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Bio
Posted on 02-19-07 08:34 PM, in You're typical "what ID number did you get?" thread. Link | Quote | ID: 1004


Red Paragoomba
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26, neither awesome or interresting, but can be use in ASM code:

iwt r1,#userID
ibt r0,#26
stb (r1)

a cookie for the first person that will figure out for wich processor is this ASM code for

Bio
Posted on 02-19-07 08:53 PM, in You're typical "what ID number did you get?" thread. Link | Quote | ID: 1038


Red Paragoomba
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Posted by blackhole89
Posted by Bio
26, neither awesome or interresting, but can be use in ASM code:

iwt r1,#userID
ibt r0,#26
stb (r1)

a cookie for the first person that will figure out for wich processor is this ASM code for

The PSP's MIPS processor, by any chance?

no, I never even messed with MIPS(well... not yet)

Bio
Posted on 02-19-07 09:01 PM, in You're typical "what ID number did you get?" thread. Link | Quote | ID: 1070


Red Paragoomba
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Posted by blackhole89
gah... *headdesks*
SuperFX.

You're right, here a cookie

Bio
Posted on 02-20-07 09:43 PM, in 65816 ASM tutorial Link | Quote | ID: 2385


Red Paragoomba
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(from SMW central, this is about the different adressing mode)

first of all , there is immediate adressing mode, it is used when an opcode should affect the next value insted of a RAM/ROM adress

here an example code of how to use it

lda #$9f ;load #$9F into A
and #$08 ;perform logical AND with A and #$08
ldy #$65 ;load #$65 into Y

secondly, there is long adressing mode, long adressing is 3 byte long, allowing it to reach any SNES bank, however, it is more limited, bigger and slower than the other

an example of long adressing:

lda #$9f ;load #$9F into A
and #$08 ;perform logical AND with A and #$08
ldy #$65 ;load #$65 into Y
sta $7E0019; store A to RAM $7E0019
LDA $7E0d0C; load the value located at RAM $7E0d0c in A
STA $7Fefff; store A to RAM $7FEFFF


the third one is absolute adressing, abslute adrssing is like long adressing, but only 2-byte long, the highest byte is replaced by the value in the data bank register. However, since RAM adress 7E0000-7E1FFF is mirrored in 0000-1FFF of every ROM bank

previous code, optimised with the use absolute adressing

lda #$9f ;load #$9F into A
and #$08 ;perform logical AND with A and #$08
ldy #$65 ;load #$65 into Y
sta $0019; store A to RAM $7E0019
LDA $0d0C; load the value located at RAM $7E0d0c in A
STA $7Fefff; store A to RAM $7FEFFF

the data bank register can be changed by only one instruction(PLB), therefor, a value can be written to it using something like this:

LDA #$80
PHA
PLB

this code should change the data bank register

the fourth one is direct adressing mode, it is similar to absolute adressing, except that the value is only 1-byte long and that the highest byte is set by another register(called direct page), since direct page appear to be alway 0 in SMW, this adressing mode should be used to acess RAM adress 7E0000- 7E00FF

previous code, optimised with the use direct adressing

lda #$9f ;load #$9F into A
and #$08 ;perform logical AND with A and #$08
ldy #$65 ;load #$65 into Y
sta $19; store A to RAM $7E0019
LDA $0d0C; load the value located at RAM $7E0d0c in A
STA $7Fefff; store A to RAM $7FEFFF

the next one is indexed with X or Y, it add the value of X or Y to the destination of the opcode. since exemple are the best, here one:
LDX #$04
lda $0DB2,x

in that case the adress that LDA will load from will be $XX:ODB2+04

Finally, the last one is indirect and indirect long, they are noticable because they have () around their pointer([] for long). This one is weird, instead of acessing the data, it, interpret the data as a point to the real data. since this is quite complex, here an example:
$7E00000= 52 8D $7E00015 = b0 9C 0D

lda ($00)
sta [$15]


the lda will load from adress $XX:8D52 because 7E00000 is 52 8D (the pointer is byte-shifted). the sta will store at adress $0D9CB0 since it's indirect long, so the pointer is 3 byte.

If you have any question just ask in this thread

Bio
Posted on 02-23-07 03:56 AM, in Things you did when you were a n00b. Link | Quote | ID: 5234


Red Paragoomba
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mmh, I did a crappy SMW hack(with awful pallete), I also made a few thread (3, If I renember correctly) requesting blocktool (even tought I rode the sticky, the link to blocktool was labeled 'custom block inserter', wich is why I assumed those were different thing) and finally general spam.

Bio
Posted on 03-02-07 03:48 PM, in Programming Poll #3: First programming language Link | Quote | ID: 9456


Red Paragoomba
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the first programming language I ever messed with was 65816 Assembly for ROM hacking prupose

then came TI-Basic, it's good, but waay too slow , even on a TI-84SE, I wasn't even able to make a 2x2-pixel square move around the square at a decent speed

I also messed with various other assembly language (Z80, 6502, SuperFX)

more recently, I attempted to mess with C# (since my brother got a Xbox360 and I wanted to program a few crap on it)

Bio
Posted on 03-09-07 03:15 AM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 12463


Red Paragoomba
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Or we should do like Super Paper Mario and use the SMB Mario for the 'Mega' form and have it on layer 3, disable the status bar, then just use SuperFX to scale it, SMW's layer 3 data is $2000 byte in side, wich is more than what we need to fill most of the screen. Re-programming the game physic to allow this would a pain tought

Bio
Posted on 03-10-07 11:26 PM, in Things that make you think "WHY???" Link | Quote | ID: 13542


Red Paragoomba
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Posted by Xkeeper
That's confusing. Why wouldn't they just set the sprite to self-destruct, then?

because it's also used to generate the smoke and the fireplace in Yoshi's house?

