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Posts by RPG Hacker
RPG Hacker's Profile - Posts by RPG Hacker
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This was fast. Thanks!

So this makes Mario invisible?

And you said something about Level ASM. I got Level ASM from your website. But have not idea what it is or what it does because there was no Readme included. Can anyone help me?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I've looked at the ASM and it looks like that. But I have no idea how to use it and I don't want to do something wrong. Do I just have to open levelcode.asm, go to the level I want the code for, paste the code there and then insert the ASM into my game with xkas?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
OK. Works fine now! Thanks for the help everyone!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Skharr
What I did was go to level C7 and put concrete block all on the top and put No Vertical Scrolling and make title moves without moving. If you want him to walk slowly, put a long row above the bottom screen and walk or run.


Yeah, as I stated above: That was my idea at first. But since my level has vertical and horizontal scroll I couldn't do that.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I have two questions. Probably some bad ones. But I'll ask anyways.

First of all: Do you use the command "NOT" always in combination with another logical operator (AND, OR, XOR etc.)? You can't use it by yourself, right?

Second of all: When do you use those logical operators anyways? I mean I know what they do. But when do you actually need any of them? When do you need to use AND, OR, XOR or any of these commands? Can anyone give me an example of when they really come in handy?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I know that they're not really "logical". I just didn't know what to call them. And I know that they're for binary operations. And that is exactly why I'm asking. What is actually the point of doing that? Can someone give an example of where using any of those commands can be useful?

Also I read about the "NOT" in a German ASM tutorial. And there it was said, that NOT basically just reverses commands like AND, OR etc... So if two trues would give out a true, then the NOT would make it output a false. Well at least that is what I read (or what I believe I read) in the tutorial.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Well yeah, I more or less already knew that. But I actually just wanted an example of when you need to do that. I mean "find out if a byte is set". This sounds great and everything. But for someone pretty new to the whole thing (like me) it doesn't really explain much of when using this command is useful. To make my question more simple: Let's say I'd be making a Custom Sprite or Custom Block. When would I need to use AND, ORA or EOR (on that other website they were actually called AND, OR and XOR. Are those even the same?).

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Oh! I think I get how you use the AND. So basically if certain bytes should not be set, you set a "1" at that byte of the AND? so if byte 2 and 4 should not be used, I'd write AND #%0101? Or is it vice versa? I think it's right?

And I guess ORA is not that important for me right now. I first have to look deeper into how sprites and such are built. Thanks for your explanations!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I have a question. I just read the Tutorial for Hacking Routine in SMW. Look at this screenshot:

http://wiki.smwcentral.net/images/a/a8/Hack2.PNG

I got almost the same results. As you can see it says "LDA $#2F" as the second instruction. Now here is my problem. In the tutorial it says:

Code
header
lorom
org $F600
JSL Main
org $1fb000 ;the SNES adress the code will be inserted to this can be changed to anywhere in the ROM area
db "STAR"        ;\
dw $0080, $FF7F  ;/ A RATS tag used to protect 80 byte
Main:
          lda $19       ;\
          cmp #$02      ; |If Mario is Super
          BCS to_super  ; |then {
          STZ $19       ; |set Mario to normal ($00)
          lda #$29      ; |this is the instruction we removed to put the JSL
          rtl           ;/ return }
to_super:               ;\ 
          lda #$01      ; |else {
          sta $19       ; |set Mario to super ($01)
          lda #$29      ; |this is the instruction we removed to put the JSL
          rtl           ;/ return }


It says "LDA #$29". Is that a typo, or do I really have to load $29 into the accumulator? I have to load $2F, right?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Ya know... I'm not such a fan of "hack attacks". Usually I think they're childish. But at least this is one you can laugh about. It's not a boring one were someone just went and deleted all data. At least this one was creative!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Ich bin eine Musik

also, snn is an hero


He's not! Maybe a level lower. Like... a knight. But not a hero!

Also thumbs down at your username :O (Yeah, look at my profile. What does it say next to "location"?)

But actually... It's kinda funny! So I rate it 8/10! Next username should be "Ich möchte diesen Teppich nicht kaufen"

Weegee is a cool guy!


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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
@ Mr. Weegee: Actually... You should be happy, that the filter didn't work on your username :>

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Anthony S Koopa
Please, look into the kindness in your heart and stop this.


Dude, wich kindness? Seems like you don't know the SMWC staff very good :|

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Wait... WTF? Don't tell me... Is THAT what you wanted to tell us? Tell the truth! With this whole stupid... "thing"... Everything you wanted to tell us is...

