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Tip: If you place too many sprites on the same screen, it will slow the game down and cause frustration to the player.
ASM Modulus?
Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - ASM Modulus?
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How would you go about doing a modulus in asm anyway? XD I am makeing a sprite that I think will use the X coord as a peramiter like some of the normal ones do.
The SNES has hardware multiply / divide (with remainders).

Code
4204  wl++++ WRDIVL - Dividend C low byte
4205  wh++++ WRDIVH - Dividend C high byte
        dddddddd dddddddd
4206  wb++++ WRDIVB - Divisor B
        bbbbbbbb

        Write $4204/5, then $4206. 16 "machine cycles" (probably 96 master
        cycles) after $4206 is set, the quotient may be read from $4214/5, and
        the remainder from $4216/7. Presumably, $4204/5 are not altered by this
        process, much like $4202.
        
        The division is unsigned. Division by 0 gives a quotient of $FFFF and a
        remainder of C.


I guess you'll be making use of the remainder there.
so what, I have to insert code to delay untill it's done or will it do it it's self?
You have to delay with instructions. 8 NOPS for divide and 4 for multiply is in order unless you have something to do within the wait period.
I might, but does it take EXACTLY that long?
It's a safe limit..
Bah It's not working as I expected and it takes a bunch of code to do what I want, so I will just make multible custom sprites I guess.

Bah! dosn't sprite tool have a way of makeing sprites which use the las sprites code pointer without reassmembleing the code? =_=
Last edited on 2007-09-23 05:39:46 AM by KilloZapit.
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - ASM Modulus?

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