Banner
Views: 236,115,362
Time: 2013-05-21 02:18:27 AM
11 users online: cyphermur9t, o Ersanio, Fireblast124, Hawthorne, K1ngHacks, o Ladida, Lespna1, Reaper, SilverDeoxys563, o Tahixham, TheDarkYoshi - Guests: 15 - Bots: 16Users: 22,855 (1,292 active)
Latest: Reaper
Tip: Check out the Current Contests & Events forum to participate in any hacking contests that may be going on.
Stop Timer and Enemies with Pow - wiiquertyuiop
Forum Index - SMW Central - Moderation of Hacks and Files - Sprites - Stop Timer and Enemies with Pow - wiiquertyuiop
Pages: « 1 »
[Sprite] Stop Timer and Enemies with PowThis will freeze the timer and enemies when the POW timer is on. Videowiiqwertyuiop
Submitted by: wiiqwertyuiop
0.7 KBDownload
Downloaded 2 times.

The main removal reason is that you're writing outside what you should write to. Use LDX #$0B, not LDX #$0C.
Some other removal reasons are that sprites doesn't start moving again when the P-Switch runs out, the sprites still animate while the P-Switch is active, and it contains horribly inefficient code everywhere (not a removal reason on its own, but bad code should still be avoided).

Quote
LDA #$ff
STA $1594,x ; store somewhere

Why are you storing to here? You never read it back.

Quote
RETURN: ;\ The return label that gets called when the sprite is dead or locked is here.
RTS ;/ I added it here to ensure that the branch is in range.

Why not place this label in front of an existing RTS instead?

Quote
LDA $14AD ; if the runout timer is ff, skip
CMP #$00
BNE Check
RTS

Check:

Normal people use LDA $14AD BEQ Return.

Quote
TXA
BEQ done
DEX
BRA loop
done:

Normal people use DEX BPL loop.
Pages: « 1 »
Forum Index - SMW Central - Moderation of Hacks and Files - Sprites - Stop Timer and Enemies with Pow - wiiquertyuiop

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

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu