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05-15-24 03:39 PM
Acmlm's Board - I3 Archive - - Posts by Goldensunboy
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Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 06-28-06 07:21 PM, in Lava Spout subroutine, a few problems... (ASM) Link
Greetings, some of you may recognize me from the board before the restart, I was Dark Ludwig. For those of you who don't know me I know a fair amount of ASM. I have a lot of SMW hacking experience (although I have been pretty quiet about it ever since a few weeks before the board restarted), I have several programs I use to hack SMW, I make my own blocks, yada yada yada...

Anyway, now for my problem. I am making a long level that has two minibosses and a tough(er?) boss at the end. Miniboss? What? Oh, it's just big boo.



I also turned Lemmy into some cloud guy thingy that you have to fight. However, I had a novel idea for the last boss, Wendy: Why not have the lava under her active!

I worked for several days on a custom code that will cause a nicely animated lava spout to rise up slowly under mario and make a rumbling noise until it can be seen above the lava pool, then shoot up and then recede. I am using PALASM (I haven't really installed LevelASM yet), so the code basically runs once each frame. The code doesn't work, though. I never could understand those assemblers, so I use notepad to make my notes on what OPcodes to make, I translate it manually with 65816REF.hlp, and I write it into the rom with XVI32. It's all manual, so I thought there'd be some problem with it, and there probably was. I used Geiger's SNES9X debugger to disassemble the code, and it turned out to be the same as my notes. I have an idea that there may be some problem with the RAM addresses I'm using, but it might not be that anyway. The code is basically supposed to cause this to happen:

Note: the lava pool has layer priority over the lava spout, so it can't be seen when it's behind the lower lava.


If some experienced ASM hackers could help me here, I would really appreciate it.

Edit: Updated my notes.

-Goldensunboy

PS: If you have trouble viewing the pictures, right click them and click "show picture". If that doesn't work, go to it's properties and copy it's URL into your address bar. If it still doesn't work, IM me at Goldensunboy1.


(edited by Goldensunboy on 06-29-06 05:37 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 06-28-06 07:37 PM, in Lava Spout subroutine, a few problems... (ASM) Link
MikeyK's working on a sprite tool? That's awesome, I never knew that since I was away for about 7 months... I don't think that would work, though, because it would have to be a very large sprite, like 10 by 40 8x8 tiles, it's unreal. plus, there has to be Wendy and her two dummies on the same screen, too. Anyway, When I just have it run, it crashes, and I can't quite figure out where, but I can't really run it properly since I think there may be something wrong with the RAM addresses I'm using (7EC100 - 7EC104). They seem to be automatically set to some number (not sure how, but in different levels its all a different number), and changing them didn't work, I tried using STZ on them in a separate code first but it didn't help, I'm just not sure why though.

Edit: Fixed RAM addresses from 7F to 7E.


(edited by Goldensunboy on 06-28-06 06:54 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 06-28-06 08:04 PM, in Lava Spout subroutine, a few problems... (ASM) Link
Long addressing? I'll try that. I am telling you what I do remember happened when my rom had this problem, recently the code I used disappeared, I think level data covered it. Another problem I have is that I don't understand the whole RATS thing, all I know is that it's RATS, then four bytes for length of data protection, then four more bytes that I don't understand. Plus, I wasn't sure how I put the data protection size in there. Is there some byte ordering issue? like instead of AB CD, is it CD AB? and one last thing, how do the last four bytes work? What do they do? I heard they are the inverse/inverted/something of the four bytes before them, and I was wondering about the byte ordering for them, too.

As for that assembler, I just downloaded it, and as I only know a few things about ASM (but enough to code my own things manually), it was way over my head. I'll try to figure it out, though. If I can't, I'll just manually change the bytes in my notes to long addressing, and rewrite the code into the rom somewhere that it will (hopefully) not get overwritten until I understand RATS tags.

Edit: Oh yes, MikeyK, it crashed early in the routine, I don't remember exactly where, though. I'm rewriting the code into the rom and changing it right now.

Edit 2: What about INC? Because I don't see an increment long...


