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Posts by isaix
isaix's Profile - Posts by isaix
Pages: « 1 210 11 12 13 »
Request name: Drain time block
Type: Block
Description: This block would make the timer decrease twice as fast when you walk through it(Act 25) or walk over it(Act 130)
I'm trying to stop the Reznor Bridge from breaking,I found out that I need to put 19A9F in the Hex editor and change 22 0C D7 03 to EA EA EA EA to make it happen,but for some reason in my rom 03 is 83 and when I change 83 to EA it doesn't work.Is there an other way for me to stop Reznor's bridge to break?
Yeah,I tested on a clean rom and it worked just fine,so I'm not sure what I changed to cause this and alternative,but it didn't do anything

Maybe if I use a patch instead on the Hex editor it would work?
Well never mind,I figured it out with the Dissasembly version
I was wondering if there was an easier way to edit Mario's GFX then opening GFX32 with YYchr because its a nightmare,Mario's graphics are all over the place its kinda confusing.

I'm able to do it just fine,but if there's an easier and faster way I'd like to know,there's probably not,but I figured I'd ask anyway.
So I want the event based block (eventpass.asm) block to be passable after 5 events,but I'm not sure how exactly to do it. Its the 'if !EVENTS == 1' that confuses me

Here's the code if you need it:


!EVENTS = 5 ;Number of events wanted for block to activate

if !EVENTS == 1
print "A block that is passable with at least one event passed."
else
print "A block that is passable with at least ",dec(!EVENTS)," events passed."
endif

db $42
JMP EventCheck : JMP EventCheck : JMP EventCheck
JMP Return : JMP Return : JMP EventCheck : JMP EventCheck
JMP EventCheck : JMP EventCheck : JMP EventCheck

EventCheck:
LDA $1F2E ;Events triggered
CMP.b #!EVENTS ;Number of events wanted for block to activate
BCC Return ;If less than desired number, jump to Return
LDY #$00
LDA #$25 ;Act like 25 (blank block)
STA $1693
RTL

Return:
LDY #$01 ;\
LDA #$30; ;/ Acts like 130 (cement block)
STA $1693
RTL
Then how do I determine which events are needed to make the block passable?
Oh so I can't chose specificly which events are needed to make the block passable.hmm that's too bad
That second tool was exactly what I was looking for,thanks
Originally posted by JackTheSpades
Also this
Which I should probably really upload to the tools section already :/

Could you tell me how the tool works,I'm not sure what I'm suppose to do with it
I'm trying to insert the Secret of Mana Crab sprite,but there seem to be a problem with the "Kick_engine_bottom.asm" file,here's what sprite tool is saying:

inserting sprite: 33
.\sprites\somcrab.cfg
sprites/kick_engine_bottom.asm:16: error: Unknown command. [JMP (STATE_FUNCS,x)]
sprites/kick_engine_bottom.asm:21: error: Unknown command. [JMP (STATE_INITFNCS,x)]
sprites/kick_engine_bottom.asm:26: error: Unknown command. [JMP (STATE_FINALFNC,x)]

I tried deleting those line,but it didn't help

And here's the Kick_engine_bottom ASM file:

; ========================
; KICKCHON's SPRITE ENGINE
; ========================

; This is the header file, which should be included at the bottom of your sprite
; It contains the actual sourcecode of the animation and state engine.
; It should not be necessary to modify this file.

; =================
; STATE TRAMPOLINES
; =================

_PROCESS_STATE: LDA !SPRITE_STATEC,x
ASL
TAX
JMP (STATE_FUNCS,x)

_PROCESS_INIT: LDA !SPRITE_STATEC,x
ASL
TAX
JMP (STATE_INITFNCS,x)

_PROCESS_FINAL: LDA !SPRITE_STATEC,x
ASL
TAX
JMP (STATE_FINALFNC,x)


; ====================
; SPRITE INIT FUNCTION
; ====================

_SPRITE_INIT: print "INIT ",pc
PHB
PHK
PLB

JSR GLOBAL_INIT

PLB
RTL

; ====================
; SPRITE MAIN FUNCTION
; ====================

_SPRITE_MAIN: print "MAIN ",pc
PHB ; Push Old Databank
PHK ; Push Current Databank
PLB ; Pull Current Databank

LDA !SPRITE_STATUS,x ; Check if sprite died
CMP #$02
BNE _MAIN_GFX ; Didn't continue normally
LDA !SPRITE_STATEC,x ; It died, but first time?
CMP #!STATE_DEADFNC ; Were already in the death state
BEQ _MAIN_GFX ; Continue normally

LDA #$FF
STA !SPRITE_STATEN,x
%updateAnimationDirection()
%changeToDeathState() ; Change to the death state

