Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
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 |
User | Post | ||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
I know this is very off-topic, but for making the W letter use: < (edited by Bio on 02-10-06 08:10 PM) (edited by Bio on 02-10-06 08:11 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
Can I be boss 7, in a biological themed world, I got some sprite from metroid that you could use for that world | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
sure, any of them work for me, I have choose boss 7 because I tough It wasn't been requested (edited by Bio on 02-12-06 10:09 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
maybe the code isn't RATS protected and get overwrited by some extra overworld/GFX/level data | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
Originally posted by RPG Eater + he forgot me too (edited by Bio on 02-13-06 06:35 PM) (edited by Bio on 02-13-06 06:36 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
link to memory map:link
you could have checked the useful link sticky |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
I got a small request, could you make it so when a sprite activate the block code, the current slot that sprite use will be saved to the X or Y register, I hope this is possible to do (edited by Bio on 02-14-06 04:17 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
Good new, I finally fixed the luigi jump code, my old code was so crappy
link I have tested with Techokami's hack and it worked fine |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
here all the adress used by my code:
D8222: Luigi slippery, change to 00 to diable it 4653:Luigi gravity(tapping B) 4654:Luigi gravity(Holding B) 4655:Luigi gravity(Spin jump) lower the gravity byte are, higher you jump (edited by Bio on 02-15-06 12:25 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
If I renember correctly, peter_ac's GFX only hack don't have the YI block, that mean he ripped them himself (edited by Bio on 02-15-06 01:31 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
As long as they give credit, there should be no problem, I have released most of my ASM hack. and I let people use them at will
BTW I will code my own diagonal BB shooter soon, and I will probably release it (edited by Bio on 02-16-06 03:24 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
I mean like this | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
0x77F8 by EA EA EA EA to disable item box auto-falling when you get hurt
0x136B2: Sprite Spawned by bullet bill shooter Finally, we can decide wich sprite Its shoot ---RAM adress----- 7E148F: Flag used to detect If Mario hold a object 7E0071: Flag used to detect If Mario is in a cinematic |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
GFX file don't contain the pallete, edit the pallete in LM pallete editor (edited by Bio on 02-16-06 07:45 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
22b:same thing go for ASM hack
25:ExGFX for overworld is underused, feel free to use them 26:you CAN rip from game that aren't related to Mario (edited by Bio on 02-17-06 08:38 AM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
Nice code, you really motivate me to learn DMA
BTW, here the disasambly of your code(I hope I didn't mixed the high and low byte ): LDA #$05 STA $1DFC //Play a sound effect(useless for the DMA) LDA #$00 STA $4302 //offset to load from(Low byte) LDA #$90 STA $4303 //offset to load from(High byte) LDA #$22 STA $4304 //bank to load from LDA #$FF STA $4305 //Number of byte to load(Low byte) LDA #$5F STA $4306 //Number of byte to load(High byte) LDA #$00 STA $2181 //set VRAM pointer(Low byte) LDA #$20 STA $2182 //set VRAM pointer(High byte) LDA #$7E STA $2183 //set VRAM pointer(bank) LDA #$80 STA $4301 //DMA to pointer previously saved at 7E2180 LDA #$00 STA $4300 //set DMA type to 00(I dunno wich type the value 00 give) LDA #$01 STA $420B //enable DMA channel 0 RTS //end of the code (edited by Bio on 02-17-06 09:23 PM) (edited by Bio on 02-17-06 09:46 PM) (edited by Bio on 02-17-06 09:51 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
Originally posted by jp I really would like to know how you manage to make two title screen Originally posted by jp so that how you used the DMA stuff, great work Originally posted by jp you could use levelASM to make it play the SFX each X frame Originally posted by jp disguised yoshi, I hope you have disabled the tongue Your hack seem awesome (edited by Bio on 02-18-06 12:24 AM) (edited by Bio on 02-18-06 12:25 AM) (edited by Bio on 02-18-06 12:29 AM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
no, he refering about the hammer bros custom sprite included in mikeyk patch, just go to sprite editing mode, press insert, and put 53 in the command box, note that the sprite will apear at a big X in LM, but will apear normal while playing (edited by Bio on 02-20-06 09:41 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
why not just locate the code for when the screen turn black on the OW and put the DMA code here, after all, its the only time you go from mario to luigi(If you don't use character changing block) | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6299 days Last view: 6298 days |
| ||
I know this is a little n00bish question, but do someone know the location for all the second sprite table(the one that handle sprite C9-FF), I tried to dig in the archive but I didn't manage to find them, the only one I found is the pointer table at 0x135B0 |
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 |
Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |