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| Acmlm's Board - I3 Archive - - Posts by Kailieann |
| 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 |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Why does blocktool use decimal at all? What possible purpose could that serve? | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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Originally posted by BMF54123Originally posted by Kailieann LM really needs buttons or something for this kind of crap. You shouldn't have to read the whole damn helpfile to find out something like 'press F9 to save Map16 page'. I mean, half the n00b 'how do I do this?' threads only exist because people expect features to actually be visible or something, and when they can't see what they're looking for, they skip the readme and assume it doesn't exist. I know you're listening, Fu. Would it kill you to put a save button on the Map16 editor? |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Looks like a backshot of Mario trying to jump and catch a golden chicken.
[edit]but in a cool way (edited by Kailieann on 11-23-05 09:29 PM) |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| For the second one, you need the item box star from whichever mushroom house that was.
If the paths are closed and you can't get back, and you don't want to start over again, use the code 7E1490FF Theoretically that should help with the first one, too, but I don't seem to recall having problems so I can't really help you there.. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| You could try using the sprite-creation routine | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Wait.. branch instructions use signed numbers?
Why was I not informed of this? |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| I had a little bit of trouble with that myself.
It has to be [rom directory]\ExGraphics\ExGFX[80-FF].bin |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| better link
Tile Layer Pro and YY-chr are fan-favorites. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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Originally posted by MathOnNapkins Nope, I've only heard of JMP *, but needless to say that doesn't work on 65c186. Anyways, it occurred to me at work that this might solve a problem I've been stuck on for about a month. I'll see if I can come up with something. (edited by Kailieann on 11-24-05 07:10 PM) |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Not sure about the last two, but the first two are.
They have 'register plz' windows that start showing up after a month or so, but they don't actually stop working. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Okay, thanks to BMF's Sprite Creation routine, I've come up with a potential solution to my Enemy Counter problem.
Note that this is theoretical, hastily written, and completely untested, any feedback or suggestions would be highly welcome. Now, instead of coming up with a way to count how many enemies have been killed, this version uses LevelASM to create the sprites needed, and then continuously checks to see if they're still in use. This will be done on a one-screen level with borders, so that the sprites won't just vanish when they go offscreen. There will also be a loading zone prior to the level with the counter, to clean the special level settings in case the player has to restart due to death. Also note that $enemy_counter isn't strictly necessary for the code as is, but I figured it might be useful if I wanted to use something like the Level Names hack to show the player how many enemies are left. Level Initialization routine --- LDA $level_init_flag ;; Unused RAM address that tells LevelASM the status of the custom code --- CMP #$01 ;; Arbitrary 'code is active' value --- BEQ Main Level routine ;; Goes to the main code if the level has already been initialized --- LDA #$01 ;; Arbitrary 'code is active' value --- STA $level_init_flag ;; Sets 'code is active' status --- LDA #$08 ;; Arbitrary number of enemies to use (I'd probably use fewer) --- STA $enemy_counter --- LDA #$FF ;; Binary flags (1 = enemy active) --- STA $enemy_status --- LDX #$08 ;; Arbitrary number of enemies to use Sprite Creation loop (this is mostly the same as BMF's 'Start of code') --- LDA #$08 --- STA $14C8, X --- LDA $sprite_number --- STA $9E, X --- LDA $xpos_low --- STA $E4, X --- LDA $xpos_high --- STA $14E0, X --- LDA $ypos_low --- STA $D8, X --- LDA $ypos_high --- STA $14D4, X --- JSL $07F7D2 --- DEX ;; Lower the number of enemies that still need to be created --- CPX #$00 ;; Checks to see if enemies still need to be created --- BNE Sprite Creation loop --- RTL ;; End LevelASM code for current frame Main Level routine --- JSL Sprite Test loop --- LDA $enemy_counter --- CMP #$00 --- BEQ End Level routine ;; Goes to level end sequence if no enemies remain --- RTL ;; End LevelASM code for current frame This next part is where my inexperience with ASM really starts to show. If there's an easier way to do this, for the love of god, TELL ME. Especially since I don't think there's a way to change the