_MAIN_GFX: JSR _DRAW_GFX ; Display the sprite
JSR SUB_OFF_SCREEN_X0 ; Process if sprite is offscreen

LDA !SPRITE_LOCKED ; Don't process sprite if sprites are locked
BNE _MAIN_RETURN

LDA !SPRITE_STATUS,x ; Load sprite status
CMP #!STATUS_NORMAL ; Check for normal State
BEQ _MAIN_COMMON ; Normal state, process sprite
CMP #!STATUS_KILLED ; Check for killed status
BEQ _MAIN_PROCESS ; Killed state, process sprite
BRA _MAIN_RETURN ; Don't process else

_MAIN_COMMON: JSR COMMON_MAIN ; Process the common main function
_MAIN_PROCESS: JSR _PROCESS_STATE ; Process the current sprite state's function

LDA !SPRITE_STATET,x ; Check if we need to change the current sprite's state
BNE _MAIN_RETURN

LDY !SPRITE_STATEC,x
LDA STATE_USETIMES,y ; Check if in the current state, we have auto state change
BEQ _MAIN_RETURN

%changeToNextState() ; State time run out, change to next state

_MAIN_RETURN: PLB ; Pull Old Databank
RTL ; Return to main program

; ============
; GFX FUNCTION
; ============

_DRAW_GFX: JSR GET_DRAW_INFO ; Get necessary OAM Pointer, Y = OAM Index, X = Sprite Index
PHX
LDA !SPRITE_ANIMLO,x ; Load the animation tilemap pointer
STA $05
LDA !SPRITE_ANIMHI,x
STA $06
LDA !SPRITE_DIRECT,x
ASL #06
STA $04
LDA !SPRITE_ANIMID,x
TAX
LDA GFX_TILECNT,x ; Load the tile counter for current animation
DEC A
TYX
TAY ; X = OAM Index, Y = Loop Counter
_GFX_LOOP: LDA ($05),y
CLC
ADC $01
STA !OAM_YOFFSET,x ; Calculate Y Offset
DEY
LDA ($05),y
CLC
ADC $00
STA !OAM_XOFFSET,x ; Calculate X Offset
DEY
LDA ($05),y
STA !OAM_TILENBR,x ; Store tile number
PHY
LDY !SPRITE_CINDEX ; Get current Sprite index
LDA !SPRITE_PALGFX,y ; Get the palette from table
ORA $04 ; Take care of flipping
ORA $64 ; Take care of priorities
STA !OAM_PROPBYT,x ; Store properity byte
PLY
INX ; Next Tile
INX
INX
INX
DEY ; Next Tile
BPL _GFX_LOOP ; Branch if more tiles
LDX !SPRITE_CINDEX
LDA !SPRITE_ANIMID,x
TAX
LDA GFX_TILECNT,x ; Load the amount of tiles
PLX ; Get x back
LDY #!GFX_TILEFMT ; Load tile format
JSL $01B7B3 ; Call tile render function
RTS

; =================
; LIBRARY FUNCTIONS
; =================

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GET_DRAW_INFO
; This is a helper for the graphics routine. It sets off screen flags, and sets up
; variables. It will return with the following:
;
; Y = index to sprite OAM ($300)
; $00 = sprite x position relative to screen boarder
; $01 = sprite y position relative to screen boarder
;
; It is adapted from the subroutine at $03B760
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

SPR_T1: db $0C,$1C
SPR_T2: db $01,$02

GET_DRAW_INFO: STZ $186C,x ; reset sprite offscreen flag, vertical
STZ $15A0,x ; reset sprite offscreen flag, horizontal
LDA $E4,x ; \
CMP $1A ; | set horizontal offscreen if necessary
LDA $14E0,x ; |
SBC $1B ; |
BEQ ON_SCREEN_X ; |
INC $15A0,x ; /

ON_SCREEN_X: LDA $14E0,x ; \
XBA ; |
LDA $E4,x ; |
REP #$20 ; |
SEC ; |
SBC $1A ; | mark sprite invalid if far enough off screen
CLC ; |
ADC.w #$0040 ; |
CMP.w #$0180 ; |
SEP #$20 ; |
ROL A ; |
AND #$01 ; |
STA $15C4,x ; /
BNE INVALID ;