(edited by Goldensunboy on 06-28-06 07:05 PM)
(edited by Goldensunboy on 06-28-06 07:08 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 06-28-06 09:05 PM, in Lava Spout subroutine, a few problems... (ASM) Link
As many times as I tried to understand RATS, I think I'm getting a clue... If I wanted to protect, say, 8 bytes, it would be "STAR", little endian -1 would make it 0700 (?), and would the inverse mean "I = FFFF - (data size - 1)"? making the RATS tag "STAR 0700 F8FF"? I am a little confused, and I tried something like this before, but I had no way of knowing if the RATS was correct, and it got overwritten.

Oh and Sukasa, I never used HDMA. It didn't make sense to me. The background-looking pillars are on layer 1, and the blackness is on Layer 2. I tried to update the CGADSUB with some value that would make the blackness slightly transparent, but it didn't work.

As far as fixing the code, I have changed the LDA's and STA's that involve anything past $7E8000 to long, and I recalculated any branches that may have had their distance change because of this. Do the INC's, STZ's, DEC's, etc. that reference anything past $7E8000 have to somehow be changed to long, too?
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 06-29-06 12:09 AM, in Lava Spout subroutine, a few problems... (ASM) Link
I changed all the INC's, DEC's, STZ's, etc. to "long mode", and I recalculated all the branches AGAIN, I have to go to bed now but I'm in the middle of checking for errors... I'll work on it tomorrow. The code looks more as if it'll work, I should get that tracer fired up by tomorrow night.


(edited by Goldensunboy on 06-28-06 11:09 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 06-29-06 06:42 PM, in Lava Spout subroutine, a few problems... (ASM) Link
Edit: I made a crucial mistake at the beginning of the code which would basically cause the code to do nothing by constantly writing $00 to 7EC100 then checking if it's zero. I updated it again.


All INC's, DEC's, LDA's, STA's, and anything that request or modify values above 7E1FFFF use long addressing now. I spent a while and redirected all the branches. I'm about to try the code in the rom, and I'll see what happens. If it crashes, I'll leave details up here.

On a side note, I updated my notes, and I turned it into a .bin file. (download)

As of now: I'm fixing the RTS's and changing them to RTL's. It seems to return to the wrong place when I have:

.
.
.
PALASM's jump to subroutine
.
.
.
JMP "MyCode"
RTL
MyCode
.
.
.

I have all my returns as RTS's, so I had it like that. I will change it soon.

PS: SmwEdit, I am using the translucent layer 2 level mode. It didn't work, so I left it as it is. I tried many things, but none worked. I don't really want to discuss this much, though, because it's off-topic.


(edited by Goldensunboy on 06-29-06 06:12 PM)
(edited by Goldensunboy on 06-29-06 07:43 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 06-29-06 11:32 PM, in Lava Spout subroutine, a few problems... (ASM) Link
Although I already changed it so all the RTS's are now RTL's and the JMP at the start was removed, thank you for that bit of information, it could really be a help in the future.

I got the first phase of the code working properly, at least the timing (it has to wait FF frames), I haven't checked to make sure Layer 2 is working yet though, since I am focusing on getting my code to run smoothly without crashing. I got the first phase working, but it either does or doesn't freeze sometimes when it gets to phase 2. I am tired and will take a little break from it, as tomorrow I have to go to school early and try to finish my math book, then I am going to a friend's house for a birthday, then I'm out of town for a week. But thank you Hyper, Mikey, Sukasa and Cirvante (and any others I may have missed?) the code is working relatively smoothly, at least compared to not running at all.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-08-06 12:41 AM, in Sprite Tool teaser screens Link
Will it be possible for custom sprites to trigger stuff like autoscrolling the foreground or background in increments? Even better, would it be possible to scale, and even better, rotate sprites, via custum code?

OffTopic: I never understood how SMW scales/rotates FG/BG layers (like in the fight with Iggy when the platform rotates, or in the fight with Bowser (since he is *not* a sprite, rather a layer) where his copter gets smaller then bigger, and when it rotates, after coughing up the princess.) How does the game do that, and could I trigger it from a custom code? Or is it specifically mode7-related...
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-08-06 01:01 PM, in Sprite Tool teaser screens Link
Originally posted by Raccoon Sam
Well, Mode 7 is the best answer.
What I say is try to use the ASM space of Iggy's rotation and take advantage of it into other sprites.

