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Official Hex/ASM/Etc. Help Thread

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Originally posted by pieguy1372
Originally posted by pieguy1372
Whenever I try to make a statement with CMP (C9 ##) and BEQ (F0 ##), it doesn't work. What's happening?


...Anyone?


Could you copy and paste the ASM in the file?
If an address is wrong in the RAM map, what do I do?
Ghettoyouths walking key: How can I change his speed? I tried it under x and y speed but when I changed it, the key remained in his place.
X_SPEED dcb $08,$F8

Change the 08 and F8. If you want a faster or almost fast key, then change 08 to 10 and F8 to F0.
Thank you Reini.
Originally posted by smkdan
A few instructions to check pad status leading into a sprite generation routine that sets the sprite status to 0B (being carried). And that would pop out a sprite into Mario's hands.

Could someone help me start off?

I still need help (Pm me to tell me that possible/impossible)



I want to make something that does so :
Normal chuck hp : 3.
When you enter level XXX, it become 5
When you exit level XX, goes back to 3.

Guess it involve ASM, right?
My boss is so cool to fight, but he got no HP :P

thanks, koko
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also does this really matter?
122FC $02:A0FC

or does this?
12303 $02:A103

I'm planning somthing with the chuck's hp
Originally posted by Funkymunk
Could you copy and paste the ASM in the file?

Only with Block Tool Omega, and I don't have WinRar so I can't get it.

About the Chuck's HP, either use a generator or LevelASM.
Your layout has been removed.
Or the Chuck disassembly. Search in the old request thread.

BTO doesn't actually do anything yet.

Use 7zip.
Your layout has been removed.
Originally posted by pieguy1372
Originally posted by Funkymunk
Could you copy and paste the ASM in the file?

Only with Block Tool Omega, and I don't have WinRar so I can't get it.

About the Chuck's HP, either use a generator or LevelASM.


You made the bin from scratch? Try making an ASM and compiling. Much easier.
Ok I'm making a block, when touched ends the level via keyhole. But i have a problem, the keyhole doesn't appear where mario appears, it appears on the side of the screen. How would I fix this? Would i have to load the keyhole position to Mario's position? If so how?
Here is my code:

LDA #$FF
STA $9314 ; end level
LDA #$30
STA $1434 ; keyhole status
LDA #$1E
STA $1DF9 ; sound
RTS

Also would these help me?:

$7E:1436 1 byte Misc. Keyhole position
$7E:1438 1 byte Misc. Keyhole position

$7E:007E 2 bytes Player Mario's X position (screen)
$7E:0080 2 bytes Player Mario's Y position (screen)


EDIT: still have the problem above and a new one(S). It won't activate the OW stuff :(. I want to make it so when your holding a key it activates, when your not, it doesn't activate

LDA $148F
CMP #$00 ; Holding
BEQ Return ; not holding
LDA #$00
STA $141C ; normal path
LDA #$00
STA $1C14 ; to ensure no secret
LDA #$FF
STA $9314 ; End Level
LDA #$30
STA $1434 ; Keyhole
LDA #$0C
STA $1DFB
Return:
LDY #$00
LDA #$25
STA $1693
RTS
Edit: Which lines in the key generator ASM and CFG file must I change to get a 1-up mushroom to appear? Because when I change something, it just gets errors.
OK, I have a problem with a block I made. It's supposed to be passable if Mario has 99 bonus stars, but solid if he doesn't. Here's the code:

pha
phy
lda $7e0f48
cmp #$99
beq notSolid
ldy #$01
lda #$30
sta $7e1693
notSolid:
pla
rts

How do I get it so that I can pull Y even though I use it for Blocktool? I'm sure it is the problem I have now that I look at it, but I can't find a way around it. ;_;
Your layout has been removed.
I think you forgot to put PLY

How many times you push, that many times, you need to pull
Push 1 time, pull 1 time
Push 2475428756 times, pull 2475428756 times
Your problem is that you pushed Y, but didnt pull it back.
Get it?
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Is cmp #$99 the code for the bonus stars? And is it everytime the code for it?

Edit: Forget it, I got it. Please look for my question posted before.

Edit 2: I have this line (from Ersanios ASM tutorial):

LDA $7E0019
CMP #$01

Since $01 is big Mario, does it mean, $02 is Cape Mario or Fire Mario isn't it?
I believe $00 is small, $01 is big, $02 is fire, $03 is cape, and $04 is unused (or maybe used for the "special" set in the Mario tilemap editor).
Your layout has been removed.
How can I make it so that pirhana plants "rise" even if your standing near them?
Your layout has been removed.
Originally posted by Ersanio
I think you forgot to put PLY

Your problem is that you pushed Y, but didnt pull it back.
Get it?

I mentioned that was the problem, my question was how do I pull it back considering it is needed for Blocktool? <_<
Your layout has been removed.
pull it with PLY>_<
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