values used by the ANDs, which would mean I'd have to rewrite the main loop segment for each sprite, or give each sprite their own RAM address for the status flags. Sprite Test loop --- LDX #$08 ;; Number of enemies to check (start of main loop segment) --- LDA $enemy_status ;; Load enemy status flags --- AND #$xx ;; AND flags with current enemy flag (80, 40, 20, 10, 08, 04, 02, 01) --- CMP #$00 ;; Check to see if current enemy flag is unset --- BEQ end of main loop segment ;; Exit current loop if enemy is already dead --- LDA $14C8, X ;; Load enemy status flag --- CMP #$08 ;; Check to see if sprite is currently in use --- BNE end of main loop segment ;; Exit current loop if enemy isn't dead yet --- LDA $enemy_status ;; Load enemy status flags --- AND #$xx ;; Unset current enemy flag (7F, BF, DF, EF, F7, FB, FD, FE) --- STA $enemy_status ;; Store new enemy status flags --- LDA $enemy_counter ;; Load enemy counter --- DEC ;; Decrement enemy counter --- STA $enemy_counter ;; Store enemy counter --- CMP #$00 ;; Check to see if that was the last enemy --- BEQ end of sprite test loop (end of main loop segment) --- DEX ;; Decrease number of enemies to check (return to main loop segment) --- RTL ;; Return to Main Level routine This part isn't exactly perfect yet, either. It'll end the level, but it'll do so pretty darn fast, since the only way I know how to end levels is by writing to $7E1493, and since all the code will be executed on the same frame... Is there any way to delay code execution? End Level routine --- STZ $level_init_flag ;; Clears custom level settings ($enemy_status and $enemy_counter should already be #$00, so no need to clear them) --- LDA #$FF ;; Load 'screen goes dark' value --- STA $1493 ;; Make the screen go dark and Mario begin his victory march --- LDA #$01 ;; Load 'this level is over' value --- STA $1493 ;; Tell the game that the level is over --- STZ $1493 ;; Fade to overworld Am I the only one who thinks it's weird that 1493:01 doesn't end the level automatically? It waits until 00 has been written after 01, which is even stranger since 00 is the default value anyways. Be easier if there was just an End Level subroutine I could jump to. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Chelsea is obsolete in 1.63. It used to be the Credits/Title Screen editors.
The hack-locking one is Chibi-Moon. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Two things to keep in mind for the next version:
The option to use hexadecimal RGB values in the palette editor (as in C0C838) And the option to use SNES color values in the palette editor (as in 76A3) Just a thought |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Compression factor. Most high-end programs let you set jpeg compression factor -- note that even at 1% compression, you'll still get the scaling artifacts and color bleeding that makes the keen-sighted cry, but joe average will be slightly less likely to notice it.
Also, ZSNES PNG screenshots have this weird tendancy to turn the top row of pixels black, truncate the bottom row of pixels altogether, and occasionally bump up the green factor on the left-most columns of pixels by four degress for no apparent reason. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Sailormoon, Outlanders, Akira, Project A-Ko, Dangaiou, and Devil Hunter Youko. All classics. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Like I said, I haven't tested it yet. It may or may not work in LevelASM, I don't know. I only found out about it by playing with ZSNES's cheat function.
7E149300: does nothing. 7E149301: does nothing. 7E149300 after 7E149300: fade to overworld. But it'll mess up the palettes if you try to do that while the level is active, hence the 7E1493FF (fade to black) before it. I'm not sure but I think it was 7E14939E that brings up the timer = points part. Speaking of I also found the address for the Timer x 50 that gets added to your score at the end of the level. 7E0F40 I think. Two bytes, and I think 100 points lower than the actual score display. Could be useful for anyone who wants to give the player some points for clearing a no-timer level. Anyways, I'm kinda thinking now that instead of trying to LevelASM my way out of a level, I'll just spawn goal spheres instead. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Irfan View fits on a freaking floppy disk. There is no excuse for not having it. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| It's worth noting that the blocktool readme doesn't explain anything about offsets, which is stupid. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| That won't work.
Block code only executes when a sprite touches it. You can have a block that changes when Mario hits it after passing special world, but blocks won't just magically change once a condition is met. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Or he found tapes.
I saw Star Blazers when I was 12, and that was made about a decade before I was born. (edited by Kailieann on 11-26-05 08:42 AM) |
| 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 |
| Acmlm's Board - I3 Archive - - Posts by Kailieann |