You'd loose Iggy but nobody loves him anyway.
Why would I use the rom space where Iggy's ASM is located? That makes no sense... I don't want to lose Iggy or Larry, I am only wondering if and how I can implement layer rotation in a non-mode7 level. It is a little off-topic, but I just wanted to ask it since it's probably related to sprite rotation.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-13-06 09:41 PM, in ANTS!!! Link
The only problem I ever had with ants was when I was six. I went to open a package of pop-tarts (my dad buys craploads of them, we have never have less than about six boxes worth of them at one time), and ants were crawling everywhere out of the bag and on the counter when I opened it. It freaked me out, I woke up my mom from a nap, she killed them, and we never really had a problem since anyway. But still, me being only six years old and thinking that my house was a safe bug-free haven, it was freaky.

I don't really kill ants, I'm no nature freak or Captain Planet guy, but I just leave them alone. Seriously, there are billions of them, it makes no sense to me to waste time killing them unless they infest your home or are in the middle of your yard.

Oh, and Coby, I also find them facinating. It's fun watching them carry food that's twice their size and stuff.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-13-06 09:48 PM, in Unusual or weird dreams... Link
I hate those dreams were you're running away from something hostile, and your legs like turn to rubber or whatever and you can't move, then you wake up right before whatever it is attacks you. Or you're falling then you wake up. I use to have those frequently.

I too have a bad habit of staying up late doing whatnot, playing games, building with K'nex, so forget most of mine, but ever since I quit homeschooling, I had a few dreams here and there about me and some friends I made at school, usually doing the most random think you can make up (like flying, sailing, rollerskating,
or whatever else).
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-15-06 03:29 PM, in Sprite Tool, public test release Link
Once people get the feel of SpriteTool, would it be possible to copy the codes from sprites in other games directly and repoint the JSL's, subroutines, and RAM addresses to make it run properly? Of course, as long as it isn't something like LoZ: A Link to the Past, Super Mario RPG, or some game like that.

As much as I would love to be original, I am not very creative, and would probably rather take a crack at other game's sprites (preferably Mario games). Also I know a moderate amount of ASM, but I'm willing to look into it more to learn about hacking sprites just for this.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-31-06 01:48 AM, in Lunar Expand? Link
If you have never opened the ROM in Lunar Magic, it may have troubles like that. Just open it in LM, move an object or something, and save the level. If that's not the problem, then use Lunar Expand to make it somewhere around 4 megs large (32 Mbit). If you are using ZSNES, and you expanded it to 64 Mbit ExHiROM, that might be why it's not working, as roms of that size are not compatible with ZSNES. Well, at least AFAIK. I do believe that SNES9X can emulate those huge roms.

(I kinda said this from knowledge that hasn't been tested in a while, so somebody please correct me if I'm wrong one a point or two)


(edited by Goldensunboy on 07-31-06 12:49 AM)
(edited by Goldensunboy on 07-31-06 12:55 AM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-31-06 01:55 AM, in Some simple? questions. Link
Try 32 Mbit, the bottom choice in the left column. That's the current size of my rom, and I don't have any expansion problems with anything at the time. Just don't go for the highest setting, as roms of that size are incompatible with ZSNES. (I've never used Lunar Expand, but I sure have alot of ExGFX and levels, and it natrually got to 4 MB.)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-31-06 02:36 AM, in Lunar Expand? Link
My rom's checksum has been bad for about a year, but I've never had a problem yet. I wouldn't worry about it until you had a problem, which I doubt will happen for a while, if at all.

You already have a question like this in the other thread, so I'll stop posting here now... I guess this gets closed now or something? I've never been one to say "alright mods, close this thread now", or anything to that extent, so I'm apprehensive to say that it will definitely be closed.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-31-06 01:09 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Some shop blocks have already been done, with the prices for items being 10, 30, 50, and 70. (Mushroom, flower, cape, star) Since noone's really cared about the coins much, the 999 coin hack hasn't been done yet, and thus the shop blocks don't work on a 100, 250, 999 basis.

