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| RAM address $7E:1498 |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - RAM address $7E:1498 |
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Pages: 1  |
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| Posted on 2011-12-21 02:01:27 PM |
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Okay so, I was testing my sprite, and I noticed that when I pick it up, Mario doesn't do his ducking pose, so I looked up for a RAM address and I found this one:
Originally posted by RAM Map$7E:1498 1 byte Timer Time to show player picking an item/object up pose.
I used it as follows:
CodeLDA #$10
STA $1498
[...]
And when I grab the sprite, Mario keeps doing his pose and it doesn't change until I kick the sprite.
Here's the part of the code:
CodeBIT $15 ;\ Check if
BVC Contact ;/ X/Y was pressed
LDA #$0B ;\ Set sprite
STA $14C8,x ;/ carryed.
LDA #$10 ;\ Set ducking
STA $1498 ;/ animation
RTS
[...]
I also tried to see what happens when I grab the sprite, so I watched the RAM address $1498 while playing, and I noticed that the RAM address is #$10 when I grab the sprite, and it starts to decrement every frame, but it just does this:
#$10
#$0F
#$10
#$0F
#$10
#$0F
...and so on. I think it sets to #$10 when I grab the sprite, but it goes back while I'm holding it, and when I kick it, it decrements until it's #$00.
The .CFG file is set to interact with Mario every frame.
Thanks in advance! .
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| Last edited on 2011-12-21 02:02:22 PM by New Hacker. |
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| Posted on 2011-12-21 02:05:52 PM |
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The way you have it now, It will always make it 0x10. Try something like this:
CodeLDA $C2,x ; or any sprite table
BNE Skip
LDA #$10
STA $1498
INC $C2,x
Skip:
RTS
Then clear it when he is not holding it.
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| Posted on 2011-12-22 03:11:31 PM |
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Hmm... Didn't work, Mario just does the same. He freezes in that pose.
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Pages: 1  |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - RAM address $7E:1498 |
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