LDY #$00 ; \ set up loop:
LDA $1662,x ; |
AND #$20 ; | if not smushed (1662 & 0x20), go through loop twice
BEQ ON_SCREEN_LOOP ; | else, go through loop once
INY ; /
ON_SCREEN_LOOP: LDA $D8,x ; \
CLC ; | set vertical offscreen if necessary
ADC SPR_T1,y ; |
PHP ; |
CMP $1C ; | (vert screen boundry)
ROL $00 ; |
PLP ; |
LDA $14D4,x ; |
ADC #$00 ; |
LSR $00 ; |
SBC $1D ; |
BEQ ON_SCREEN_Y ; |
LDA $186C,x ; | (vert offscreen)
ORA SPR_T2,y ; |
STA $186C,x ; |
ON_SCREEN_Y: DEY ; |
BPL ON_SCREEN_LOOP ; /
LDY $15EA,x ; get offset to sprite OAM
LDA $E4,x ; \
SEC ; |
SBC $1A ; | $00 = sprite x position relative to screen boarder
STA $00 ; /
LDA $D8,x ; \
SEC ; |
SBC $1C ; | $01 = sprite y position relative to screen boarder
STA $01 ; /
RTS ; return

INVALID: PLA ; \ return from *main gfx routine* subroutine...
PLA ; | ...(not just this subroutine)
RTS ; /

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SUB_OFF_SCREEN
; This subroutine deals with sprites that have moved off screen
; It is adapted from the subroutine at $01AC0D
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

SPR_T12: db $40,$B0
SPR_T13: db $01,$FF
SPR_T14: db $30,$C0,$A0,$C0,$A0,$F0,$60,$90 ;bank 1 sizes
db $30,$C0,$A0,$80,$A0,$40,$60,$B0 ;bank 3 sizes
SPR_T15: db $01,$FF,$01,$FF,$01,$FF,$01,$FF ;bank 1 sizes
db $01,$FF,$01,$FF,$01,$00,$01,$FF ;bank 3 sizes

SUB_OFF_SCREEN_X1: LDA #$02 ; \ entry point of routine determines value of $03
BRA STORE_03 ; | (table entry to use on horizontal levels)
SUB_OFF_SCREEN_X2: LDA #$04 ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X3: LDA #$06 ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X4: LDA #$08 ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X5: LDA #$0A ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X6: LDA #$0C ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X7: LDA #$0E ; |
STORE_03: STA $03 ; |
BRA START_SUB ; |
SUB_OFF_SCREEN_X0: STZ $03 ; /

START_SUB: JSR SUB_IS_OFF_SCREEN ; \ if sprite is not off screen, return
BEQ RETURN_35 ; /
LDA $5B ; \ goto VERTICAL_LEVEL if vertical level
AND #$01 ; |
BNE VERTICAL_LEVEL ; /
LDA $D8,x ; \
CLC ; |
ADC #$50 ; | if the sprite has gone off the bottom of the level...
LDA $14D4,x ; | (if adding 0x50 to the sprite y position would make the high byte >= 2)
ADC #$00 ; |
CMP #$02 ; |
BPL ERASE_SPRITE ; / ...erase the sprite
LDA $167A,x ; \ if "process offscreen" flag is set, return
AND #$04 ; |
BNE RETURN_35 ; /
LDA $13 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0756 VC:176 00 FL:205
AND #$01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0780 VC:176 00 FL:205
ORA $03 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0796 VC:176 00 FL:205
STA $01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0820 VC:176 00 FL:205
TAY ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0844 VC:176 00 FL:205
LDA $1A ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0858 VC:176 00 FL:205
CLC ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0882 VC:176 00 FL:205
ADC SPR_T14,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0896 VC:176 00 FL:205
ROL $00 ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizcHC:0928 VC:176 00 FL:205
CMP $E4,x ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:0966 VC:176 00 FL:205
PHP ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:0996 VC:176 00 FL:205
LDA $1B ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizCHC:1018 VC:176 00 FL:205
LSR $00 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdiZCHC:1042 VC:176 00 FL:205
ADC SPR_T15,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizcHC:1080 VC:176 00 FL:205
PLP ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F0 P:eNvMXdizcHC:1112 VC:176 00 FL:205
SBC $14E0,x ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1140 VC:176 00 FL:205
STA $00 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1172 VC:176 00 FL:205
LSR $01 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1196 VC:176 00 FL:205
BCC SPR_L31 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1234 VC:176 00 FL:205
EOR #$80 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1250 VC:176 00 FL:205
STA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1266 VC:176 00 FL:205
SPR_L31: LDA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1290 VC:176 00 FL:205
BPL RETURN_35 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205
ERASE_SPRITE: LDA $14C8,x ; \ if sprite status < 8, permanently erase sprite
CMP #$08 ; |
BCC KILL_SPRITE ; /
LDY $161A,x ;A:FF08 X:0007 Y:0001 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1108 VC:059 00 FL:2878
CPY #$FF ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1140 VC:059 00 FL:2878
BEQ KILL_SPRITE ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1156 VC:059 00 FL:2878
LDA #$00 ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1172 VC:059 00 FL:2878
STA $1938,y ;A:FF00 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZcHC:1188 VC:059 00 FL:2878
KILL_SPRITE: STZ $14C8,x ; erase sprite
RETURN_35: RTS ; return

