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Posts by Ice Man

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That's more like a descriptive database for me. :P
And did you find something? I assume noone can help me there. :(
Of course I did something wrong, but I want to know what's causing this. Also, you don't need a fresh ROM when installing BMF's HDMA. All you do is place the HDMA code somehwere in the ROM and jump to your code via LevelASM.

Here's the code for those can help me.

Code
lorom
header
org $158000

	LDA $7FFF28
	BNE Gradients
	
	LDA #$13
	STA $212C
	LDA #$04
	STA $212D

	LDA #$20
	STA $7FFF28
	LDA #$40
	STA $7FFF30

	LDA #$00
	STA $7FFF29
	LDA #$00
	STA $7FFF31

	LDA #$31
	STA $7FFF2A
	LDA #$32
	STA $7FFF32

	LDA #$00
	STA $7FFF2B
	STA $7FFF33
	LDA #$E1
	STA $7FFF2C
	LDA #$E2
	STA $7FFF34
	LDA #$7F
	STA $7FFF2D
	STA $7FFF35

Gradients:	
	LDA #$01
	STA $7FE100
	STA $7FE200
	LDA #$00
	STA $7FE101
	LDA #$E0
	STA $7FE201

	LDA #$06
	STA $7FE102
	STA $7FE202
	LDA #$33
	STA $7FE103
	LDA #$9F
	STA $7FE203

	LDA #$06
	STA $7FE104
	STA $7FE204
	LDA #$33
	STA $7FE105
	LDA #$9C
	STA $7FE205

	LDA #$06
	STA $7FE106
	STA $7FE206
	LDA #$33
	STA $7FE107
	LDA #$99
	STA $7FE207

	LDA #$06
	STA $7FE108
	STA $7FE208
	LDA #$33
	STA $7FE109
	LDA #$97
	STA $7FE209

	LDA #$06
	STA $7FE10A
	STA $7FE20A
	LDA #$33
	STA $7FE10B
	LDA #$94
	STA $7FE20B

	LDA #$06
	STA $7FE10C
	STA $7FE20C
	LDA #$33
	STA $7FE10D
	LDA #$92
	STA $7FE20D

	LDA #$01
	STA $7FE10E
	STA $7FE20E
	LDA #$33
	STA $7FE10F
	LDA #$92
	STA $7FE20F

	LDA #$06
	STA $7FE110
	STA $7FE210
	LDA #$33
	STA $7FE111
	LDA #$8F
	STA $7FE211

	LDA #$06
	STA $7FE112
	STA $7FE212
	LDA #$33
	STA $7FE113
	LDA #$8D
	STA $7FE213

	LDA #$06
	STA $7FE114
	STA $7FE214
	LDA #$33
	STA $7FE115
	LDA #$8A
	STA $7FE215

	LDA #$06
	STA $7FE116
	STA $7FE216
	LDA #$33
	STA $7FE117
	LDA #$88
	STA $7FE217

	LDA #$06
	STA $7FE118
	STA $7FE218
	LDA #$33
	STA $7FE119
	LDA #$85
	STA $7FE219

	LDA #$06
	STA $7FE11A
	STA $7FE21A
	LDA #$33
	STA $7FE11B
	LDA #$83
	STA $7FE21B

	LDA #$00
	STA $7FE11C
	STA $7FE21C
	RTL
Smallhacker's text editor is for texts like enemy names on the credits screens. :P Not for Mario Start^^
Here's a full list of all hex values:

00:End/Return
- Quit playing blocks
- Channel quit and move on to the next block
- $E9 is also used by the end of the loop

01-7F:Note Info
- Specify the length of the sound bytes command
- Resolution 48 ($30) notes, equivalent to 4 minutes
- Trailing byte is less than $80
- Leaders of 4-bit (real-3) to specify the percentage quantize
- The underlying rate of $1268 (table)
- 4-bit lower (real-3), velocity (volume) to specify the percentage
- The underlying rate of $1270 (table)

Quantize percentage ($1268)
Code
0 	1 	2 	3 	4 	5 	6 	7 
20% 	40% 	50% 	60% 	70% 	80% 	90% 	100% 
51 	102 	128 	153 	179 	204 	230 	255 
$33 	$66 	$80 	$99 	$B3 	$CC 	$E6 	$FF


Velocity ratio ($1270)
Code
0 	1 	2 	3	4 	5 	6 	7 	8 	Nine 	A 	B 	C 	D 	E 	F 
8 	18 	27 	36 	44 	53 	62 	71 	81 	90 	98 	107 	125 	143 	161 	179 
$08 	$12 	$1B 	$24 	$2C 	$35 	$3E 	$47 	$51 	$5A 	$62 	$6B 	$7D 	$8F 	$A1 	$B3


80-C5: Note
- Sound bytes command specified height
- Pitch is essentially a $80-half tone by going up
- The exception is sound basis and not sound

