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The New AZM Opticodes
Forum Index - Sunken Ghost Ship - Forum Graveyard - The Old World of Insanity - The New AZM Opticodes
Pages: « 1 2 » Link
**Full explanations for what the opticodes will do is in the making***

Come up with any opcodes you can think of, and if I manage to be here and see an interesting or creative one I'll add it to the list.

With the new "AZM chip" I created (similar to SuperFX), you now have some new special opcodes, and registers to go with the old normal

ones! Very useful too! Also the chip limits you to only being able to have an 8mb rom, no more or less. I have made a new version of

xkas specially for this.

Where ever I put "value" it just means I could have something like #$0A or $15BF or #%10100010 etc. It can also just be "A" or "X" or

Y"
similar to
ASL A

DES - Desired Effect Set - One of the highest points of this new chip. If you're doing some kind of complicated ASM math circling

windowing HDMA thing, this can automatically very accurately "assume" your wishes and activate that effect. Very useful. With this code

using DES I managed to get an interesting effect I've always wanted to do with multiple mode 7 rotations and unlimited sprite slots

with no slowdown.
;Syntax
Code
Levelxx:
DES
DES
DES
RTS

LOL - "value" Of "value" (aka "value" squared) - Mostly just for advanced math usage and some mode 7 things (superfxDX is included
which allows 3D imaging and animation like in Brawl, 2D-3D gameplay.)
ROF - square Root OF "value" -
PIX - load true random number into "value"
LSE - "value" divided by Pi
FOS- Fake Opcode for Sale - Using this opcode for the first time in conjunction with a ram address will load that address every time it's used afterwards.
WOI- Won't Officialy Imitate - Used to replicate the previous X opcodes, won't always work. You must load a value into x register to tell it how many bytes to imitate.
Code
Soup:
LDA #$01
STA $19
This:
INC $13
LDX #$04
WOI Soup,x ;Imitate 4 opcodes appearing at "Soup"(So store #$01 to $19, but only sometimes)
RTS

PIE - "value" multiplied by Pi
WUT - Wait for Usage of Time ;AKA Timers made easy (none of the BCC BCS crap)
ROY - ROtate Y index - Basically if you have a table in Y it shifts it to the right one space. More on usage later
ETC - Working on this opticode's usage
WAT - WAit for Transfer
SLP #$button - Halts the SNES and reduces power consumption until one presses the button(s) specified. You must LDA $16/$18 depending on the buttons to check.
NEU - NEUtralize opcode - Use this if your code glitches but you have no clue how to fix it. The closer you can get it to the broken code (it can appear before or after) the more likely it can fix it.

WYE - Wait for Y index to Exceed.
MUT - "value" multiplied by "value"
;Syntax
Code
LDA #$06 ;load 6 hex
MUT A ;A squared, since it was 6 hex it becomes 24
STA $29 ;Mario now looks funny

You can also just do this...
Code
MUT $19 ;Multiply contents of $19 by itself (let's say it's #$02) and store it back. We now have #$04 loaded and Mario looks funny

XCL - "value" multiplied by "value-1" then multiplied by "value-2" till it's multiplied by one. (AKA A!)
XKA - Disassemble - First you store values to RAM, they'll be the hex translation of opcodes. And you then load ramtable,x (ramtable,a

would work now too) with the XKA command and it will execute those opcode's translations. ASM must be used after this for as long as

you wish to repeat the code. But be warned, if a value changes in the RAM table it'll still keep running... Also this is often used

with the Super Register to avoid the possibility of a changing RAM address.
;Syntax
Code
LDX #$08 ;How many bytes the translated hex take.
LDA HEXofTranslatedOpcodes,x
TAS ;take A into S
STS RamTable,x
LDS RamTable,x
XKA S ;Run the code of those opcodes if they were translated.

