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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: 6304 days Last view: 6303 days |
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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 |
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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 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Invader Zim's awesome, I've only discovered it recently when stag also, I'm the one who wanted to make a thread about Invader Zim |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by Peardian 'Angry Furry Domination' the story could be about Ailure gathering furries to conquer |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by Silvershield 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 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by Silvershield 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by Smallhacker that why ASM patch are the best since they can easly be edited to change the adress the code will be wrote to |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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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 |
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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 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by pikaguy900Originally posted by spel werdz rite 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? |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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ressions.com/up_media/2550/pblog/2573/1121295880.jpg> (edited by Water Bio on 10-29-06 08:36 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by /dev/null I made the code in hex Originally posted by Smallhacker this is my ultimate goal Originally posted by Sukasa that remind me that I should release the source of the code runned by the SuperFX
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 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by Sukasa 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by /dev/null look at the attachement Originally posted by Xkeeper At least it can't be worse than DW:TLC ExHIROM setting |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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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 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by pikaguy900 good point, I forgot to describe what it do. basically, hazard and enemy can't hurt you but you can still hurt them |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by Sukasa 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 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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6304 days Last view: 6303 days |
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Originally posted by pikaguy900 there Originally posted by Tweaker 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 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 |