C6: Tie
- Just before the sound of a long stretch comes out to be a sound performance
Example: $08 $80 $04 $80 $C6 will probably be the same sound

C7: Rest
- Rests are used to stop the specified waiting time

C8-CF: Undef (Rest)
- Unused. Feature is probably the same as C7

D0-D9: Percussion Note
- Instruments such as rhythm, pitch and percussion have no place
- Tone has changed, so that the melody is restored when put to DA

DA XX: Set Patch (XX)
- XX is the tone to specify and value of the range is usually $00 - $12

DB: Pan (XX)
- Instrument side position to set
- Here, XX = [lr0a aaaa] describes as
lr the left and right surround phase inversion flag,
aaaaa is the sound position (left $14 <- $00 right)

The percentage of the volume balance ($1280)
Code
0 	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12 	13 	14 	Fifteen 	16 	17 	18 - 	19 	20 
0 	One 	Three 	8 	13 	21 	30 - 	41 	52 	66 	81 	94 	103 	110 	115 	119 	122 	124 	125 	126 	127 
$00 	$01 	$03 	$07 	$0D 	$15 	$1E 	$29 	$34 	$42 	$51 	$5E 	$67 	$6E 	$73 	$77 	$7A 	$7C 	$7D 	$7E 	$7F


DC: Pan Fade (XX YY)
- Fade sound position. XX fades to YY
- YY to specify more than 20 and probably other

DD: Pitch Slide (XX YY ZZ)
- Why treatment table ($0F90) command is not strange ($10EA?)
- XX YY fades from the pitch to ZZ
- Pitch is represented by the value of command

DE: Vibrato (XX YY ZZ)
- Vibrato settings
- XX fades to the pronunciation, YY early as the size of ZZ-consuming set vibrato
- Quote-unquote, Vibrato Delay, Vibrato Rate, Vibrato Depth

DF: Vibrato Off
- To disable the vibrato
- Specifically, Vibrato Depth to 0

E0: Master Volume (XX)
- XX music to set the overall volume. The initial value is $C0

E1: Master Volume Fade (XX YY)
- Music overall volume fade
- XX fades the volume to YY

E2: Tempo (XX)
- The tempo of the song
- 60 bpm (1), but the number of beats in SMW is 24 bpm standard
- In other words, you want to set the tempo (bpm) to 24/60 times

E3: Tempo Fade (XX YY)
- The tempo of the music faded. XX fades the tempo to YY

E4: Global Transpose (XX)
- Transcribed. XX pitch to play up (XX to the negative tone goes down)
- Is the sound effects, including reduced pitch

E5: Cresc. (XX YY ZZ)
Code
Volume goes up and down. 

However, it's only useful part (in the rest part-timers can be avoided) 

XX: Do not change time 

YY: cycle 

ZZ: amplitude 


Other parts of a sound and speedy release. 

At least two-part installation of the sound strangely enough, not only use the 1 and only when the pronunciation


E6: Cancel Cresc
Code
To remove the $E5 


$E5 other part-time sound and lifted by hand, so this is not set up a command is not necessary


E7: Volume (XX)
- Channel volume set. The initial value is $FF (maximum)

E8: Volume Fade (XX YY)
- Channel volume fade. XX fades the volume to YY

E9: Call Subroutine (XX YY ZZ)
- YYXX performance data ZZ +1 times
- Jump to the top 00 performers from the data
- Can avoid the nest

EA: Vibrato Parameter (XX)
Code
Vibrato to the fine-regulation 

$XX: first period 


The value of XX, p and the first $DE YY values are specified in the gradual change


EB: EG Release (XX YY ZZ)
Code
- After a certain amount of time to set the tone of a slide 
- XX fades the pronunciation, YY only ZZ-hour interval is set to change 
- And not in conjunction with the EC (using the same region) 
- To revert to the original $EB $00 $00 $00 to be used 
- Sound effect is to negate the effect that this pattern (jump sound, even if another channel was off $0300 + X)


EC: EG Attack (XX YY ZZ)
Code
- After a certain amount of time to set the tone of a slide 
- ZZ low (high) to hear the pronunciation XX fades later, YY is set to fade on a normal pitch 
- EB is not used in conjunction with (using the same region) 
- To revert to the original $EC $00 $00 $00 to be used 
- Sound effect is to negate the effect that this pattern (jump sound, even if another channel was off $0300 + X)


ED: Undefined

EE: Tuning (XX)
- A slight change in tone. XX = $100, almost half tone (value range from $00 - $FF)
- On the pitch will probably not change direction only.

