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cory21391
Posted on 05-14-07 08:46 PM, in HEX problems Link | Quote | ID: 35284


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Well, I'm learning hex (trying to) and asm, trying to make custom blocks. well, i had an idea, and here was my thought progression of code:

AD 0D BF 5A A8 C9 32 B0 AD 0D B4 1A 8D 0D B4 A8 0D BF 7A 60

AD: LDA 0DBF (mario's coin value)

5A: PHY (push whats currently in the y reg to the stack)

A8: TAY (transfer Accumulator to y reg)

C9 32: compare y reg to 32 (50 in deimal) (carry flag set if 32>y reg)

B0: BCS branch if the carry flag is set (32>y reg, which is mario's coins)

AD 0DB4 LDA abs 0DB4 (mario's lives)

1A increment marios lives by 1

8D 0DB4 Store accumulator to abs 0DB4 (marios lives)

A8 trasfer y to accumulator

8D 0DBF STA abs 0DBF (marios coins) (y reg is coin value)

60 return from subroutine


i thought this would compare marios coind to 32 (50) and if greater, it would give an extra life

i set all offsets to -1 except above to 0; and it freezes the game. any thoughts?

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cory21391
Posted on 05-14-07 11:20 PM, in HEX problems (rev. 2 of 05-14-07 11:29 PM) Link | Quote | ID: 35327


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thans, i didnt know if i had to reverse the byte order for the rom/ram addresses or not in opcodes. and whoops... "pull Y from the stack"

oh, and i wasnt sure if that was how you used branch statements and carry flags or not.

and do i have to push to stack from y/pull from stack to y? i did that to clear the y register just in case, but idk... (working on it lol)

im trying to get a general feel of how the accumulator works (which i pretty much get, tis kinda simple), as weel as the x and y registers, carry and zero flags, the 'stack,' and the increment/decrementing and opcodes etc. that im just learning by practicing/learning how different opcodes work.

next is add w/ carry, subtract w/ carry. and damn does 65816ref help file really actually HELP

well, to more practice and work on my hack
(working on Super Mario Journey, which ive actually canned everything and started over from scratch)


EDIT: it still doesnt work, heres my code:



any thoughts as to why?

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cory21391
Posted on 05-14-07 11:32 PM, in Super Mario Journey startover GFX Link | Quote | ID: 35328


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well, ive trashed all my previous SMJ (a cluttered unorganized mess of ExGFX and crap) and started over from scratch. i wanted to have a custom GFX look, so i decided to try to draw some gfx myself

any comments or suggestions to my ow map beta gfx?

(I plan to add flowers and corner connectors btw; and water of somekind, probably SMB3 water)



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cory21391
Posted on 05-14-07 11:38 PM, in HEX problems (rev. 3 of 05-15-07 12:04 AM) Link | Quote | ID: 35332


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OMFG now i feel like a dumbass thanks tho

now lets try this one more time...

EDIT: well, now my code is



the gfxfor the block dont show up at all (its invisible) and when i touch it (i go through it even though its set to act like 130) and then the game glitches up as though the framerate has dropped

urg.... hex is pretty complicated, but im not giving up yet! although im out of ideas and could use a tiny bit more help

EDIT2: i went here (http://www.smwcentral.net/?p=map&type=ram) and found that the marios coin counter was wrong (fixed it to 0DB6 [B60D byteswapped]) and still the same, but i'd like to add the fact that all the the offsets in blocktool are -1, except above, which is 0. and when i edit the map16 block data to act like 130, it reverts to 29

any ideas of wuts wrong?

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cory21391
Posted on 05-15-07 10:39 PM, in Super Mario Journey startover GFX Link | Quote | ID: 35621


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well, w/o filters its obviously gonna b pixely 2 a degree...

but thanks for the compliments w00t!!!

and i'll try, the FG and OW will definitley follow that style (whether thats a good thing or not) but its the BGs im worried about...

and heres another screen, filters excluded:


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cory21391
Posted on 05-15-07 10:47 PM, in HEX problems (rev. 3 of 05-15-07 11:03 PM) Link | Quote | ID: 35628


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well thank you for the explanation, ecspecially about the addresses

(SMW Central ROM/RAM map just said 'mario's lives' and 'mario's coins' so i assumed they were the ones to use)

"STA $0DBF; If lives were increased, store lives to coins, otherwise, store coins to coins"

thanks, i didnt know exactly how that opcode worked, i assumed it did nothing but increment the following address if the carry flag was set

so if i just take out the part after the increment and fix the addresses, it should check to see if mario's coins>x32 and if so increment lives by 1, if not, just skip the increment opcode and return from subroutine, right?

