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Main - ROM Hacking - damn damn damn | New thread | New reply |
cory21391 |
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Flurry Level: 37 Posts: 83/260 EXP: 331804 Next: 6449 Since: 03-01-07 From: NC, US Last post: 5126 days Last view: 5126 days |
Well, I kinda sorta have the character sprite created... but only the top left 16x16 tile displays (sprite is 32x32) I don't know why since I have the sp sizes to 16x16 and 32x32 and the sp size toggle bit to 1 (large.) Ugh... Oh, and my movement loop doesn't work right and idk why. I mean, I clc before all math and I rep and sep to prevent any flag settings messing up my cmp's and stuff...
Anyways, here's the SP gfx problem screen, the sp settings and the GFX file: the smc... http://www.mediafire.com/?allg9dyxjgs And here's the input loop:
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MathOnNapkins |
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Super Koopa Level: 62 Posts: 216/842 EXP: 1935142 Next: 49544 Since: 02-19-07 From: durff Last post: 4486 days Last view: 4009 days |
Can you keep all your questions in one thread? And this time (and the last thread) you haven't really given us much to go on. I'm more than happy to help out once in a while, like when your HDMA settings were off, but I don't think you should expect people to jump up every time you have a problem with your code.
There's plenty of creative ways to solve your own problems when it comes to assembly language, you just have to think of them. E.g. if you're using Geiger's Debugger or the BSNES debugger, you can manipulate a lot of things, including changing code while the ROM is loaded. Memory, VRAM, ARAM. You can change all those things to perform various tests. (Though you can't edit OAM or CGRAM directly). THAT SAID I figured out your problem in seconds using GSD. Your OAM table in WRAM is at $7E0001 to $7E0220 (inclusive) The problem is you were writing the large toggle bit (32x32) to $7E0221 which is outside of your table! I simply edited the memory at $7E0201 to 0x02 and it worked just fine. edit: though I will say that this is the first time I downloaded the rom and it is pretty good progress for just by yourself. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
cory21391 |
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Flurry Level: 37 Posts: 85/260 EXP: 331804 Next: 6449 Since: 03-01-07 From: NC, US Last post: 5126 days Last view: 5126 days |
ohh... uh, yeah... I knew it was probably something stupid! sorry for such a waste of time... That's just my typo error and not realizing it even after looking over the code like 10 times! But as for as the movements, I don't understand why when you get to the edge of the screen moving right, it won't let you go left. It only branches to the no left if you're position is <= 16. An way over there is like >200. And when you jump a lot, the 'base' y-position increases even though the jump loop decreases y by 32 then increases y by 32. So it shouldn't ever increase the standing y-position! Oh well, thanks for all the help thus far. ____________________ |
GreyMaria |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 161/2851 EXP: 11918497 Next: 343763 Since: 07-13-07 Last post: 4495 days Last view: 4464 days |
Why is the sprite 32x32 anyways? Wouldn't it be better for it to be only as large as the graphics?
Just my two half-cents ____________________ we're currently experiencing some technical difficulties |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 443/4196 EXP: 21528862 Next: 307739 Since: 02-19-07 From: Ithaca, NY, US Last post: 469 days Last view: 81 days |
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smkdan |
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Ninji Level: 36 Posts: 73/238 EXP: 288593 Next: 19517 Since: 05-26-07 Last post: 4060 days Last view: 4009 days |
I'd put an AND #$XX before your CMP #$XX's in the joypad loop. Otherwise it'll only take a set key combination and refuse to branch when any other keys are set (from that byte). |
cory21391 |
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Flurry Level: 37 Posts: 86/260 EXP: 331804 Next: 6449 Since: 03-01-07 From: NC, US Last post: 5126 days Last view: 5126 days |
I know that, but from the looks of Mario's GFX, small mario is 16x16 and big mario is 16x32, since there are no space in the graphics, I'm assuming big mario is actually 2 16x16 sprites. I just used a 32x32 and placed the char GFX in the middle of the alotted 32x32 (blank 8x32, 16x16 sprite, blank 8x32) so flipping would work correctly. And I guess I'll add the AND instruction before cmp-ing. ____________________ |
Main - ROM Hacking - damn damn damn | New thread | New reply |
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