| SMWCP2 TODO List & Signup Thread [Updated 4-27-13] |
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Forum Index - Events - SMW Central Production 2 - SMWCP2 TODO List & Signup Thread [Updated 4-27-13] |
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| Posted on 2012-06-01 05:01:11 PM |
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You know what? I just tested a bit further and that doesn't seem to be the problem. It seems that the registers get fucked up at some point (I can't really explain since I haven't done anything with the SNES in a while). Basically what I did was this: I replaced the sta $13BF with
Then I viewed $7E13BF in BSNES' Memory Viewer.
Result: $13BF was still always #$00, even directly after this line. Then I did this:
Code lda #$01
sta $7E13BF
And now it worked. $13BF became #$01 and the value didn't change. Therefore I assume that somehow some of the SNES' registers somewhere close to my hijack point get modified, which makes the routine work with wrong values. It didn't happen with my old ROMs, so I guess this could be due to a newer version of Lunar Magic (I can't remember which one I worked with back in the old days) or due to another patch.
So I guess all I have to do is somehow set the correct register back to $7E. It's been a while since I worked with the SNES, so... I guess anyone of you knows how to do this? Just tell me how to set the responsible register to the correct value and then back it up later. That should do the job.
EDIT:
Wasn't it "direct page register" or something like that? Memories are blurred...
EDIT:
May also have to do with the FreeRAM address I used. If I remember correctly then $0000 to $2000 in each bank are mirrors of the SNES' RAM. But does that apply to all banks in the ROM? In my patch (according to BSNES) the code is trying to store to $6B13BF. Does that count? Here is a snapshot:
http://i1079.photobucket.com/albums/w510/RPG_Hacker/SMWCCoinBSNESSNapshot.png
I don't know, what each of the letters means. What is "S"?
EDIT:
Oh wait... that's the stack pointer. Forget what I said. I guess nothing wrong here then. The error must be in another place.
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| Last edited on 2012-06-01 05:30:35 PM by RPG Hacker. |
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| Posted on 2012-06-01 08:29:02 PM |
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Banks 40-6F don't have mirrors for $0000-$1FFF, so yeah, you'd want to set the data bank to 7E, 00-3F, or 80-BF.
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| Posted on 2012-06-02 03:22:16 AM |
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Alright. I guess I'll either try long addresses then or maybe try to find another freespace address within the supported range.
EDIT:
Just came accross a little bug in the base rom. I collected all three SMWC coins in the first level, then went to the oriental map and when I entered a level there it already displayed all three coins filled in. Is this only the coin display that is messed up or the actual data? I just want to know how reliable the data is I work with, so that I won't get confused when testing the finished patch.
EDIT:
Seems like all levels in the base ROM share the same flags for the coins. Is this supposed to happen? 0_o
Not really too useful for testing.
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| Last edited on 2012-06-02 03:43:51 AM by RPG Hacker. |
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| Posted on 2012-06-02 03:28:51 AM |
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That is a known issue, and seems like something you're gonna have to ask Sind directly about.
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| Posted on 2012-06-02 05:21:40 AM |
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That is because the multiple midway patch hasn't been inserted yet.
However, now that the levels are almost all completed, that should be done soon(it would be bothersome to reapply it every time a new level was inserted, and could potentially crash the rom)
Edit: if you give me two hours, I can have a fully testable copy ready (kinda busy right now, but I'll work on it in a little bit
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| Last edited on 2012-06-02 05:30:11 AM by Sind. |
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| Posted on 2012-06-02 05:58:35 AM |
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Sounds good. I also need your CoinDefines as soon as possible to complete the patch. You told me where to find it, but I'm not sure which sprites folder you meant.
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| Posted on 2012-06-02 08:37:10 AM |
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It seems I've run into some problems with the multiple midway point patch. Most likely a ram conflict somewhere. It doesn't load the levels from midpoints for some reason even though I inserted custom checkpoints and edited the midpoint table...
Either way, I'm busy for the next few hours, so this going to have to be delayed for a bit ^-^l|l
Chances are(if I can't fix it after another half an hour of work), it will have to wait till Monday. I have an Exam that day that I need to study for, and quite frankly it has a higher priority than this =P
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| Posted on 2012-06-02 09:17:23 AM |
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Still you should send me that CoinDefines file so I can finish my patch. I can still test it with the first level.
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| Posted on 2012-06-02 10:40:20 AM |
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Yeah... this is gonna have to wait till Monday.
The sad thing is, it worked just perfectly when I first made it =/
It's probably a slight edit I've done to the coins since, or something.
For now, Here is the CoinDefines file.