EF: Set Echo vbits, Volume (XX YY ZZ)
- Echo on the body. Echo register command to copy the value
- XX-bit flag for the channel settings (the lower-order channel from the number of young)
- YY ZZ echo of the LR volume. The higher the value of the more reverberant sound grows
- Channel will echo the sound effects are also affected

F0: Disable Echo
- Echo set to OFF
- Echo Feedback is probably related to the initial value is zero, except that it does not initialize
- Initially, the echo that is set in the case, but no real reverberation

F1: Set Echo Delay, Feedback, Filter (XX YY ZZ)
- Establish a set of Echo. EF continue to enable it echoes
- Delay is XX, YY feedback, ZZ FIR filter is set (0 or 1)

Code
Value 	FIR 	Note 
0 	FF 08 17 24 24 17 08 FF 	FIR not read: (probably the highlight of the lower midrange 
One 	7F 00 00 00 00 00 00 00 	Echoing filtered


F2: Echo Volume Fade
- Volume echoes fade. XX hours on a volume of each LR echo the YY ZZ

F3-FF: Undefined


Sorry for the bad english/descriptions. The translator spit out weird things and I tried to make it more sense.
Setting the height works perfectly fine for me, though I modified his waterfix.asm due to bugs. Copy this to your waterfix.asm

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Layer 3 low tide Vscroll fix / custom height
;
; Programmed by SMWEdit.
;
; Note: This does not work in vertical levels.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

		    HEIGHT = $70	; $C0 - layer 3 Yposition ( ? + H = $C0 )
								; default low tide Yposition is 40 ( ? = $0080 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

			dcb "INIT"
			dcb "MAIN"
			PHB                     
			PHK                     
			PLB                     
			JSR SPRITE_CODE_START   
			PLB                     
			RTL      

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


SPRITE_CODE_START   
			PHP
		    REP #$20
		    LDA $1C					; \ 
		    CMP.w #HEIGHT			;  |  compare screen Y position
		    BCS SETH				;  |  with $C0 - desired Y
		    BCC ZERO				; /

SETH		LDA $1C					; \ 
		    SBC.w #HEIGHT			;  |  set layer 3 Y
		    STA $24					;  |  to $C0 - desired height
		    PLP						;  |  if screen Y > or = the value
		    RTS						; /

ZERO		STZ $24					;  |  set layer 3 Y to zero
		    PLP						;  |  if screen Y < the value
		    RTS						; /


Also, be sure you insert it as a generator, not a standard sprite.

HEIGHT = $70 <- Setting it to a higher value makes the water lower and setting it to a lower value makes it higher. :P
Did you insert the sprite as a generator? Also, try setting your GFX Header for FG/BG to 07.
Is it a vertical level you're doing it with? If yes, it's not supposed to work in vertical levels. Just set it to "Vertical scroll at will". Works fine for me. >_>
You do know that the old henkan files etc were changed? Their coding was updated. :P So you just restored it back, if you overwrote them with the old english files, lol.
Du kannst alle Levels einfügen, die dir in der Overworld verfügbar sind, sprich von 1-24 und 101-13B, müssten genau 96 sein. Mehr Levels kannst du nicht in der Overworld einfügen.
New henkan.java:

Code
//•ÏŠ·Œãƒf[ƒ^ ƒ‹[ƒv—pƒAƒhƒŒƒX
private static int[] ptrL;
//ƒ‹[ƒvƒAƒhƒŒƒX‚Ì”z—ñ
private static int[] loopL;


Old henkan.java:
Code
//•ÏŠ·Œãƒf[ƒ^ ƒ‹[ƒv—pƒAƒhƒŒƒX
private static int[] ptrL;


New:
Code
	'!',	//‹­§I—¹
	'$',	//’¼Ú“ü—Í
	'(',	//ƒ‹[ƒvƒ‰ƒxƒ‹

Old:
Code
	'!',	//‹­§I—¹
	'$',	//’¼Ú“ü—Í


Want more proof that the expansion kit has updated coding? >_>
All the bug fixed can be found in the Addmusic Expansion Kit. Just overwrite your files with them and insert your music. Should work fine. Make sure to apply music.asm and more.asm to your hack as well.
If you don't know how to do it, I'd suggest reading my tutorial about the expansion kit, which can be found in the documents section. :)
Did you follow all steps in my tutorial? You first need to open a clean ROM in Lunar Magic (512KB) and save a level so it gets expanded to 1MB. Now add your music and after you inserted all your music expand it to 4MB with Lunar Expand, now apply more.asm and music.asm. You should have these files in one directoy:

music.asm
more.asm
more.bin
xkas.exe
cmd.exe
smw.smc

Also, make sure you insert music.asm and more.asm to some free space in your ROM, else you might fuck it up. (Explained it in my tutorial as well) :P
No, you still need to apply more.asm and music.asm for the brambles song and more commands.
Try removing song 22. It seems really big.
Originally posted by Golden Yoshi
How come this block crashes the game? It's supposed to be a block that puts a cape in your reserve item box if you have attained 10 or more exits.

Code
LDA $1F2E
CMP #$09
BCS GiveCape
RTS
GiveCape
LDA #$04
STA $0DC2
RTS


Are you inserting it as .bin file or .asm file with BTSD? Either way, try changing the RTS to RTL.

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