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| 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 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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I doubt that the tile mapping is nearOriginally posted by mikeyk If only I wouldn't suck at tracing I could find them ![]() (edited by Bio on 02-22-06 04:57 PM) (edited by Bio on 02-22-06 04:57 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| well, I could use the level loop for that, so the character graphic will be updated every time you changing character (edited by Bio on 02-22-06 05:03 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| I've refering to the one that handle sprite caracteristic, like if the sprite can be killed by fireball, I already know how to find the handler code of a sprite | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| since most of people never used it because it was buggy, I decided to finally fix Mikeyk racoon Mario patch, more detail in the readme
download right click and save as |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Leo D.Originally posted by peter_ac Really?I have tested and Iggy throw ball like usual, the battle should be back to normal(exept for the graphic, because I like the boat) (edited by Bio on 02-23-06 11:37 AM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Smallhacker that probably why I didn't find it, I feel stupid for looking for something that don't even exist ![]() |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| just apply it to any ROM that get edited in LM, unmodified one will glitch | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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I recently started to messing with sprite data and I've made my first custom sprite, here a pic
Its a Metroid who track Mario Metroid_demo.IPS apply the patch to an unmodifed rom and enter yoshi Island 1 to find the metroid comment?suggestion for improvement? |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Zachio thank, I will try to fix that Originally posted by Zachio he using the berry tilemap, but I though I overwrited the GFX, I will look into that too I will also try to make it so the metroid will be 32x32, like the real one, but it seem that sprite size is in a unidentifed sprite table ![]() (edited by Bio on 02-24-06 09:20 PM) (edited by Bio on 02-24-06 09:21 PM) (edited by Bio on 02-24-06 09:22 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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I dunno, I was feeling sleepy and I supposed that was useless to say that sprite 36 is unused![]() (edited by Bio on 02-25-06 12:16 AM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| aren't Snestool already have this feature? | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| here the code for the third exit: A9 XX 8D EA 1D A9 FF 8D 93 14 60
where XX is the number of the event you want to activate Originally posted by peter_ac according to the memory map: 7E1F11 is the ram that hold submap the value are:0=Overworld, 1=Yoshi, 2=Vanilla, 3=Forest, 4=Bowser, 5=Special, 6=Star try writing to it to change submap (edited by Bio on 02-27-06 04:23 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| Mega mole data
0x18B32: change to EAEAEA to disable animation 0x1896F: X speed (left) 0x1896F: X speed (right) sprite colision detection is at Snes $018032, JSL to it in a sprite code to make it change direction when touching another sprite (edited by Bio on 02-28-06 03:34 PM) (edited by Bio on 02-28-06 03:34 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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[Originally posted by Sickness I already made this but It was quite buggy, just change 0x200E from B2 to B3 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| no need to implement anything, my code just change event to activate and end the level | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| link
look next to the 'require' |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| Its a mega-mole that got his ASM edited for throwing hammer | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| where is the moderator at time like this? | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| I like the pallete used, but there a odd looking tile next to the waterfall (edited by Bio on 03-03-06 11:13 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| you need to look closely to notice it |
| 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 |