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05-15-24 12:33 AM
Acmlm's Board - I3 Archive - - Posts by never-obsolete
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never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-14-06 09:28 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
if i understand correctly all you want to do is flash the screen like white or whatever then back to normal? or are you looking to have lightning bolts in the background as well?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-15-06 06:16 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
well drop me an email and we can figure something out. how familiar are you with 6502 asm and the interworkings NES? what kind of asm hacks have you done before?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-15-06 09:56 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
yes i did receive it and bio are you interested on working on this as well? also is this the only hack you are looking to add or are there other things?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-15-06 10:29 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
exaclty what i was thinking and said in the email i sent to giga.

i thought we could hack in a ram value to keep track of how many frames have gone by since the last flash, which would also be used to keep track of how many frames the screen has been white.

as for flashing the background just hack into the NMI a:

    jmp $abs


which would jump to our own routine that would be stored in some blank space somewhere in the rom. though i dont think we would need to hack the whole palette just do something along the following:


ThunderRoutine:

    lda #$3F ;prepare for writing to VRAM
    sta $2006
    lda #$00
    sta $2006

    lda flashTimer ;figure out what to do
    cmp #128
    bcc NoFlash
    cmp #138
    beq TurnOffFlash

    lda #$00 ;set new pallete color for flashing background
    sta $2007 ;for example i used color entry 0, but in game it would be different

NoFlash:

    inc flashTimer
    rts

TurnOffFlash:

    lda #0 ;reset the counter
    sta flashTimer
    lda oldPalVal ;restore old palette value
    sta $2007
    rts



thats just my idea. of course we would have to do a check for levels and all that other nonsense but you get what im sayin? the code would be a little more complex because lightning does just turn the sky white, it flickers, but thats a rough idea.


(edited by never-obsolete on 05-15-06 09:30 PM)
(edited by never-obsolete on 05-15-06 09:38 PM)
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-15-06 11:13 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
is the PPU buffer for sprite dma or for what kinda of information? i have not ever looked at the smb3 rom and how it works, so i was gonna rely on you two to fill me in on what you know about it. as for the frame counter, are you refering to the mmc3 irq counter. or is it something the game manually increments in code?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-15-06 11:27 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
is there a routine that writes and clears the buffer?

i dont think there is a way to write palette data to VRAM without using $2006 and $2007. with a buffer i assume the game waits untill vblank and in the NMI it does all the writing. my suggestion would be to insert a jmp in the NMI so any writes to VRAM would be stable because no rendering would be occuring. though either way would work, its up to you guys im just here to help with the coding.
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-15-06 11:43 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
yeah but you know the game better than i do so we gotta find a middle ground. what does the flash timer do, alter palettes? and if so, does it accomplish the flash we want? and this msgboard crap is annoying we need find a faster way to communicate in real time.
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-15-06 11:55 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
the only thing i have is irc but i can get one of the other which would u prefer? and have you heard from giga this was his original idea?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-16-06 12:38 AM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
i was thinking that but this is just a general outline of things to come and with the limitations of the nes i would probably just choose some address in chr data and use that value for the length timer. i dont wanna have to insert a pseudo random number generator because of space issues.
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-16-06 03:14 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
what is the significance of $80 and the flashing register, im kinda lost about how it works or what exactly it does?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-16-06 06:33 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
what is the significance of nothing being the first sprite? wouldn't you want to detect the level and go from there?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-16-06 06:38 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
ok well assemble the routine (first edit to fit your needs), but where im losing you is why are you detecting empty sprites?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-16-06 06:41 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
what do you plan to use it for?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-16-06 06:50 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
what exactly are you refering to by "nothing sprite"? is it a routine, a ram value, a tile in pattern tables?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-16-06 07:00 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
ok i see and you place that nothing as the first sprite in the levels you want to use the thunder. then you check against it and branch from there if it is nothing else contiue as normal. fair enough.

do you plan to use the routine i posted, because that was slapped together fairly hastily? also how much space in unused rom do you have for adding the routine?
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-17-06 01:05 AM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
well after looking at the mmc3 specs, i believe it is able to support adding more prg and chr banks. if i calculated correctly smb3 only uses half of its potential in both catagories. bank switching would allow more room to toy with and its not that difficult to do.
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-17-06 10:08 AM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
where you reference the sound register (which is what im guessing it is):

    inc $7DB2


is that something in original code that needed to be added, or what purpose does it serve? and does the routine at $E2C0 have any effect on the flashing or is something else i shouldn't be concerned with?

and if the sprite = $AB, then its the color flash, if sprite = $47 its the white/grey flash?

in your hack im assuming you enabled sram.


(edited by never-obsolete on 05-17-06 09:13 AM)
(edited by never-obsolete on 05-17-06 09:39 AM)
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-17-06 04:52 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
yes ive already taken the NMI into account because ive had similar promblems with different mappers. i had a the nmi check for what the "original" banks should be and switch them, and then just before the rti, switch back.


(edited by never-obsolete on 05-17-06 03:53 PM)
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-17-06 11:27 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
agreed
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6297 days
Last view: 6297 days
Posted on 05-18-06 02:03 AM, in NES emulation. Linux. Add them together. Link
nescafe was written in java. may or may not work with linux though im not sure.
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Acmlm's Board - I3 Archive - - Posts by never-obsolete


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