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Posts by anonimzwx
anonimzwx's Profile - Posts by anonimzwx
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what do $06F624,$06F625 and $06F626?
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okz, the position of the block must be in $98, $99, $9A , $9B?
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thanks vitor =).
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for compare the $00 i must use REP #$30 and SEP #$30?

ex:

REP #$30
LDA $00
CMP #$130
BEQ label

SEP #$30
;Something
RTS

label:
SEP #$30
;other Something
RTS

???
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thanks to all =).
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a friend found the next subroutine on a japanese sprite.

Link

but this routine doesn't work,

i am doing this:

Code
JSL INSTANT_NMI
JSR DMA_Routine
NOP


who knows how to do an instant nmi routine for do dinamic sprites without patchs?
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podrias poner el link del sprite para ver mejor el problema.
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i normally use a hijack nmi but when i do an dinamic sprite i can only put 1 dinamic sprite on the screen because the next sprite overwrite the same graphics and if i want put more than 1 dinamic sprite i need to do another version of the sprite that write graphics in another position. For that i am searching another form to do NMI and makes this more flexible.

how can i do a flexible routine that allows me to puts more than 1 dinamic sprites on the screen?
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thanks =). now i have a question, how much bytes can i transfer with a DMA routine? and what empty rams you recommend me?
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no creo que alguien lo tenga pero podrias rippearlo relativamente facil usando el siguiente tool:

Tool

ese tool es bien intuitivo de usar y rippea las cosas muy bien, solo preocupate de sacarle un screen shoot a la carta y pues aislarla.

o sino lo que puedes hacer es sacar un save state usando el zsnes, luego ese save state abrirlo con el yy-chr, luego apretas la tecla "+" hasta que abajo te aparesca el numero 13 y luego buscas los graficos de la carta dentro de los graficos originales del mario 3, te van a salir todos desordenados pero con paciencia puedes separarlos.
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can i transfer more bytes using differents DMA channels?
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thanks =).

Edit: a last question, with SA-1 can i transfer more bytes?
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the next sprite is a WIP of a boss that i have been working on for 2 months.

It is a megaman X Boss.

for now i have the graphic routine, the movements, the buster and 4 suits (fire wave, storm tornado, electric spark and rolling shield).

Here is the video:

Video

the animation of the tornado and the spark are fine, it is fault of youtube that eats some frames. i copied the animation doing frame advance in snes9x, is the same animation.

that is the hardest sprite that i am working on.

i need to finish the next:

-Health bar of megaman X
-Adapt the sprite to my megamario patch.
-4 suits (chameleon sting, torpedos, shotgun ice and boomerangs)
-interaction with mario and bullets.
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Originally posted by Roberto zampari
OMG!!!
This is epic win!
I'm Looking forward for this in C3!
Answer my questions:

1)Megaman X is normal or dynamic sprite?
2)The projectiles and explosions are normal or cluster sprites? It's possible that you'll make without explosions?
3)This is Megaman X in four sprites or the same Sprite (X position)?


1) dynamic sprite, it use 3 bins of 23 kb xD. megaman X have ~64 frames

2) projectiles are extended sprites. (the tornados are extended sprites, all the projectiles are extended sprites).

3) is the same sprite, megaman X change his pal and throw projectiles depends to the pal.

(if i have some fail, sorry my english is awful i speak spanish.)
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megaman X uses another patch, i use my own patch to do dma routines, i'm working on that patch so it allows to put up to 8 dynamics sprite of 32X32 on screen (4 of 48X48 or 2 of 64X64) , change palette or change graphics on overworld by only doing fews LDAs and STAs , i will show this patch in c3 but i am not sure if the patch will be compatible with the dsx.asm and i am not sure if someone else than me or LX5 will use it. i thank ladida, huduflu and vitor that help with the idea to do the patch.
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Originally posted by antimatterhunter
I have to say, this is pretty damn amazing anonomi. The GFX look like they function fine to me, and X looks like one sick bad-ass (I've played the game). THough I have to say, his boss may be a bit too much, but I assume you're really focused on certain aspects of it right now.

Anyway, a question. How do you plan on having Mario hurt him? Will it be with jumping or will it be after a certain amount of time will a throw block spawn so you can hit him with it?

Btw, your english is fine to me. Not perfect (whose is?), but understandable. #w{=)}


thanks =).

i need to adapt the boss to the megaman suit of mario, mario will kill megaman X shoots bullets to him. when a bullet hits megaman X, he will show the hurt animation and will be unable to receive damage for a few seconds.

