Isn't there anyway to use them? After I play the level again they look fine...
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But why is needed to work in 16-bit mode in GetOut?
I need a empty RAM adress to my sprite but I don't know any...
But in all or most of them say that they are cleared for example when the title screen is loaded. It's okay to use them still?
It crashes the game. (Romi's) Sprite tool reported 2 errors: one with REP #$20 and the other with SEP #$20... But why?
THere is the code:
THere is the code:
Code
dcb "INIT" RTL dcb "MAIN" PHB PHK PLB PHA TXA CMP #$01 BNE First BRA Normal First: PLA LDA $16 PHA STZ $19 RTS Normal: PLA LDA #$00 INC A CMP #$22 BEQ Noname BRA End Noname: CPY #$01 BNE Second INC $58 LDA $58 CMP #$7F BEQ Well REP #$20 LDA $94 CMP #$02 BCC End DEC $0094 SEP #$20 End: PLB RTS Second: STA #$58 LDY #$01 RTS Well: JSL $00FA80 RTL
It was supposed to make mario go back each some quantity of frames and after some frames it would make mario win the level... I did it but I think I can do one better... But I made this thread because Romi's spritetool detected an error in the lines where are REP #$20 and SEP #$20. Why?
Originally posted by Iceguy
It assembles fine for me, so can you post the output here? Also, yeah there is a good number of errors in your code and I don't think it will work. STA #$58 doesn't make sense for example.
In which line is STA #$58?
-------
There is the output:
65816 Tricks Assembler Version 1.11 (C)opyright 1994 1000 Miles [Tricks]
Internet: [email protected], IRC: minus
Memory available: 2147483647
Starting address defined as $90815E
Pass 1
Error in 44.1/39: Unknown error #4
Pass 2
Error in 28.1/25: Symbol does not exist
Error in 40.1/36: Symbol does not exist
Error in 44.1/39: Unknown error #4
Pass 3
Error in 28.1/25: Symbol does not exist
Error in 40.1/36: Symbol does not exist
Error in 44.1/39: Unknown error #4
Source code assembled.
Although the source code was assembled, the program may not run
properly due to errors detected during the assembling process.
[$90815E-$9081A7]
Lines=55
Statements=48
Symbols=5
Errors=3
That's probably because you only changed the first adress.
Isso não funciona. O nivel que tem o "HDMA" fica f***** em vez de ficar com o HDMA.
I made HDMA using H-DMA Gradient ripper, but it is only visible in the Background not in the foreground. How do I make it to be in the foreground too?
Ps: This is the code
Ps: This is the code
Code
LDA #$00 STA $4330 LDA #$02 STA $4340 LDA #$32 STA $4331 STA $4341 REP #$20 LDA.w #.Table2 STA $4332 LDA.w #.Table1 STA $4342 SEP #$20 LDA.b #.Table2>>16 STA $4334 LDA.b #.Table1>>16 STA $4344 LDA #$18 TSB $0D9F RTS .Table1 db $0B,$38,$58 db $0D,$37,$57 db $0B,$36,$56 db $0D,$35,$55 db $0A,$34,$54 db $0D,$33,$53 db $0B,$32,$52 db $0D,$31,$51 db $0B,$30,$50 db $0D,$2F,$4F db $0B,$2E,$4E db $0C,$2D,$4D db $0C,$2C,$4C db $0C,$2B,$4B db $0B,$2A,$4A db $0D,$29,$49 db $0B,$28,$48 db $0C,$27,$47 db $00 .Table2 db $0B,$98 db $0D,$97 db $0B,$96 db $0D,$95 db $0A,$94 db $0D,$93 db $0B,$92 db $0D,$91 db $0B,$90 db $0D,$8F db $0B,$8E db $0C,$8D db $0C,$8C db $0C,$8B db $0B,$8A db $0D,$89 db $0B,$88 db $0C,$87 db $00
How do I do to make the level start immediately after I enter it instead of showing Mario Start!?
Does the winner earn a badge?
I would like to request level 1 theme from golden axe 2. The midi can be found here: http://www.vgmusic.com/music/console/sega/genesis/GYMSEGA-Golden_Axe2-Level1.mid
How can I make mario teleport to a level, but not the level defined in the screen exit, for example a block that teleports everytime to level 105?
If I add another !Dest = $XXXX in the code, it will change the value of !Dest or it won't work?
In $167A I should add ,y or ,x?
It's in a sprite. Do you need the code?
It's a glitch. Change 12E18 to 80 to fix it.
How can I convert a .smv to a .avi?
That sucks. It can't even record sound and makes the game to have some slowdown.