EDIT: and yea, i forgot to save w/ F9; i just got back into SMW hacking like 5 days ago (after like 8 months of not hacking anything) so I'm a little rusty

EDIT AGAIN: well, i got it to work somewhat at least, it gave me like 53 lives (YEAH! ) when i stood on it from the top, but for some reason, the GFX for the block still dont show up.

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cory21391
Posted on 05-15-07 11:12 PM, in Super Mario Journey startover GFX Link | Quote | ID: 35646


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thanks for the help, well my game progress so far is...

those GFX but im organized in my setting up the game and stuff

left to do:

flowers, connect the corners to connect more land together, the black outline of the smb3 fortress and pipe, and something with the water

oh, and all the levels, GFX, and OW

back to work! will update tomorrow...

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cory21391
Posted on 05-16-07 10:44 PM, in HEX problems Link | Quote | ID: 35847


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I got the branch statement confused, it BRANCHES IF the carry flag is set (which is if coins>=x32) so i should change that to a branch if carry clear opcode, that way, if the carry flag is set, it reads the next 7 bytes, but if it isnt set, it skips them

but after the branch
TAY
STA $0DBF

i meant to put 98 (TYA) instead of (TAY)

heres my new code (hope its right now)

AD BF 0D A8 C9 32 90 07 AD B4 0D 1A 8D B4 0D 98 8D BF 0D 60

AD BF0D (LDA BF 0D marios coins)

A8 (TAY)

C9 32(CPY to x32; set carry flag if >= x32; clear carry flag if
90 07 (BCC 07 skips 7 bytes if carry flag is clear, read the next code if carry is set)

AD B40D (LDA B40D mario's lives)

1A (INC adds 1 to A (mario's lives))

8D B40D (STA B40D; stores A (marios lives) to marios lives address)

98 (TYA transfers y (marios coins) to A)

8D BF0D (STA BF0D stores A (marios coins) to marios coins address)

60 (RTS Return from subroutine)

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cory21391
Posted on 05-16-07 10:57 PM, in Super Mario Journey startover GFX (rev. 2 of 05-18-07 10:34 PM) Link | Quote | ID: 35852


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oh i see what you mean, i should show some of the top of the castle pipe, didnt realize that, i'll work on that too

i might be finished tomorrow or the next day btw

EDIT: i got a little bit done last night, heres what i have so far, the only thing left is to finish connecting land to more land and maybe a bush or something



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cory21391
Posted on 05-17-07 10:52 PM, in HEX problems (rev. 2 of 05-17-07 11:04 PM) Link | Quote | ID: 36058


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whoops

well, im getting better (i think, hope so anyways )

now how would i go about stopping it from giving an extra life every time you touch it with more than 50 coins?

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cory21391
Posted on 05-19-07 10:01 PM, in HEX problems Link | Quote | ID: 36497


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this thread can be closed now

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cory21391
Posted on 05-19-07 10:26 PM, in Custom Block! well...almost (rev. 2 of 05-19-07 10:39 PM) Link | Quote | ID: 36503


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IPS file: http://www.mediafire.com/?a1mevx1azx3
BlockTool BIN file: http://www.mediafire.com/?5djdif1n5mu

I had an idea for a custom block that gives you a life if you have 50 or more coins in exchange for them, but takes a life AND your coins if you dont have enough coins. I have just 1 problem...

The only way i can get it to work right (without glitching and being able to hit it multiple times to get like a million lives) is when i set it to act like block 124 (a question block with a coin inside)

so my question is: how do you make it able to only be hit once per level, then reset when you restart the level (or another level)

I've thought about putting a value such as 01 in a ram address, making the block compare that address to 00 and branch if its equal (00) then if its 01, reading the block and setting the address to zero so when you hit it next, it'll be zero and do nothing, but i dont know where empty ram addresses are and i dont want to mess up any ram addresses or anything

heres my code:

AD: LDA [BE 0D]
C9: CMP [63]
B0: BCS[30]
F0: BEQ [2E]
C9: CMP [00]
F0: BEQ [2A]
8D: STA [BE 0D]

AD: LDA [BF OD]
A8: TAY
C0: CPY [32]
B0: BCS [11]
F0: BEQ [0F]

