super mario world FX 0.b + Vanish mario code Link
Originally posted by pikaguy900
Exactly what does this "Vanish Cap" do? Does it simply make you invincible? Or does it do something else? I don't want to put this into a hack until I know exactly what it does (besides making Mario partially invisible!).

good point, I forgot to describe what it do. basically, hazard and enemy can't hurt you but you can still hurt them
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-22-06 05:44 PM, in Super mario world FX 0.b + Vanish mario code Link
Originally posted by Sukasa
How would I go about changing the cdoe you gave out to allow me to chnge the graphics of tiles other than marios?

since the tile are stored in SRAM bank 71, you will need to change: a0 70 (ibt r0,#$70) to a0 71 to set the SRAM bank to 71, then you will also need to change the source adress of the tile wich is set by: fa 00 10 (iwt r10,#$1000), the destination set by: f9 00 85 (iwt r9,#$8500), and the number fo word to transfer set by: fc 00 2e (iwt r12,#$2e00), If you need more info, I suggest reading the source code I posted a few post ago(even tought it's outdated)
Originally posted by pikaguy900
Is there any chance one could make a custom block with this code that can only be passed as long as they're under the influence of the Vanish Cap? By the way, one more question: Is the effect temporary or permanent?

EDIT: Oh yeah, one last thing: If you haven't submitted it to SMW Central, do you mind if I send it to SMW Central?

such block would be quite easy to make, here the hex code:
AD 63 66 D0 07 A0 01 A9 30 8D 93 16 60
the effect is obviously temporary

you can submit it, as long as you specify that it need the SMWFX code and send a link to this thread


(edited by C:/xkas bio.asm on 11-22-06 04:45 PM)
(edited by C:/xkas bio.asm on 11-22-06 04:54 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-23-06 01:26 PM, in Super mario world FX 0.b + Vanish mario code Link
Originally posted by pikaguy900
Edit2: I can't find this "Xkas" program. If I search for it in Google, all I get ar warnings of "vulnerability" and that it's an "appleshare" program, which leads me to believe it's not for Windows. I can't find a SINGLE link which lets me download the program, and without it, I can't patch these .asm files which let me use this SuperFX chip thing. A little help, please?

there
Originally posted by Tweaker
Ooh, now THIS is interesting! I've seen HDMA give some pretty results, and I'm sure this will do the same... I just hope the lot of you can make good use of this, rather than just everybody using the vanish cap. =P

the vanish mario code was mostly used for testing prupose, since I wanted to start with somthing easy to do. Don't worry, I planed to do some way better stuff
Originally posted by Tweaker
Slope-based sprite rotation, anyone? It'd be interesting to see how that would look in a Mario game.

you forgot those shyguy in YI that do flip jump
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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm


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