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i need help with the Manuel inserter coding
Forum Index - SMW Hacking - General SMW Hacking Help - i need help with the Manuel inserter coding
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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?
Last edited on 2012-03-06 11:45:25 AM by GreenHammerBro.
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:

Code
Block50A: .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.
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
Code
dw 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
Last edited on 2012-03-05 05:19:59 PM by GreenHammerBro.
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"
Last edited on 2012-03-06 06:42:02 AM by GreenHammerBro.
should i change return into RTL?
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.
normal ASM
Code
playerSide: 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
Last edited on 2012-03-07 05:16:15 PM by GreenHammerBro.
No, to [.return1], just like with the sublabels used for the offsets.
like the 10 offsets i will give a try..
the Right only didn't work
Code
Block503: .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?
Last edited on 2012-03-08 11:50:41 AM by GreenHammerBro.
anyone?
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.
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?
Last edited on 2012-03-09 11:48:28 AM by GreenHammerBro.
That sounds about right, yes.
thanks!
anyone?
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