VERTICAL_LEVEL: LDA $167A,x ; \ if "process offscreen" flag is set, return
AND #$04 ; |
BNE RETURN_35 ; /
LDA $13 ; \
LSR A ; |
BCS RETURN_35 ; /
LDA $E4,x ; \
CMP #$00 ; | if the sprite has gone off the side of the level...
LDA $14E0,x ; |
SBC #$00 ; |
CMP #$02 ; |
BCS ERASE_SPRITE ; / ...erase the sprite
LDA $13 ;A:0000 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:1218 VC:250 00 FL:5379
LSR A ;A:0016 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1242 VC:250 00 FL:5379
AND #$01 ;A:000B X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1256 VC:250 00 FL:5379
STA $01 ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1272 VC:250 00 FL:5379
TAY ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1296 VC:250 00 FL:5379
LDA $1C ;A:001A X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0052 VC:251 00 FL:5379
CLC ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0076 VC:251 00 FL:5379
ADC SPR_T12,y ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0090 VC:251 00 FL:5379
ROL $00 ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:enVMXdizCHC:0122 VC:251 00 FL:5379
CMP $D8,x ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0160 VC:251 00 FL:5379
PHP ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0190 VC:251 00 FL:5379
LDA.w $001D ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F2 P:eNVMXdizcHC:0212 VC:251 00 FL:5379
LSR $00 ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdiZcHC:0244 VC:251 00 FL:5379
ADC SPR_T13,y ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdizCHC:0282 VC:251 00 FL:5379
PLP ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:envMXdiZCHC:0314 VC:251 00 FL:5379
SBC $14D4,x ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0342 VC:251 00 FL:5379
STA $00 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0374 VC:251 00 FL:5379
LDY $01 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0398 VC:251 00 FL:5379
BEQ SPR_L38 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0422 VC:251 00 FL:5379
EOR #$80 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0438 VC:251 00 FL:5379
STA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0454 VC:251 00 FL:5379
SPR_L38: LDA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0478 VC:251 00 FL:5379
BPL RETURN_35 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0502 VC:251 00 FL:5379
BMI ERASE_SPRITE ;A:8AFF X:0002 Y:0000 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0704 VC:184 00 FL:5490

SUB_IS_OFF_SCREEN: LDA $15A0,x ; \ if sprite is on screen, accumulator = 0
ORA $186C,x ; |
RTS ; / return
It still doesn't work.

I added the code just in case people didn't feel like downloading the sprite and open the ASM themselves :)
I want to edit the cape feather to only enable the cape spinning ability,I want to replace the cape with a stick,but it doesn't look right because to cape(the stick)appears when Mario runs,so how can remove the cape when Mario is running,floating,etc and make it visible only when he's spinning?

I tried this patch:

org $00E23A
db $FF,$FF,$FF,$FF
db $FF,$FF,$FF,$FF
db $FF,$FF,$FF,$FF
db $FF,$FF,$FF,$FF

But that didn't work,I'm not very good at hex editing :)
So I think I found to RAM address to remove the cape:

$7E14A2 / 1 byte / Timer / Used as a timer for the cape animation. This is what makes the cape wave when the player walks and what makes the cape fall when he stops.

So now I have to make a ASM patch out of this right?but I don't know how RAM address work, its not like changing a ROM address I presume.
When I'm trying to insert the ultimate noob sprite this pops up:

tmpasm.asm:491: error: Unknown command. [JMP (AniPtr,x)]
tmpasm.asm:633: error: Unknown command. [JMP (CarryPtr,x)]
tmpasm.asm:1465: error: Unknown command. [JMP (DeathPtr,x)]
tmpasm.asm:2017: error: Unknown command. [JMP (PtrPtr,x)]

How can I fix this?
Alright,thanks for the help
My last request was added in the music section,so here's a new one if that's ok.

Request:
NameThe Legend of Zelda The Minish Cap - Palace of Winds
TypePort
SampledEither way is fine
YoutubeLink
midi fileLink
I'd like to edit the friendly Mega Mole sprite so that Mario can't ride on it, Mario would simply pass through the Friendly Mega Mole if he tries to stand on him,how can I do that?
I tried to delete JSL $01A7DC all the way to RTS,but when I tried inserting the sprite with sprite tool is says that inserting the sprite now will corrupt the ROM. And I tried to delete only JSL $01A7DC and the same thing happen,so it doesn't seem to work unless I'm misunderstanding something
Ah,changing BCC to BRA worked,thanks
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isaix's Profile - Posts by isaix