Bio
Posted on 03-23-07 11:31 PM, in Oh Microsoft, you so crazy. Link | Quote | ID: 18522


Red Paragoomba
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Posted by Adamant
So do you buy consoles for their hardware or for their games? I take it you have quite a decent collection of 3DO and Jaguar games, then.

If you're going to cost more than both your competitors combined, you damn better well have some good exclusives. Currently, the PS3 has 1. Will you pay 1000$ for one game? One game that the majority of critics agree isn't even as good as a recent, similiar game for one of it's competitors?
If you weren't going to but a Bluray player no matter what, there really isn't a reason to pick up a PS3.

it increase your E-penis size?

to add to the funnyness, acording to this about 25 were present during the lunch

Bio
Posted on 03-28-07 04:59 AM, in Dumb things you believed as a kid. Link | Quote | ID: 20183


Red Paragoomba
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I used to think metal were only hot when they're glowing red...

that's until I put my whole hand on the oven, ouch

Bio
Posted on 03-28-07 11:55 PM, in Fire HP ASM hack released Link | Quote | ID: 20395


Red Paragoomba
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This is a simple ASM hack I created yesterday to allow each sprite to have their own fire HP insted of 5 when enabling the 'takes 5 fireballs to kill' bit in tweaker

how to use it:

1. download the .asm file here. Open it in a text editor and scroll down until you find a list of sprite with each entry looking like this:

.00_Green_Koopa_no_shell
db $01

the $01 is the fire HP for the sprite, you can change it to any value between $01 to $FF

2. get Xkas here and use it to apply the patch to your ROM (if you're one of those who hate command line, create a text file with:
xkas HP.asm yourrom.smc
@pause

and save it as a .bat file then put your ROM xkas and hp.asm in the same folder and double click on the .bat file)

Bio
Posted on 03-29-07 10:18 PM, in Fire HP ASM hack released Link | Quote | ID: 20825


Red Paragoomba
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Posted by icegoom
Ooh, could be useful. I don't suppose there's any way to apply this to custom sprites, is there?

yeah, I forgot to specify, custom sprite will use the same value as the sprite number they've been inserted at (so, if you insert the hammer bros. on sprite 01 and set sprite 01 fire hp to 3, both the hammer bros. and sprite 01 will have 3 fire hp

Bio
Posted on 03-30-07 01:09 AM, in Fire HP ASM hack released (rev. 2 of 03-30-07 01:09 AM) Link | Quote | ID: 20907


Red Paragoomba
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did you enabled the 'takes 5 fireball to kill' bit in tweaker for the sprites?

Bio
Posted on 04-03-07 12:14 AM, in Wario's Dash in SMW Link | Quote | ID: 22590


Red Paragoomba
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Oh well, all this is a hoax... in some way, the whole thing is however true. If you still don't believe me here a video of it in action:


so... here what hapenned: I was programming new move for my SMW until I realised that was april fool day, so I asked A Yoshi if he could post information about it while trying to make it look like a hoax. Sadly it didn't worked as well as I expected. meh, I will try to do better next year

Bio
Posted on 04-03-07 12:29 AM, in Wario's Dash in SMW Link | Quote | ID: 22599


Red Paragoomba
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Posted by A Yoshi
1- I already posted that.


I made my post while you posted your

Bio
Posted on 04-03-07 04:11 AM, in Wario's Dash in SMW Link | Quote | ID: 22728


Red Paragoomba
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Guys, I'm not planing to release this, this was created for my SMW hack wich will include different playable character, Wario being one of them...

Bio
Posted on 04-05-07 07:41 AM, in Super FX Chip tracing help (rev. 4 of 04-05-07 08:54 AM) Link | Quote | ID: 23518


Red Paragoomba
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no DKC game use the SuperFX chip, why is everybody thinking this?

Anyway just enable numlock and disable it once you want the trace to stop, this will create a file called 'sfx_trace.txt' wich is the data that have been logged. It will also create two .srm file for the SRAM state before and after the login

if this still don't work, try using Geiger SNES9x debugger and detect write to $301E, $301F and $3034, those are the program counter for the superFx $301E is the low byte $301F is the high byte and $3034 is the ROM bank, by using those you can find out where exactly SuperFX is starting to run his program so you can edit/disassamble/whatever it

Bio
Posted on 04-05-07 08:25 AM, in Reasons to buy a PS3? Link | Quote | ID: 23526


Red Paragoomba
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5. You hate the Wii control and Microsoft
6. You absolutely need a blue ray drive for some obscure reason
7. it increase your E-penis
8. if the low sale cause sony to quit the videogame market, you will own something that played an important role in videogame history
9. you want to build a supercomputer

that the only reason I could find to buy a PS3

Posted by KP9000
3) If Square remakes FFVII, that'd be instant WIN.
4) FFVIII


Aren't square announced there may be a version of the lastest FF game on the Xbox360. After such claim, I doubt square will support the PS3 as much as they supported the PS1 and PS2

Bio
Posted on 04-06-07 02:26 AM, in Super FX Chip tracing help (rev. 2 of 04-06-07 02:27 AM) Link | Quote | ID: 23838


Red Paragoomba
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Posted by Krumple
Well, they gotta have something for them to have 3D rendered GFX. How else am I supposed to add Skurvy to my DKC1 hack once my level editors are made?
gah, they aren't 3d graphics, they're just good 2d graphics

edit: Darkdata beated me

Bio
Posted on 04-16-07 05:52 PM, in Explain your title Link | Quote | ID: 27271


Red Paragoomba
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Dream bit are just too cute...
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