(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
04-23-23 08:29 PM
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: 5908 days
Last view: 5907 days
Posted on 02-22-06 05:55 PM, in the second sprite table Link
I doubt that the tile mapping is near
Originally posted by mikeyk
It loads data from 6 major tables in the ROM..

0x03F46C -> 7E1656
0x03F535 -> 7E1662
0x03F5FE -> 7E166E
0x03F6C7 -> 7E167A
0x03F790 -> 7E1686
0x03F859 -> 7E190F

0x009E7F is the begining of an offset table that is indexed by sprite number. 0x009D83 is the start of a gfx tile table that is indexed by a value in the offset table. For example the entry for a green shelless in the offset table is x09, so the gfx tiles for the shelless start at 0x9D8C (0x009D83 + x09). Again not all of the enemies are stored here.

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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-22-06 06:02 PM, in I'm really busy now to work on my hack, but want to contribute to the community Link
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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-22-06 08:06 PM, in the second sprite table Link
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
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-23-06 12:19 AM, in Fixed version of mikeyk racoon mario patch Link
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
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-23-06 12:36 PM, in Fixed version of mikeyk racoon mario patch Link
Originally posted by Leo D.
Originally posted by peter_ac
Nice work, Bio!

Does this fix Iggy's room?

It says it does, but when I played it, I noticed the boat got weird, and the fact that Iggy only throws lava bubbles made the game pretty hard.
But that's a good fix.

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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-23-06 04:59 PM, in the second sprite table Link
Originally posted by Smallhacker
Also, to my knowledge, there's no such table (except for a secondary ASM pointer table)

that probably why I didn't find it, I feel stupid for looking for something that don't even exist
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-24-06 11:20 AM, in Fixed version of mikeyk racoon mario patch Link
just apply it to any ROM that get edited in LM, unmodified one will glitch
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-24-06 12:47 PM, in my first custom sprite[ASM] Link
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?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-24-06 09:58 PM, in my first custom sprite[ASM] Link
Originally posted by Zachio
Great work, Bio! I love how it doesn't go through anything. but ZSNES crashes when you go about halfway through the level, near the rex.


thank, I will try to fix that
Originally posted by Zachio
and when I tested this, the metroid looked like a red berry

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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-25-06 01:16 AM, in Fixed version of mikeyk racoon mario patch Link
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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-27-06 12:19 AM, in Super Mario World Plus Link
aren't Snestool already have this feature?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-27-06 05:17 PM, in Overworld Position Swap Link
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
Note: Unfortunately, I can't figure out how to make mario move to a different submap (I'm trying to make a SMB3 Spiral Tower )

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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-27-06 09:10 PM, in SMW ROM addresses Link
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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-27-06 09:22 PM, in Mario and Luigi: Separate graphics Link
[
Originally posted by Sickness
If used right, you can use the 2P Game for an alternate character to use in a hack. If only there was a patch that forces you to use Luigi only when you select a 2P game (rather than the old take Mario lives then kill him to use Luigi method).

I already made this but It was quite buggy, just change 0x200E from B2 to B3
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-27-06 09:36 PM, in Overworld Position Swap Link
no need to implement anything, my code just change event to activate and end the level
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 02-28-06 10:33 PM, in Why can't I use the SMW Reconfigurator? Link
link
look next to the 'require'
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 03-01-06 10:26 PM, in screenshots, new *cough* Link
Its a mega-mole that got his ASM edited for throwing hammer
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 03-03-06 10:55 PM, in Guys, i have down syndrome! Help me! Link
where is the moderator at time like this?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 03-04-06 12:08 AM, in Yoshis Overworld-comments? Link
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)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 03-04-06 12:15 AM, in Yoshis Overworld-comments? Link
you need to look closely to notice it

Attachments

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


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.036 seconds; used 437.38 kB (max 567.91 kB)