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Helpful Diagrams

I saw the Custom Trigger Blocks and the blocks that are switches uses the AND/ORA for setting the trigger bits. I will add this to the chart below the red/blue/purple key.
Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
I saw the Custom Trigger Blocks and the blocks that are switches uses the AND/ORA for setting the trigger bits. I will add this to the chart below the red/blue/purple key.

Like this
Code
	REP #$20
	LDA $7Fc0FC
	AND #$FFFE
	STA $7Fc0FC
	SEP #$20

and this one
Code
	REP #$20
	LDA $7Fc0FC
	ORA #$0001
	STA $7Fc0FC
	SEP #$20

right?

Edit: Did I really ranked up?
Originally posted by greenhammerbro
Ex.
#$02
will be #$FE

#$02 EOR #$FF is #$FD, not #$FE.
EOR is an important component of EOR #$FF : INC A, which you're thinking of, but it's not the only part.

Originally posted by MarioFanGamer659
Code
	REP #$20
	LDA #$0001
	TRB $7Fc0FC
	SEP #$20

No such thing. TRB only works on 8bit and 16bit addresses.

Could you also use consistent capitalization on the hex numbers? $7Fc0FC looks rather wrong to me.
<blm> zsnes users are the flatearthers of emulation
Fixed. A lot of changes have been added to the chart.

Give thanks to RPG hacker for working on Asar.
Well, that looks a lot better already.
Still has a little mistake though.
In your example for TRB, you made it look like a EOR.
TRB is Test-Reset-Bit, it will set the bit's to zero no matter what they were before, so the result should be 00111110 and not 01111110.

Also, you explained the usage wrong, you don't give a binary number input to TRB/TSB. You use them on a RAM address. The input needs to be stored to A beforhand:
EDIT: Reading it again, it sorta fits though... Your decision.

Code
	LDA #$0F
	TRB $98 ;reset bit's 0-3 of this address
	TRB $9A ;reset bit's 0-3 of this address


The following are no real problems, just... issues.
Those are:
-Why did you only color the first two bit's of each byte. Don't think it really matters but still.
-Why don't you combine the make 0 and make 1 table into actuall truth tables, as they are called? You can of course leave it like that too, just a personal oppinion.
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Fixes:
-the error in the TRB behaving like EOR
-show underline to show thats the LDA.

Give thanks to RPG hacker for working on Asar.
Actually, I've had this thing lurking around for a while now, wonder why I never uploaded it here...
Anyway, this is a table which shows the values to use for the RAM addresses controlling the "collection" of 3-up moons, Yoshi coins and invisible 1-ups, so that they don't appear again in the same level.

The calculation in the RAM Map is just a little to complicated to do every time I need one of those so... yeah.


click the picture for full size
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JPG again? Some of those image hosts are completely idiotic.

Added.
<blm> zsnes users are the flatearthers of emulation
JPG? Who?
Also, I understand my pictures being slightly big (ok, maybe a lot).
But you can use HTML to size them down can't you?

Anyway, thanks for adding.
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its a jpg

it may have a png extension, but this plus some artifacts show its a jpg
Well, at least I now know not to trust snipping tool :/
Really now, saving it with a png extansion when it's actually a jpeg, WHAT THE HELL?
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Most of the random JPGs I see are BMPs uploaded to some dumb image host; they seem to love converting BMPs to JPG when they should be PNG.

If you don't want to ask Firefox a couple of times, you can use a hex editor (or, in case of emergency, a text editor) to see what it is. If it starts with JFIF, it's JPG; BM is BMP; PNG is (obviously) PNG; GIF -> GIF (GIF89a is animated, GIF87a isn't); II or MM -> TIFF. (JPG and PNG has a few bytes of trash before these signatures, but that's easy to ignore.)
<blm> zsnes users are the flatearthers of emulation
Well, I'll check twice before posting again.
Though, opening the .PNG from my folder with Notepad++, the first line said: "‰PNG".
And I don't think the place I upload them to converts them (by default). After all, the sprite palette pics I uploaded previously stayed PNGs.

Anyway, thanks for pointing out.
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I fixed my binary chart.
(Please report if any more errors)
Give thanks to RPG hacker for working on Asar.
No errors I could see.
The only thing that slightly bothers me, is that your examples for AND, ORA and EOR aren't really saying much.
How do I explain... using AND #$FF, ORA #$00 and EOR #$00 doesn't change the input at all. I think it would be better to use more random numbers, like maybe LDA #$37 : AND #$54 = #$14 or whatnot.
Sorry for always having something to complain about with your pic ^^
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Take a look at the zigzag-underlined words too. Spellcheck can be wrong, but in this case, its complaints are valid.
<blm> zsnes users are the flatearthers of emulation
User: Hinalyte / ID: 1553 ~ loading kotori.css
Quote
Layer 3 Tilemap Palettes
by HyperMario
*insert diagram image*
It's information about which Layer 3 tilesets use which part of each palette.

Didn't I had an update on this one? Maybe it didn't get noticed, or my update wasn't necessary?
UPDATE: lots of changes add onto chart and change the font size to correct it.
- pixel errors when zooming before screenshot to paint, I use OpenOffice to make a chart.
- more details on how to set it up. such as using "#%" rather "#$" making faster to convert without the need of a calculator

Give thanks to RPG hacker for working on Asar.
That's a lot of weird semicolons on the TRB tutorial. I don't mind the ones on the start of the lines, but the one at ";calculator", and the two nearby, don't make any sense.

I'm not sure how much it's a diagram and how much it's a tutorial, either.
<blm> zsnes users are the flatearthers of emulation
*panting* I made a FuSoYa's pipe tile behavior diagram and it take me 6 hours checking and making sure that I copy the tile behavor (not number in case) correctly (like some tiles behaves 400+ because they copy the tiles number (usually the pipes with white stripes on the right side or a vertical pipe or bottom of a horizontal)) Thanks for the map16 upgrade on the LM, its made it a little faster to check.

I made this so for ExGFX makers can make custom map16 page for different ttexture pipes. It also came in handy for pipes that go into the ground and still behaves like a pipe, like mairo going through the ground.
Give thanks to RPG hacker for working on Asar.