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| Posted on 2012-06-02 05:20:53 PM |
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Hmmm... how functional are the SMWC coins in the current version actually? I think I've got the code sorted out (for the first coin), and I used the code you sent me in the PM, but it doesn't do anything. This is the code:
Code lda !timer ; Increase timer
cmp #$20
bcc .timerok
lda #$FF
.timerok
inc
sta !timer
.coin1
lda $13BF ; Is first coin collected?
and #$07
tax
lda coinbittable,x
sta.l !TempCounter+3
lda $13BF
lsr #3
tax
lda !ramspace,x
and.l !TempCounter+3
beq .1tempcheck
bra .1filled
.1tempcheck
lda $13BF ; Is first coin temporary collected?
cmp.l !TempCounter
bne .coin2
lda.l !TempCounter+1
lsr #3
eor.l !TempCounter+2
and #$01
beq .coin2
lda !timer
cmp #$10
bcc .1empty
bra .1filled
.1filled
;[PUT GRAPHICS CODE FOR FIRST FILLED COIN HERE]
lda #$02
sta $1DFB
.1empty
;[PUT GRAPHICS CODE FOR FIRST EMPTY COIN HERE]
lda #$04
sta $1DFB
I'm note sure if I made a mistake here, but I think I did everything right. As you can see I'm using the music register to test the routine. If I put
at the very beginning of this code then the music gets changed which means the register defenitely works. However, in this version the music never changes which means that neither .1filled nor .1empty ever get executed. Neither when I have temporary collected a coin, nor when I have fully collected it, nor when I haven't collected it at all. Is it because the current version of the base ROM doesn't have the correct version of your patch or is it because I'm doing something wrong?
EDIT:
OK... on a few random levels the empty coin test music gets played. But it also seems to be rather random and not related to the actual coin.
EDIT:
And even then it doesn't even always work on those random levels. So yeah, I guess I better wait until you have fixed everything.
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| Last edited on 2012-06-02 05:42:15 PM by RPG Hacker. |
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| Posted on 2012-06-09 11:49:01 AM |
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Any news yet, Sind? Would love to finish this patch as soon as possible. I need a version of the ROM where the coins function correctly in at least one level.
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| Posted on 2012-06-09 05:13:14 PM |
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Sorry, real life stuff keeping me busy =/
I'll have time to work on it tomorrow, though.
And further more, school is now almost over(only one exam left), so I'll have more time to work on it from now on :3
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| Posted on 2012-06-16 05:16:30 PM |
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That's because Lakitu's cloud is comprised entirely of the smoke clouds that are in SP1.
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| Posted on 2012-06-18 12:14:22 AM |
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Shading those a tad wouldn't hurt....
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| Posted on 2012-06-18 12:22:49 AM |
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Originally posted by xlkShading those a tad wouldn't hurt....
Well, it'll affect all forms of clouds (except the spin jump one), and we don't know how that's going to affect them.
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| Posted on 2012-06-18 02:56:55 AM |
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Thats what I meant, I've shaded e'm before...
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| Posted on 2012-06-24 02:36:44 PM |
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Just to remind peeps...
Originally posted by Giant Shy Guy
Quote
As a general list:
- Rex
- Venus Fire Trap
- Buzzy Beetles
- Dry Bones
- Bony Beetle
- Cheep-Cheep
- Blurp
- Spiny
- Volcano Lotus
- Spike Top
- Mario
- EREPHS EHT RAEF Luigi
- Hammer Bros. (and sub-species other than Amazin' Flyin' and Sumo)
- Panser
- Nipper Plant
- Grey Snifit
- Butes (made to look like Samurai)
- Fire Snake
- Microgoomba
- Spara-Buzzy
- Baron-von-Zeppelin
- Shy Guy
- Rideable Balloons
- Digsite Dangers Desert Toad
- Buster Beetle
- Flying Carpet
- Porcu-Puffer
- Mini Porcu-Puffer
- Big Boo
- Jelectro
- Spiny Egg
- Rip van Fish
- Sandcroc
- Fire Chomp Flame
- Donut Bridge
I took out the SMW Goal Sign, Logs, and Radish Tops, since they're done. Added the Donut Bridge, which is used in Carnival Caper.
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| Posted on 2012-06-26 08:06:53 AM |
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Is the world 1 boss not yet complete? No sarcasm, I didn't follow the thread so I don't know if they have simply put the COMPLETE sign on it but it's really still being beta tested.
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| Posted on 2012-06-26 09:34:14 AM |
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I have the graphics now as well, so you can expect it all in the next base ROM update. It's been tested several times now, so aside from the final beta testing phase at the end, that particular sprite is good to go.
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| Posted on 2012-06-26 09:47:27 AM |
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Any update on the coins yet, Sind?
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Forum Index - Events - SMW Central Production 2 - SMWCP2 TODO List & Signup Thread [Updated 4-27-13] |