AD: LDA [BE 0D]
3A: DEC A
8D: STA [BE OD]
98: TYA
8D: STA [BF 0D]
9C: STZ [BF 0D]
60: RTS

AD: LDA [BE 0D]
1A: INC A
8D: STA [BE OD]
98: TYA
8D: STA [BF 0D]
9C: STZ [BF 0D]
60: RTS

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cory21391
Posted on 05-19-07 10:30 PM, in Super Mario Journey startover GFX Link | Quote | ID: 36505


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Thanks for the compliments and since its Saturday (FINALLY!!!) I'll have more free time since there's no school (although tomorrow i have to do a lot of make up work for chemistry and english 2... )

But I'll most likely finish tonight and get started on the Level GFX, then the levels for the first submap

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cory21391
Posted on 05-21-07 10:06 PM, in Super Mario Journey startover GFX Link | Quote | ID: 37279


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well, i tried to fix up the pipe, its more square looking now or something, but anyways...

well, since school is almost over and i have tons of make up work to do... i didnt get to work on it at all until like 5 mins ago and probably wont be able to for like a day or 2....

but heres the quick pipe fix tho:
(oh and i edited the "START" tile and the flashing level tiles from SMB3 before i went to bed the other night)





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cory21391
Posted on 05-22-07 10:39 PM, in Super Mario Journey startover GFX Link | Quote | ID: 37533


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well i dont have time to work on it now and wont for a while (grades are turned in soonish and i hafta make up some more stuff for English) but I have a question:

should i just completely redo the GFX for sprites, mario, yoshi, and OW mario/yoshi too so i can keep a consistant Graphical style?

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cory21391
Posted on 05-23-07 02:25 PM, in Super Mario Journey startover GFX Link | Quote | ID: 37709


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well..., idk about that, but thanks. and i lost my damn flash drive so i hope i can find it (my hack is on there) and im at school right now 'working on a project' lol

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cory21391
Posted on 05-23-07 10:10 PM, in Super Mario Journey startover GFX Link | Quote | ID: 37776


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yea, i'll probly darken it up a bit later...

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cory21391
Posted on 05-26-07 09:00 PM, in MarcTheMer's asm tutorial Link | Quote | ID: 38687


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I heard it was a good start for asm begginers, but i cant find it anywhere.
Does anyone here have a copy of it or a link to it?
If its a word file send it to cory21391@yahoo.com, or a working link would be fine.
I'm trying to learn REAL snes asm (saved a bunch of word files from wiki and vintagedev.tehskeen.com)

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cory21391
Posted on 05-26-07 09:07 PM, in ROM hacking utilities Link | Quote | ID: 38688


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DKC or DKC2 (SNES)? heard someone was working on it about a year ago but.... idk

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cory21391
Posted on 05-29-07 07:23 PM, in MarcTheMer's asm tutorial Link | Quote | ID: 39400


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yea i think i understand most of 65816 asm (except what the actual interrupts do and how to use them, i know the definition of an 'interrupt')

i really need help with graphics (VRAM, CGRAM, and DMA)

URG, i dont get it!!!

i THINK i understand palettes and 8x8tiles, but im not 100% clear.

heres my interpretation of 8x8 tiles and colors/palettes.

$2120 (turn the screen on or force an H or V blank)
$2121 (Load the color #, which i assume (SINCE ITS 1BYTE) is color 0-F are from palette 0, color 10-1F are from palette 1, etc..)
$2122 (double write; write the 1st byte of color then the second byte in 0bbb bbgg gggr rrrr format)

8x8 tiles:
a 2bpp tile uses 2 bits per pixel (0, 1 , 0 ,1) so you can have 4 total colors. and each word represents 1 line of 8 pixels. so... i think you have to read each byte in order from low order to high order, like reading binary, if im right then... 4bpp is:

color: 0 1 2 3 4...etc so color... 13 14 15

byte 1: 1 place- 0 1 0 1 0 1 0 1
byte 2: 2 place- 0 0 1 1 0 0 1 1
byte 3: 4 place- 0 0 0 0 1 1 1 1
byte 4: 8 place- 0 0 0 0 0 1 1 1

and then you put the bits corresponding to the 8 pixels in the first row.

so, to have 1 8 pixel long row using 2bpp, making each pixel alternate between color 1 and 2...

%10101010, %01010101

right? just needed to clarify about the tiles/colors/palettes. is this right?

and i still need help with moving the tiles to the screen, the screen modes, VRAM, and DMA... bleh....

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