Edit: about the difficult, with the megaman suit it will be easier than now, first the megaman suit gives you a lot of HP and when megaman x recieves damage he stops his attack for few seconds.Mario wil be able to spin jump on him (without makes damage) and it is an advantage
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Originally posted by Roberto zampari
If the Megaman X projectiles are extended sprites, i'll find this weird because neither SMW extended sprites can have 32x32 size. Are you creating a sprite tool with extended sprites?(A extended sprite tool?). And this overwrite other extended sprites?


i use the custom extended sprite patch (CusExSprites.asm), i don't overwrite others extended sprites.

With the oam map 200 you can do extended sprites of all sizes (8X8,16X16, 32X32, 64X64, ... , 96X96). With oam map 200 you can puts up to 128 tiles of 16X16 (or 8x8) on the screen, but you have to reserve some slots for some graphics effects of the game (the smoke, reserved item, yoshi tongue, some tiles of mario, etc..). this level don't use yoshi, bounce sprites, reserved item, fireballs, coins sparks or scores and it allows me to put more tiles.

Edit: A sprite (extended, cluster, normal or "imaginary") is only a position on the screen with some properties. With only the position on the screen you can put tiles on screen.

Edit2: About the interaction, i use my own interaction routine that allows me to detect colision of all sizes.
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Random Revolution

Story:

On the last fight with bowser, It throws mario to a "Special Dimension". On this dimension a lot of games are mixed and Mario must exit to the dimension for defeat bowser.

After defeat Bowser:

You will watch the ending of the game, but it is the bad ending. while the random dimension is open all the games involucrate on the dimension will have problems and you must kill the leader of the dimension for closed the portal and
establish the orden on the videogames world


Concept:

There are 3 kinds of levels:

Minigames Levels: is a level with an special gimmick and it is complete when you finish the objetive

Example:

Pacman MiniGame

Boss Rush Level: on this level you must kill 3 bosses that that not appeared on others levels. The bosses are from others games.

For example:

a level with mother brain from metroid, hector from fire emblem and crash from crash bandicoot.

Normal Level: each of this levels represents one or more games and have its own boss. (can have minibosses).

For example:

A level of megaman X.

Roles:

Leader:

-anonimzwx

ASM:

I need people who knows at least the basic of ASM. I can teach you to work with this.

- anonimzwx
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Graphics:

-anonimzwx
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Music:

-MaxodeX
-Masterlink
-
-
-
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Level Design:

i don't accept people who only want to do level design.


-anonimzwx
-MaxodeX
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Some Stuff:

For the nature of the hack is very hard do 1 level, i can show you only some sprites and 1 mini game that i finished.


GunVolt

Mole Borer

Megaman Suit and Met

Wolfestein Gatling

Batton Bone

megaman X boss(not finish)

Level List:

level 1 - Contra
level 2 - DKC
level 3 - 1° Boss Rush
level 4 - Kirby
level 5 - Doom
level 6 - 1° Minigamee Pacman-EWJ
level 7 - Shoot'em Up space ships
level 8 - RPGs
level 9 - 2° Boss Rush
level 10 - Duck Hunt
level 11 - NES
level 12 - 2° Minigame
level 13 - Megaman X
level 14 - Fight games
level 15 - 3° Minigame
level 16 - 3° Boss Rush
level 17 - --------
level 18 - Bowser Fight
level 19 - Secret level IWBTG
level 20 - Secret Boss Rush
level 21 - Secret Minigame
level 22 - Secret True Final boss

If you want to participate on this hack you can send me a Private Message (PM).
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Originally posted by MrAwesome8
Originally posted by MrDeePay
Originally posted by MrAwesome8


I've been looking for something like this for over a year now. Any way you can have spawn adult Yoshies, too?


Yeah, sorry it took so long to reply, I've been busy lately. Anyways here is a link:

http://youtu.be/qCxxlJKNsNs

I can make these different colors just like the babies but only show the green one. Unless people want me to showcase all colors but personally I think it's a little pointless.


nice blocks xd
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Originally posted by Mandew
I am currently onto a SMW custom sprite project.

A few days ago I started making my first few "custom" Sprites. Well, actually, I based myself on a disassembly for the first one, and on a general tutorial for the second one.

So what do these sprites do? They can go behind the scenery! They will only hit Mario when Mario is on the same "side" as they are.

Here's a video displaying them sprites.

I still gots to work out a few graphical kinks, but they're functional.


interesting sprites =).
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anonimzwx's Profile - Posts by anonimzwx

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