However, I *think* Bio.exe made some blocks that drain that many coins, taking a life for every 100th coin.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-31-06 04:13 PM, in Question that needs to be anwsered! Link
Try YY-CHR. It and TLP are both great graphics editors, and YY-CHR has an SNES 4bpp format. I would have expected SNES in TLP to be correct, so maybe the file is corrupted... ?_?

I don't insert the graphics like that, I use YY-CHR, and I have several steps that are long and tedious, but I prefer them over the traditional methods.

1. Locate and find the RBG values of every color in an element you want to insert, and manually enter them in at the Lunar Magic palette editor.
2. Change the corresponding colors in YY-CHR's palette to the one in Lunar Magic (so if the first color is red, make that color red in YY-CHR. if the seventh color is pink, make the seventh color in YY-CHR pink)
3. Arrange your graphics in paint and magnify it a little, and eliminate any repeated tiles.
4. With paint and YY-CHR open, use the colors in YY-CHR's palette to draw the image in paint.
5. If it's a sprite and you don't want to manually go through the .asm file and change the tiles used, arrange the graphics in YY-CHR so they are where they should be. (using GFX13.bin, a giant goomba's head looks like one of the poses of a Chargin' Chuck's head if you made giant goomba graphics, this is where you move it to that position.)

What a clunky explanation of editing graphics, but I find some other ways (like inserting BMP's) too tedious, hasslesome, and troublesome, and sometimes a color or two might get replaced by the wrong one, then you have to manually rewrite those colors anyway. I just prefer this manual method, but I'm only one in a large SMW hacking community, so you'll get other explanations on how to do it.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 07-31-06 11:26 PM, in Sprite Tool, public test release Link
Sprite_tool.exe and all of it's files and folders, plus your rom must all be in that same folder. If Sprite Tool is in the sprite_tool folder, so should the rom. Sprite Tool can't find the rom if it's in it's folder's parent directory. Well, at least that's what I got out of your post, as I was confused from your description.

Of course, there's the ever so slight possibility that you have folder views set so that extensions for known file types are kidden and that your .SMC files are known (at least mine are, I keep it so I view those extensions). If that was the case, your rom's name would look like MARIO.smc, while it's really MARIO.smc.smc. I know that's a little far-fetched, but I can't think of anything else that may be wrong.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 08-01-06 12:11 AM, in Sprite Tool, public test release Link
I made my first sprite!!!

(304 kb)


All hail me the master of sprite hacking!
...
...
...
Okay, so I'm learning.

Anyway, back on subject, Lishy, why not redownload WinRAR, Sprite Tool, or both, and put your rom and all that junk like that in the same directory. Nothing, and I mean NADA, can be zipped or RAR'd or compressed in any way. Also, check sprites.txt to make sure you have the format proper:

1: There should ba a double digit number before each filename.
2: The number should be within the range of whatever type of sprite it is, check the readme on what types of sprites can have what numbers.
3: The filename must lead to a .cfg file that is found in the /sprites subfolder.
4: The .cfg file should have the correct name of the .asm file in it.
5: The .asm file must be valid.
6: There can be no spaces in any of the filenames in sprites.txt.
7: What number seven? I see no number seven...
Edit: Actually, there is a number seven. Make sure TRASM is compatible with your computer. Google it and see it's requirements whereever you find it on the internet.
8: If all else fails, panic, then read the readme five times, correct your mistakes, and try again.
9: Still hopeless? NOW you can post about it, possibly showing us some screenies or text from your sprites.txt file.
10: I hope this helps you, Lishy.


(edited by Goldensunboy on 07-31-06 11:12 PM)
(edited by Goldensunboy on 07-31-06 11:15 PM)
(edited by Goldensunboy on 07-31-06 11:17 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6300 days
Last view: 6300 days
Posted on 08-01-06 01:29 AM, in Some simple? questions. Link
BlackHole89 put it in a deep freeze long ago when he left this forum, most likely because of the growing amount of people not reading help files, looking through old posts, reading announcements and stickies, and asking dumb and improbable questions. (people sometimes refer to this as the decline of the SMW hacking forum) Unless he gets interested in SMW again, I doubt he'll ever release it.


(edited by Goldensunboy on 08-01-06 12:30 AM)
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Acmlm's Board - I3 Archive - - Posts by Goldensunboy


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