Banner
VLDCX ENDS IN
3 DAYS, 19 HOURS, 52 MINUTES AND 57 SECONDS
Views: 516,849,556
Time: 2017-03-23 11:07:03 PM
21 users online: o Erik557, Golden Yoshi, Grugi, Hacker7, Impetus, IronFoxGaming, Kieran Menor, Kijink, o Koopster, LadiesMan217, leod, levelengine, Mata Hari, o Mirann, MrDeePay, o Nameless, RanAS, Ruberjig, o S.N.N., ThalesMangaka, Vitor Vilela - Guests: 45 - Bots: 141Users: 30,979 (1,335 active)
Latest: SMILEuser96
Tip: The "No More Sprite Tile Limits" patch does NOT increase the limit for the amount of sprites onscreen at once.Not logged in.
Profile for GlitchMr
Name:  o GlitchMr
Title:  Set to $0100 when Friday, $0000 when Friday
Forum posts:  1235 (0.48 per day) (View)
Forum threads:  52 (23.75 posts per thread)
Since:  2010-02-19 06:32:13 PM (registered for 7 years, 1 month and 2 days)
Last post:  2017-03-18 11:13:52 AM, in 5th SMWC Pokémon Showdown Mini-Tournament (Doubles OU) (Current Contests & Events)
Last activity:  2017-03-23 07:04:33 PM (4 hours, 2 minutes and 30 seconds ago)
Files:  View
Submissions:  5 (View)
Location: Switzerland
Local time:  2017-03-23 11:07:03 PM (0 hours from the server)
Contact
Website: 
User Bio
Oh no, have some very experimental spoilers:
Hello, spoilers. How are you today?
Another spoiler, just for demonstration.

Neat tricks (vanilla)

Vanilla 1UP point checkpoints:
Super Mario World has four 1UP checkpoints objects. They don't appear if you already collected them all in a level (even if you die), so they can be used for checkpointing. Essentially, you can hide blocks (for instance warp pipes) by putting 1UP checkpoints over those. Then, when time comes you can guarantee getting 1UP checkpoint (by putting multiple 1UP checkpoints in a row).

Display Level Message 2:
Put two Display Level Message 1 sprites in the same place.

Inverse switch palace blocks:
To be written, but I somehow managed to do that in vanilla (hint: bottom tiles of palace switches are solid, the object doesn't appear when switch is already pressed, so you can put something below it).

Neat tricks (ASM)

Hardware registers:
http://problemkaputt.de/fullsnes.htm

Disable statusbar IRQ:
Code
	LDA #$01
	STA $0D9B


JSL to subroutine ending with RTS (credit: I don't know, possibly Alcaro):
This code works by pushing five bytes on stack (bank, return address, address of byte 6B (RTL) minus 1 (to handle PC implicitly changing) in a given bank. Then it jumps to RTS function, which uses RTS opcode to move PC to RTL opcode, which returns to a provided location
Code
PHK
PEA.w .ret-1
PEA.w $varies
JML $subroutineaddress
.ret

varies table depending on bank (fast ROM banks are identical, so change 8X into 0X):
00 - $84CE
01 - $80C9
02 - $B888
03 - $827E
04 - $8574
05 - $8124
07 - $FC50
0C - $9398
0D - $A104
7X - don't use eval with untrusted data
Sample Post
Originally posted by Sample quote

Code
Sample code

Sample post

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2017 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 27

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented