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smkdan
Posted on 01-10-08 06:16 AM, in New YI sprites (rev. 3 of 01-23-08 03:23 AM) Link | Quote | ID: 73142


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Hi.

I had a thread with a few hundred replies of SMWC but since it's down for whatever reason I'll be making a thread here. You can see the original work here for the time that SMWC is still up for viewing:

http://www.smwcentral.net/?p=thread&id=1640

You can download the current ones here:

http://smkdan.eludevisibility.org/other/dynamic4.zip

And I'll continue with the updates here.

Fixes:

60FPS Fat Goonie

My original was a 30FPS which looked a bit coarse, so a simple mod (and a 16kb GFX file) had it rolling at 60FPS.

The spinning log had a solidity issue fixed.

New:

Woozy guys. In original 16x16 size or a new 32x32 size that uses GFX of which I can't remember the original use...They act pretty close to the original, can't fault anything from what I see.




New Ptooie Piranha:

The new and imporved version of my old sprite, with new dynamic GFX. The head rotates around Mario and has a much smoother animation than the old. Also, the impact GFX appears in the right spot (point of impact), turn blocks create shatter GFX instead of stars and you don't have to release the item carried to hurt it (you can hurt it by walking while carrying a shell into it).

I laid out the asm in a way which made it easy for me to make, but also lets you customise it a bit.

;a series of commands that run in the order you see here.  You can stick commands anywhere aslong as EndFire stays at the end
;if you want it to fire 5 times for example, there'd be 5 Aim + Fires. An Aim MUST precede a Fire.
;it can't fire more than 16 times in a loop
ACTIONTABLE ;a jump table. not sure how you can just write data without instructions. TRASM blows, BTW. It's older than alot of the board members.
JMP LocateMario ;00 locate mario...
JMP Stare ;01 and stare for a bit
JMP Aim ;02 aim head for the first shot
JMP Fire ;03 fire first shot
JMP Wait ;04 wait until next shot
JMP Aim ;05 aim for second shot
JMP Fire ;06 fire second shot
JMP Wait ;07 wait some more
JMP Aim ;08 aim for third shot
JMP Fire ;09 fire last shot
JMP Wait ;0A final wait
JMP Wait ;0B is longer than normal
JMP EndFire ;0C loop back to 00

;hurt
JMP GetHurt ;0D rear head and flash
JMP CheckDeath ;0E die if hit counter has expired

;must point to GetHurt
HURT_INDEX = $0D


That's the actions the pirhana loops through. I think it explains itself, but ask questions if you need.

There's a bunch of other customisable stuff include palettes, hitpoints and firing angles. Be sure to read it carefully to avoid glitches and whatnot.

UPDATE: I forgot to include the GFX file to use with it. It's half an SP4 file that contains GFX for needlenose bomb and the vine tiles.

UPDATE2: It now shrinks and pops when it dies with selectable sound.





Also, don't post suggestions / ideas (because request is such a dirty word!) for other sprites. I know what is there and I'll make what I please when I please. I like to do a few things outside of this.

So, comments / thoughts?

smkdan
Posted on 01-11-08 02:39 AM, in New YI sprites (rev. 3 of 01-11-08 03:35 AM) Link | Quote | ID: 73237


Ninji
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Thanks, I never picked that up since I didn't switch from the green palette which has no colors in the 'upper' portion of the palette. It's fixed now, something happened when I imported the palette in photoshop.

The glitchy sprite killer is partly because you only account for the normal status for 14C8, so kicked status sprites / stationary sprites (shells) don't fall into your criteria.

SpriteStatusRtPtr:     51 81      .dw EraseSprite           ; 0 - Non-existant (Bypassed above) 
72 81 .dw CallSpriteInit ; 1 - Initialization
A2 9A .dw HandleSprKilled ; 2 - Falling off screen (hit by star, shell, etc)
E4 9A .dw HandleSprSmushed ; 3 - Smushed
52 9A .dw HandleSprSpinJump ; 4 - Spin Jumped
7B 9A .dw CODE_019A7B ; 5
6D 81 .dw HandleSprLvlEnd ; 6 - End of level turn to coin
56 81 .dw Return018156 ; 7 - Unused
C2 85 .dw Return0185C2 ; 8 - Normal (Bypassed above)
3C 95 .dw HandleSprStunned ; 9 - Stationary (Carryable, flipped, stunned)
13 99 .dw HandleSprKicked ; A - Kicked
71 9F .dw HandleSprCarried ; B - Carried
57 81 .dw HandleGoalPowerup ; C - Power up from carrying a sprite past the goal tape

smkdan
Posted on 01-11-08 03:34 AM, in New YI sprites Link | Quote | ID: 73246


Ninji
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Somehow I read that BCC as a BNE, my bad.