HOLY SHIT! NIGHTFALL IS FAKE!!!!!

I'm so dissapointed. I so believed that Nightfall is real :'(

Tag (font) was not closed.
Tag (font) was not closed.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
What, gone already? Gnah... I don't know what you think, but I'm missing it already :'( . Isn't it always the same? While you have something you don't apreciate it. But when it's gone you instantly notice that something important is missing in your life. Same case. I'm going to miss Merlin and Merlon and Dragon and Awesome and... Whatever their names were! It was nice while it lasted :'(



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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I have a few questions:

1. When writing an xkas Patch, can you use Offsets as Pointers instead of Labels? Like this:

Code
...
org $01C0FB
      STA $1493
      STZ $1490
      INC $1602,x
      JSR $A7E4

org $01A7E4
      LDA $167A,x
...


Or do you HAVE TO use Labels? Like this:

Code
...
org $01C0FB
      STA $1493
      STZ $1490
      INC $1602,x
      JSR Label1

org $01A7E4
Label1:
      LDA $167A,x
...


I opened my game in an ASM developement kit and it used Offsets as pointers instead of Labels, so I wondered if that would work with xkas, too.

2. I have questions about this opcode:
Code
org $01AD42
      LDY #$00
      LDA $D3
      SEC
      SBC $D8,x
      STA $0E
      LDA $D4
      SBC $14D4,x
      BPL $01
      INY
      RTS


Well I know that it stands for "Branch when Plus". But what does that even mean? What does it do? I read that it branches when A is over $80. But what sense would that make? Also I don't get what offset that opcode is pointing at. 01? Like 000001? Or xx0001? I just don't know... Can anyone explain?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Oh. Thanks. Yeah, I guess that makes sense with the hex number. But I can't really believe what you said about BPL. Wouldn't BPL and BCS would be the exact same thing then? I mean BCS branches if A is greater then the compared value. So you say that BPL does the exact same thing?

Oh yeah, I have another question. I often see commands like this:

Code
INC $1602,x 


I read that this means, that the X is added to the adress. So in this case if X would be 4 for exmaple, $1606 would be incremented by 1. But when do you need something like that? Doesn't that mean that the adress something is written to always changes? Isn't there an easy way to find out, what adress that opcode changes? I mean if I don't know the exact adress, then the RAM Map doesn't really help me at all, does it?

EDIT:
Also the first question is still in the room. Can you use offsets as pointers in xkas patches?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by yoshicookiezeus
Originally posted by RPG Hacker
Oh yeah, I have another question. I often see commands like this:

Code
INC $1602,x 

This means that there is a table at the address given. The value in the X register determines what value in the table should be increased.


Oh, thanks! That makes sense I guess. I have one problem however: I can't find any of the tables in the game code. What does the 1602 mean? Does it mean offset 1602? Cause I tried going to 001602 and 011602. Both tries failed and I ended up on 009602. So how do I find the tables? Or do they refer to something else?

EDIT:
Wait, is it reffering to the RAM Adress? So 1602 would be
Code
$7E:1602	12 bytes	Sprites	Sprite Image Table

So if x is a 4, then the fourth byte of the Sprite Image Table is the Adress I'm Incrementing?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Kaijyuu
You're correct; it's incrementing the fourth byte if x is 4.


OK. Thanks for the help. Is there a thread that tells me, what those bytes do? Or do I have to guess?

Originally posted by Kaijyuu
Side note: you cannot, in any way, edit the ROM with ASM. If you see a code that stores, increments, decrements, ect ect to any address, it's a RAM address. Always.

(Further side note: if you want to know why it chose $7E1602 when the code only refered to $1602, that's because of the bank. At the start of the sprite routine you'll see stuff like PHB, PHK, PLB. Those set what the implied number will be in such addressing.)


Yeah. I knew that. But thanks anyways.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I nominate Just Another Mario Hack for featured hack.

Reasons:
I mean the idea itself is already pretty original: Mario in candy land. But the look of this game is even better. All graphics looks pretty good and fit into the game perfectly, the levels are well designed and I even think that all of the ExGFX in this game are custom made (but this is not confirmed). And most important of all is that this game is simply fun. Also there is no overusage of custom stuff live music (the music is original SMW music, wich I really like) or whatever. It's the classic SMW gameplay in a world with a completely new feeling. That's how a hack is supposed to be. And because of that I nominate it for featured hack.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Pages: « 1 2 3 4271 272 »
RPG Hacker's Profile - Posts by RPG Hacker

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