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Posts by S.L
S.L's Profile - Posts by S.L
Pages: « 1 2 3 4 5 6 7 »
It's the official ASM help thread, so I can ask my 3 questions :
- WHAT is an interrupt ?
- How can I make an event that last few second ? For example, a sprite that when a specific condition is realized, it show is grafics for (about) 2 second ?
- How can I make an event realized when a specific button is set ? (Take for example the leaf shield in brutal mario)
The two first are the most important...

Is there a way to make a button of controller pad pushed ? I mean, I've tried this code :
LDA #$40
STA $15
And it doesn't seem to work. What's wrong ?

Also... Where there is a SIMPLE disassembler ?

Originally posted by WhiteYoshiEgg
I request a block that only teleports you if you stand on top of it and press up. (You could also do this with a cement block and an invisible door above it, but I don't want it to play the door sound.)

Done ;-)

Originally posted by BlackDays
I don't think this would be unreasonable, but I may be wrong. (No GFX are needed:)

I would like to request a block that acts like the blue turn block when you don't have a star, but breaks (much like a chuck is charging through it) when you are running at full speed and have a star and run into it. Not from the top or bottom, just the sides.

Fheee...... I did it. It was very difficult to me so even if it is also by top or bottom you HAVE to enjoy it !

It's done.
Edit : your other block request is also done (the one in your signature)

Heh... stop me if I'm wrong, but there is already a hidden block avaible in the custom blocks section...

For an inexplicable reason, this code don't succeed to put any value unless #$01 in Y. I've got the same problem ;) and I didn't resolve it, sorry. But I can say the problem is with the LDY #$01.

Again, it use LDY #$00 and it doesn't work. But you can avoid this problem by making the block act like tile 25 and ripping the routine of smb3.bin which clears a block after Mario activates it. But it's more complicated...

So it works with smkdan's Blocktool ? It's helpful :D

I'm not a master, but can't you use :
JSL $01A7DC ; check for mario/sprite contact (carry set = contact)BCC RETURN ; return if no contact you can see in shyguy sprite ?

Is there a RAM address that controls the number of 1up given in a bonus game ?

Eh... If I have to do this sprite, I will never do like that... (sorry for my english)
I will try :
; sprite init JSL
dcb "INIT"
; sprite code JSL
dcb "MAIN"
PHB ; \
PHK ; |
PLB ; |
PLB ; |
RTL ; /

; sprite main code
BPL rightspeed
rightspeed :
CMP #$2F
BCC notmaxspeed
LDA #$01
STA $1490
notmaxspeed :

But it's only my opinion...

here's mine :
Some parts are sync to the music.
BUT, sync works only with zsnes 1.42 !!!!

Have you already seen that ?
<a href=""""></a>
He is surely the winner !! but it's too long...

I want to make a custom block : one passable if Mario is on a Lakitu's cloud, and one 'reverse'. However, I don't found any flag about this in the RAM Map...
Well, how should I do ?

OK so... How this ram address $13E0 works ? I can't understand...
It has value for different Mario's 'appearence' ?

I will try !

There is a RAM address, $14C8, used in custom sprites, but I don't know which values correspond to. I know :
#$08 alive
#$04 killed with spin jump
#$02 killed with a star
But what about the others ?

Oh and I have two optional questions ^^:
1. Is it possible to put a custom sprite in the item box ?
2. Why when a custom block put a sprite (for exemple a springboard) in this item box, there is garbage graphics in it ?

Pages: « 1 2 3 4 5 6 7 »
S.L's Profile - Posts by S.L

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