ASM - Assemble - Stop the effect of XKA
BTW - Working on this opticode's usage
WTF - Working on this opticode's usage
BBQ - Branch Because i said so, no Questions asked
SNN - changeS "value" to a new value that is Not Normally functional
- In other words, Summon "value" Ninety-Nine times
DMP - DuMP spc, aka it just changes music to the song number you want, no bank restrictions and it can dump spc files in the same

folder as the rom with perfect quality (the azm chip installs most different types of spc programs from other snes games)
RLD - Really Load Data, use directly after DMP so it actually loads the spc and plays it, otherwise you just loaded a huge table of

bytes which would be assembled spc data.
GOD - The opcode that does anything.
HEL - An interrupt vector, do not use.
ABV - Will spawn the perfect game depending on user. It includes 3D imaging and animation. Sorry, only 2 of the other opticodes support

the 3D right now. DES and GOD.
NON - Working on this opticode's usage
ANA - Working on this opticode's usage
AKA - Working on this opticode's usage

New registers for advanced loading and storing /etc!!!
In addition to the old A/X/Y registers, you now have the special registers "U/L/E/S"

A - This register stays normal (it doesn't do anything new, you can just still do anything you were able to do with it before)
X - This register stays normal
Y - This register stays normal
S - Super Register
;
L - 16-Bit Register
U - 8-Bit Register
E - All Registers Simultaneous
O - Zero Register



Now before I type in an explanation of what those all do, here's an example of usage.

LDA $1337 ;Load the contents of $1337
LOL A ;Multiply A ($1337) by itself (square it)

can't be shortened to

LOL $1337 ;Multiply $1337 by itself (square it) and store it back to itself because it isn't A

now let's add to that

LDA $1337 ;Load $1337
LOL A ;Multiply A by itself
TAL ;Take A into L (all these commands are added for the registers and I'll list them soon)
ROF L ;Square Root L in 16-bit
TLA ;Take L into A

;A is now the exact same. But let's explain this. There is a special "Estimation" binary bit made with this patch that will save an

estimation to restore values back to what they were, incase you end up with something like 2.9999 repeated and such. It basically sort

of makes very accurate assumptions.






Yes this is all fake, and the opticodes spelling can be set up to spell stuff.

LDA !LOLZ,x
ORA
LSE X ;Divide "value" by Pi
TXA
LDS #$7F1920 ;Super Register in action, this is really loading the RAM address from the single frame it loaded it from. Basically what

this does, you load #$xxxxxx which must include the bank in any case. That's really a RAM address for the frame you load it. It'll now

have that value. But if $xxxxxx changes to some other value, "S" will still have the previous one it first loading on that one frame.

BTW
WTF

ORA
LSE X ;Divide "value" by Pi

ROF L

XKA S ;Disassemble "S" (notes on what this disassemble opticode does soon)


This is basically just a funny idea I had which I complicated like hell. I tried to come up with things that ASMers would wish for, or
some non existing commands at least.

--------------------
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
This reminds me of that old flipping wheel sprite I made ages ago. It works really well.

Aye.
Originally posted by Fakescaper
btw wtf
ORA
LSE X


Is that what I am thinking..?
Oh hey I'll add those 2 (or did I see 3) opcodes to the list from your flipping wheel. Also I implemented the SNN opticode.

To verify: Now officially, refer to any old vanilla already existing commands (such as LDA STA etc) as "opcodes" and the new AZM chip once as "opticodes".

--------------------
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Originally posted by Smallhacker
So, I made a new opcode: GOD. It doesn't actually exist, but I'll convince people that it actually does and that it can do anything. I'll also make them start a crusade against the assemblers that reject the existance of GOD and make them code their own assembler, the Perfect Opcode's Program of Elegance (POPE) 1.0. If the game crashes when GOD is used, I'll tell them that the GOD opcode works in mysterious ways and we can never fully understand its plans for the execution. All games that don't acnowledge the existence of GOD will be sent to HEL, which is a new interrupt vector I'll claim exists. It's called whenever the game crashes.

And I assume people who believe in it go ABV? A perfect opcode for assemblers as it will spawn the perfect game for whoever is playing.

edit: We also have the TAS command now.

XKA - Disassemble - First you store values to RAM, they'll be the hex translation of opcodes. And you then load ramtable,x (ramtable,a
would work now too) with the XKA command and it will execute those opcode's translations. ASM must be used after this for as long as
you wish to repeat the code. But be warned, if a value changes in the RAM table it'll still keep running... Also this is often used
with the Super Register to avoid the possibility of a changing RAM address.

