| i need help with the Manuel inserter coding |
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Forum Index - SMW Hacking - General SMW Hacking Help - i need help with the Manuel inserter coding |
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| Posted on 2012-03-03 05:39:05 PM |
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i don't understand the read me modified file
the tool made by imamelia i don't know how to make the offsets run the code(use the code upon contact) i also don't know how to make the block do stuff on the "page5" file
Block50A:
Code
Block50A:
.PlayerBelow
.PlayerAbove
.PlayerSides
.PlayerTopCorner
.PlayerBodyInside
.PlayerHeadInside
.SpriteVert
.SpriteHoriz
.CapeTouch
.FireballTouch
RTS
what code should i put on the offsets?
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| Last edited on 2012-03-06 11:45:25 AM by GreenHammerBro. |
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| Posted on 2012-03-03 07:05:35 PM |
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Look every "label" is what you want the block to do when you hit from below or you stand above it for example, let's say that you want to kill Mario if you hit it from below and make Mario big when you stay on top of it, you do this way:
CodeBlock50A:
.PlayerBelow
JSL $00F606
RTS
.PlayerAbove
LDA #$01
STA $19
RTS
.PlayerSides
.PlayerTopCorner
.PlayerBodyInside
.PlayerHeadInside
.SpriteVert
.SpriteHoriz
.CapeTouch
.FireballTouch
RTS
It's just a matter of practicing and knowing what kind of code you want to put in any offset you want.
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| Posted on 2012-03-03 07:19:05 PM |
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certain 3 lettered codes change
im using from blocktool super deluxe code to manuel inserter
btsd > manuel
RTL > RTS
BNE > ???
BMI > ???
MarioAbove >.PlayerAbove
marioBelow >.PlayerBelow
MarioSide >.PlayerSides
touchingtopcorner >.PlayerTopCorner
mariobody >.PlayerBodyInside
mario head inside >.PlayerHeadInside
spriteV >.SpriteVert
spriteH >.SpriteHoriz
cape >.CapeTouch
example i used the on/off solid blocks that is asm and converted to Manuel inserter and it work
the one block.. here made by Fierce Deity Manuz OW Hacker, i can't use the block, i change the orter in the block file and the cbptrs.txt and it says that offsets are missing.
dw Block502_SpriteVert
cbptrs
Codedw Block502_SpriteVert
dw Block502_SpriteHoriz
dw Block502_PlayerSides
dw Block502_PlayerAbove
dw Block502_PlayerBelow
dw Block502_PlayerTopCorner
dw Block502_PlayerBodyInside
dw Block502_PlayerHeadInside
dw Block502_CapeTouch
dw Block502_FireballTouch
block for map16
Code
Block502:
.SpriteVert
.SpriteHoriz
LDA $B6,x
BMI Solid ; If sprite is coming from right to left, act like 130
RTS
.PlayerSides
LDA $77
AND #$01
BNE Return
AND #$04
BNE Check
LDA $9A
AND #$08
BNE Check
Check: LDA $76
BNE Return
Solid:
LDY #$01
LDA #$30
STA $1693
.PlayerAbove
.PlayerBelow
.PlayerTopCorner
.PlayerBodyInside
.PlayerHeadInside
.CapeTouch
.FireballTouch
RTS
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| Last edited on 2012-03-05 05:19:59 PM by GreenHammerBro. |
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| Posted on 2012-03-05 05:21:42 PM |
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i don't understand why the program can't insert if there is return with a number on it like "return1:" what should i convert it to? like its "branch tool long"
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| Last edited on 2012-03-06 06:42:02 AM by GreenHammerBro. |
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| Posted on 2012-03-07 04:31:58 PM |
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should i change return into RTL?
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| Posted on 2012-03-07 05:02:16 PM |
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No, what you need to do here is convert all your labels to sublabels (by removing the colon and adding a period in front of the label), so that they don't interfere with the existing ones. Also, the Return label appears to be missing entirely.
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| Posted on 2012-03-07 05:14:43 PM |
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normal ASM
CodeplayerSide:
LDA $9A ;\
AND #$08 ;| Check If Mario is on the Left Side
BNE Return1 ;/
LDA $7B ;\ If Mario's Speed is in the range
BMI Return1 ;/ of 80-FF (Going Left), Return
RTL
Return1:
LDA #$25
STA $1693
LDY #$00
Return:
RTL
[return1:] to [return1.] and return: to return.
sorry about deleting the return i thouth it can't interact the asm that way
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| Last edited on 2012-03-07 05:16:15 PM by GreenHammerBro. |
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| Posted on 2012-03-07 05:16:23 PM |
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No, to [.return1], just like with the sublabels used for the offsets.
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| Posted on 2012-03-07 05:17:12 PM |
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like the 10 offsets i will give a try..
the Right only didn't work
CodeBlock503:
.PlayerBelow
.PlayerAbove
.PlayerSides
.PlayerTopCorner
.PlayerBodyInside
.PlayerHeadInside
.SpriteVert
.SpriteHoriz
.CapeTouch
.FireballTouch
LDA $9A
AND #$08
BNE Right
BRA Return1
.Right
LDA $7B
BPL Return1
RTS
.Return1
LDA #$25
STA $1693
LDY #$00
.Return
RTS
i tried deleating that(the blue text) but the block didn't work, what should i convert it to?
.BNE Right?
.BRA RETURN1?
.BPL Return?
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| Last edited on 2012-03-08 11:50:41 AM by GreenHammerBro. |
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| Posted on 2012-03-09 08:39:07 AM |
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anyone?
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| Posted on 2012-03-09 10:09:08 AM |
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Yeah, just converting the label names themselves won't work; you also need to change all references to them to match the new labels. So yes, BNE Right would become BNE .Right, and similar for all the other branch statements.
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| Posted on 2012-03-09 11:47:11 AM |
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and
BRA return1 to BRA .return1
BPL return1 to BPL .return1
so all label name begins with a period and no colon
like
.[name]
[3 letter code] .[name]
i will try this later
can it work in ALL asm blocks?
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| Last edited on 2012-03-09 11:48:28 AM by GreenHammerBro. |
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| Posted on 2012-03-09 12:21:00 PM |
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That sounds about right, yes.
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| Posted on 2012-03-09 02:43:02 PM |
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thanks!
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| Posted on 2012-03-12 05:08:50 PM |
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anyone?
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Forum Index - SMW Hacking - General SMW Hacking Help - i need help with the Manuel inserter coding |