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| Tip: If you use custom music, make sure your ROM has been expanded to at least 1MB. |
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| Posts by Klazen |
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I would love to help. I might not be that skilled at this (never really disassembled anything before, just have a basic understanding of asm), but I'm willing to learn, and if you need anything menial and repetitive done, I'm your man . If there is anything I can do, let me know.
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I meant asm in general. I read a book on asm once, and have a little experience with it. Just stick me whereever I'd be most helpful.
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O.o That is just ridiculous...
Also, kaizo (改造) means "mod" (actually, it translates literally to altered structure, but that pretty much means mod, right? ).
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Hey everyone, it's been a while since my last post, but by taking some time away from the SMW modding scene I've been able to get a better understanding of some of the more advanced stuff, like ASM.
So I was looking over the ROM map whilst simultaneously thinking of ideas for some blocks, when I ran over this entry:
Code116C1 $02:94C1 52 bytes Subroutine Cape Mario smashes ground subroutine.
After I saw this, I wanted to make a sort of "Hard Landing" block, where Mario is stunned when he lands on it (I have a long fall in a mod I'm making, and this block will give it emphasis). I tried this out in-game, and all it was was the screen shaking effect. I also want to stun mario for a fraction of a second and play an appropriate sound effect. I couldn't find the cape smash sound effect in the ROM map, but this will do:
Code0B118 $01:AF18 1 byte Sound effect Thwomp Sound Effect.
And one last thing: I want to disable the block when it's all done. I tried this code:
CodeLDA #$02
STA $9C
JSL $00BEB0
But that made the block disappear entirely (Given, I have no idea how it works, I just found it in the block smash code), and left a hole in it's wake. I want the ground that Mario landed on to still be there afterwards Perhaps loading a different value into the accumulator will provide me with what I need?
If it makes it easier to answer, you can respond using these numbers:
1.How can I play the Thwomp sound effect?
2.How can I stun Mario for a moment?
3.How can I disable the block once it's over?
Thanks for taking the time to read over my question!
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So, what do I write to $7E:18BD? the number of frames I want Mario to be stunned?
On another note, I've almost got the code all together. I'll post what I think will work once I've got this info.
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Ok, how's this?
CodeJMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
MarioAbove:
LDA $0660 ; This RAM address is reset on level load
BNE SKIP ; If the value is not 0, don't do anything
LDA #$16 ; Play the smash sound effect
STA $1DFC ; Play the smash sound effect
JSR $0294C1 ; Run the cape smash subroutine
LDA #$10 ; 10 is the number of frames that we want Mario to be stunned
STA $18BD ; This RAM stuns Mario for a certain amount of time (see above)
INC $0660 ; This ensures that the smash code will only be run once
SKIP:
RTL
MarioBelow:
MarioSide:
SpriteV:
SpriteH:
MarioCape:
MarioFireBall:
RTL ;Do nothing if mario isn't coming from above
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Oh, very well 
Will update after testing
UPDATE: Beautiful! It works great Thanks for the help
On a side note, 10 frames was too short (it just flashed the stun), so I'm gonna try some higher values
EDIT 2: 30 frames is just as long as the smash screen effect, so I'm going with that.
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| Last edited on 2009-08-16 07:49:29 PM by Klazen. |
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I'm making a hack right now, and am in need of some graphics for it. I can't find anything close enough to what I'm looking for in the ExGFX section, so I thought I'd try drawing them myself, even though I'm not much of an artist. I looked around for a tutorial on how to draw custom backgrounds and foregrounds, but I haven't seen one yet (I'm not looking for a tutorial on how to draw GOOD graphics, just one that shows the tools required and how to start). If anyone has any insight on how I should start, I'll welcome your input.
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No problem, everybody was new once
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