You can't control that 'glitch' since the order of sprites in the tables defines the order they are run in. If you disable interaction with other sprites for the flower it will always be handled by the flower despite the order, unless there's a reason you need to have it on.

smkdan
Posted on 01-11-08 03:15 PM, in New YI sprites Link | Quote | ID: 73282


Ninji
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Reini: try again? The download pops right up for me.

andy: I'd like to make that blue hypno platform that's linguided but I'd have to learn how line guided stuff works by studying uncommented assembly...

My tool is still on ice. If I get back into it, the next feature would be providing sample banks on a per level basis. It would do alot for custom music since SMW's samples make it sound so abstract.

smkdan
Posted on 01-14-08 02:35 AM, in New YI sprites Link | Quote | ID: 73441


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SPRITEGFX
INCBIN sprites\ptooiegfxa.bin ;included graphics file


You have to change that line in the .asm if you want to rename the gfx file.

smkdan
Posted on 01-14-08 06:00 AM, in New YI sprites Link | Quote | ID: 73454


Ninji
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Never started it, so there's no progress to speak of.

I'll consider when it make more 'standard' sprites.

smkdan
Posted on 01-15-08 11:10 AM, in Changing the custom sprites to the normal sprites O_o Link | Quote | ID: 73628


Ninji
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Your link leads to a new thread form?

smkdan
Posted on 01-18-08 03:51 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 73947


Ninji
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Looks incredibly comprehensive (and pleasing to the eye). Nice work.

I'd be surprised if there are people still using 800x600 displays. I'd figure even 1024x768 displays would be very uncommon at this time...

smkdan
Posted on 01-21-08 11:07 AM, in MM3/ROM Expansion Question Link | Quote | ID: 74602


Ninji
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NES games with CHR-ROM have data stored in PRG banks, then CHR banks. You need to store the new PRG banks before the CHR banks. Also it sounds like you want to add CHR rom, not PRG rom.

As for the game not running:


Two of the 8K ROM banks in the PRG area are switchable.
The other two are "hard-wired" to the last two banks in
the cart


It needs to grab the reset vector from the "hard-wired" banks on reset, which it's probably grabbing from CHR-ROM (in the .nes file, I mean) because the new PRG-ROM data is not where it's supposed to be.

smkdan
Posted on 01-21-08 11:32 AM, in New YI sprites Link | Quote | ID: 74603


Ninji
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Reini:

$0C / 2 = $06 + $08 = $0E. It would access palette 0E in LM's palette editor. I'm not sure how you got palette 8 in that post, unless the custom palette in that spot happened to match 8.

0A: green (not hurt yet)
04: yellow
08: red
06: blue (dead)

smkdan
Posted on 01-23-08 03:20 AM, in New YI sprites (rev. 2 of 01-23-08 02:32 PM) Link | Quote | ID: 74751


Ninji
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I made use of the frames SMWEdit had in his new plant and made my ptooie shrink + flash on it's last hit.



Reini: this one has a sound for the popping sound

smwedit: if you're almost done with it, don't let it go waste.

lwares: are you sure you can't elaborate on it? I'm all for improvements but you aren't giving me many hints.

http://smkdan.eludevisibility.org/other/dynamic4.zip

smkdan
Posted on 01-27-08 03:20 PM, in New YI sprites (rev. 2 of 01-27-08 03:22 PM) Link | Quote | ID: 75162


Ninji
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Reini / BH89: That issue shouldn't occur since the arrow lift doesn't quite occupy 32kb as the sprite tool output says. If the RATS tag is crossing a bank, but it works fine then sprite tool must be reacting oddly....

It would glitch if all the GFX is not contained in a single bank since my code doesn't factor in bank crossing.

E: Reini you can insert as many sprites as the free space in your rom allows.

smkdan
Posted on 01-29-08 03:53 AM, in Enhancement Chip - wich one should we use? (rev. 2 of 01-29-08 04:45 AM) Link | Quote | ID: 75405


Ninji
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Cross post from nightfall.

SA-1 sounds like a better candidate, because it's much easier to use and isn't tied down to 2MB (although emulators should not do that).

SA-1 is nice and flexible with it's ability to share with the SNES. You don't have to reserve ram / rom at any specific time although the speed it runs at is halved. That still means that the S-CPU runs along just fine as the SA-1 runs in parallel. That cache idea bh89 tried with the SFX can work here too, since the 2kb I-RAM can be accessed at full speed at all times. You could DMA relevant code to I-RAM and the SA-1 can run at full speed and only slow down when it needs to access ROM or something.

