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05-18-24 11:37 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: 6299 days
Last view: 6298 days
Posted on 02-10-06 09:07 PM, in Update on Blocktool §Ù [Omega] Link
I know this is very off-topic, but for making the W letter use: <font face=Symbol>W</font>


(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
Posted on 02-12-06 09:26 PM, in Revival of Acmlm RPG (More like moving to XP) Link
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
Posted on 02-12-06 11:08 PM, in Revival of Acmlm RPG (More like moving to XP) Link
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
Posted on 02-13-06 07:24 PM, in Overworld Editor incompatible with custom item box sprite GFX Link
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
Posted on 02-13-06 07:34 PM, in Your Favourite SMW Hacker Link
Originally posted by RPG Eater +
What, I'm not on this list?


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
Posted on 02-14-06 02:31 PM, in Some RAM addresses Link
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
Posted on 02-14-06 02:38 PM, in Update on Blocktool §Ù [Omega] Link
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
Posted on 02-14-06 11:44 PM, in SMWOE - Progress and release thread Link
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
Posted on 02-15-06 01:25 PM, in SMWOE - Progress and release thread Link
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
Posted on 02-15-06 01:27 PM, in super mario: dangerous mission 2! [ss, DEMO!] Link
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
Posted on 02-16-06 03:33 PM, in Mini-Boss Pallete Question Link
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
Posted on 02-16-06 04:28 PM, in Mini-Boss Pallete Question Link
I mean like this
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6299 days
Last view: 6298 days
Posted on 02-16-06 08:41 PM, in SMW ROM addresses Link
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
Posted on 02-16-06 08:44 PM, in GFX Help Link
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
Posted on 02-17-06 09:38 AM, in Advice for new SMW hackers! Link
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
Posted on 02-17-06 10:23 PM, in I'm really busy now to work on my hack, but want to contribute to the community Link
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
Posted on 02-18-06 01:24 AM, in I'm really busy now to work on my hack, but want to contribute to the community Link
Originally posted by jp

Title screen
It's almost finished, the logo is in Japanese because it looks cool but I was considering making it again in English.


Title screen 2

I really would like to know how you manage to make two title screen

Originally posted by jp

Sub-Machine Gun powerup. Replaces fireball with a fast shooting rifle. Can destroy some objects like cars and walls -- it's a lot of fun

so that how you used the DMA stuff, great work
Originally posted by jp

That little man with the garbled palette and standing on the cliff is the Great Sensei. The red dots are 'seagull' SFX blocks that were meant to be hidden in the release version, though I was planning a better implementation.

you could use levelASM to make it play the SFX each X frame

Originally posted by jp

Jumping over a child with a motorcycle! Don't try at home.

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
Posted on 02-20-06 10:39 PM, in HammerBros and racoon Link
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
Posted on 02-22-06 05:03 PM, in I'm really busy now to work on my hack, but want to contribute to the community Link
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
Posted on 02-22-06 05:13 PM, in the second sprite table Link
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
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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm


ABII

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