;Syntax
Code
LDX #$08 ;How many bytes the translated hex take.
LDA HEXofTranslatedOpcodes,x
TAS ;take A into S
STS RamTable,x
LDS RamTable,x
XKA S ;Run the code of those opcodes if they were translated.


ASM - Assemble - Stop the effect of XKA

--------------------
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Smallhacker just won the thread.

Okay, let's ruin this thread add some opcodes.

IAW- I accidentaly a whole adress- Used to a WHOLE ram adress.
FOS- Fake opcode (for) sale.- Using this opcode for the first time in conjonction with a ram adress will load that adress every time it's used after.
WOI- Won't officialy imitate- Used to replicate the previous opcode, won't always work.
ROY - ROtate Y index
WAT - WAit for Transfer
WYE - Wait for Y index to Exceed.

--------------------
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
More opcodez.

LAE - Lazy as exer: Use it for the X and Y Positions move to create more opcodes after this one or it'll screw stuff up. Used for mega blocks and advanced sprites.(not bosses)

SZY - Super Zap Y: The Y index will be powered up by #$09 for optinal Transfer. Use it only for custom bosses or else it'll fuck up your level.

LZX - Super Zap X: The X transfer is waited for the sprite to do the SZY transfer to make it go faster every hit. Also used only for bosses.

WHY - When Hates Y: It deletes The X opcodes for Mario to hit the block. Used only for blocks.

WHX - When Hates X: Same as WHY but It deletes the Y opcodes for SPRITES.

FUK - Fuck Up krazy: It fucks up the graphics for a split second when you start the level up for awesome AZM stuff to come to the level. Use it for levelAZM.
And... The finale:

FUN - Funny Upcodes Nothing: The boss is unbeatable until you do enough stalling for a cutscene. Use it for bosses.

--------------------
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

A Mario and Luigi Story: The Universe's Star Demo 2:
50%
Status: Dead until I regain interest. Link to hack thread.

SLP #$button

Halts the SNES and reduces power consumption until one presses the button(s) specified.

--------------------
My blog. I could post stuff now and then

happy 752th post? nah.
lol.

PEN #15

Place Erotical Nudity a number of 15 times.

SNN #$xxxxxx
Strike address 'xxxxxx' Ninety-Nine times

i fail



I might put some sort of signature here once. I guess.
NEU Neutralike Opcode. If there's a glitchy opcode, you put a NEU and it's fixed!.
example:
Code
JSR $45
RTL
NEU


lol, i don't think in something better.

--------------------
they say... i forgot
How about
NEU - NEUtralize opcode - Use this if your code glitches but you have no clue how to fix it. The closer you can get it to the broken code (it can appear before or after) the more likely it can fix it.

--------------------
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG


NEI - Neutralize Enigmatic Information - This will fix anything in your code that would make no sense to the player.


Yeah, its pretty much the same thing as NEU. I just wanted to make a Monty Python joke, if anyone got it.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
LTS - Loads The Saxophone

SAX - Adds a jazz effect to the music

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
AFM - Add Floating Munchers

Changes all munchers to floating munchers. Automatic rejection


ASM - Add Stacked Munchers

Chnages all munchers to stacked. Automatic rejection.

--------------------
Your layout has been removed.
While you're at it, why make a list of opcodes for all 17 576 three letter combinations?


Originally posted by Smallhacker
While you're at it, why make a list of opcodes for all 17 576 three letter combinations?

HOLD IT! (lol PW joke) What about number and letter combinations, like JeRRy86's PEN #15 code?

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
BRB !Time

Halts the process for the defined amount of time.

NOM !Address

Will eat up a byte at the defined ROM address.
EOG- Ever heard of Gravity ?- Sticks floating munchers to the ground and destroys Muncher towers.

IGY- Automatically send the file to Iceguy to see if it has errors. okat that wasn't fun.
Pages: « 1 2 » Link
Forum Index - Sunken Ghost Ship - Forum Graveyard - The Old World of Insanity - The New AZM Opticodes

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