I tried getting the character conversion to work but only got part way through. I can get the SA-1 (typo on nightfall) to run and plotted some random pixels in the 'virtual bitmap', but when I'm supposed to get the standby IRQ from the SA-1 (after writng $2235 from the SNES), it never occurs. I cleared previous IRQs and CLI'd beforehand. What sucks is that I can't find a game that even touches $2235. I played a flakey golf game that looks like it software renders it's tracks, but it doesn't seem to use character conversion for it...

E: I forgot about banks 70-7F, so Lunar Magic would be using banks 80-BF instead.

smkdan
Posted on 02-02-08 06:31 AM, in Need help with a practice hack - SMB Rain Link | Quote | ID: 76006


Ninji
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Why woud SMB1 store anything to 'the $1000 VROM bank'? It only has 8kb of CHR so it never needs to switch anything. The 8kb is always at $0000-$1FFF.

When I read the SMB disassembly, I didn't take notes on free space although you only need a few bytes to jump to a different bank.

You could for example have a little chunk of code in free space and switch the bank which the new code is not located in. i.e. free space at $A000 and from there you can switch the bank at $8000-$9FFF, then jump to the appropriate address in your new PRG code. When you return from your new code you can restore the bank SMB1 expects to be there and it should behave fine.

smkdan
Posted on 02-07-08 05:50 AM, in IRC quotes thread Link | Quote | ID: 76588


Ninji
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Sorry nightkev, but you've got be pretty dense to miss the sarcasm in a two word reply. With an emoticon, no less.

smkdan
Posted on 02-07-08 06:00 AM, in New YI sprites Link | Quote | ID: 76589


Ninji
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smwedit: the ball and chains and the swinging platform to name a few use a sprite memory that seems to trade amount of sprites on screen for greater tiles per sprite. Banzai gets 16 tiles because it's explicitly defined in the sprite header that it gets allocated more tiles. Big Boo and that gas bubble do this too. Can you also elaborate on what this patch will be modifying in the original code? Just curious.

doggycharly: The GFX it's getting from the ROM is empty, you didn't just ignore sprite tools warning did you?

smkdan
Posted on 02-07-08 10:18 AM, in Need help with a practice hack - SMB Rain Link | Quote | ID: 76597


Ninji
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Is there a particular part that confuses you? You have to place some bankswitching code somewhere in the original code depending on when you want it to be run (you have to overwrite some original code that you need to include in your new code), and when you are done with your new code you need to restore the bank so that SMB can access data that was originally mapped there.

smkdan
Posted on 02-09-08 01:47 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 02-09-08 01:52 PM) Link | Quote | ID: 76812


Ninji
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http://img113.imageshack.us/img113/9980/lolpb1.png

I started this a few weeks ago. I finished (most of) reprogramming parts of the ROM and I'm trying to piece together the editor end of it. It's horrifically trashy but I do have a working track viewer for now.

smkdan
Posted on 02-10-08 03:43 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 76887


Ninji
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Heian / Reini / Googie: Thanks for the comments. And that's right Reini.

http://img201.imageshack.us/img201/5947/dw1tl7.png
http://img216.imageshack.us/img216/968/whiteland1and2gm6.png

2 other tracks in 0.25x zoom. Last pics until I make a thread or something.



smkdan
Posted on 02-11-08 08:29 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 02-11-08 08:30 AM) Link | Quote | ID: 77292


Ninji
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Raccoon Sam: I haven't seen SMK's AI beyond the checkpoints, but here you have checkpoints and a few other tables for the AI (speed / angle, 4 of these presumably one for each main rival + drones) and a special table to determine branches in the path and also something related to the rival cars. I'll have an path editor on the first release, but it most likely won't be as comprehensive as I hope. The main motivation is that it destroys collision if the paths aren't set correctly.

Heian: I have not touched BS F-Zero 2 in terms of hacking, so I don't know how similar they are. For (1), I have the physics in one of my documents which includes from memory:

-Slipping threshold
-Acceleration
-Top speed
-Amount of slip (high for the fox, virtually nothing for the stingray)

I have shield info in there somewhere too. BS F-Zero 2 might come after all the primary stuff.

As far as gfx goes, I made 15 seperate entries for each track which means palettes, tilesets, names, music etc. can be uniquely assigned for each track. For tracks like whiteland and silence I just duplicated the tracks so they can be edited seperately. The ROM is initially expanded to 2MB to accomodate the uncompressed and extra data.
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Main - Posts by smkdan

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