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Official Hex/ASM/Etc. Help Thread

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No. I need the Y register because Blocktool needs it to change it's block type. Therefore I can't pull it, because Blocktool will then misrecognize the block as whatever value is pulled into Y.
Your layout has been removed.
then don't push it>_<
OK, I'll try that.

EDIT: My CMP statement doesn't work. It never branches. D:
Your layout has been removed.
Originally posted by pieguy1372
OK, I'll try that.

EDIT: My CMP statement doesn't work. It never branches. D:

let me see your code again?
pha
lda $7e0f48
cmp #$99
beq notSolid
ldy #$01
lda #$30
sta $7e1693
notSolid:
pla
rts

If it's 99, it's supposed to skip the 'make solid' part, but it never does that. D:
Your layout has been removed.
are you sure that the bonus star are stored the way you expecting it to be? It's very possible that it use the same way as the timer(one byte for each digit). I suggest messing with that RAM adress with the SNES9x debugger's hex editor to see how it work.
PIECE OF SHIT HELP!!!

LDA $0DBE ; mario health
CMP #$05 ; if mario has less than five lives END
BCC Return ; END
LDA $0DBE ; Start take away 5 lives 'routine'
SBC #$05
STA $0DBE
CMP #$05
BMI next
next:
STZ ; Finished take away 5 lives 'routine'
LDY #$00 ; Start make block act clear 'routine'
LDA #$25
STA $1693
RTS ; Finished make block act clear 'routine'
Return:
LDY #$01 ;makes
LDA #$30 ;block
STA $1693 ;act like 130
RTS
insted of saying piece of shit, can you describe what happen vs what's was suppose to happen. I assume that the problem is the STZ without operand.
sorry its just it was getting on my nerves. The block is supposed to take away five lives when you pass though it. If you have 5 or less, it becomes solid and does nothing.

Right now its acting really funny. It takes away all your lives and makes it 5.
1. PLB Pull Data Bank Register
2. PLD Pull Direct Page Register
3. PLP Pull Processor Status Register
4. WAI Wait for Interrupt
5. XBA Exchanges B and A

Questions about these opcodes >_<

1. What is the Data Bank register? Smkdan once told me that A, X and Y are the main registers, and there are more like DB, the Data Bank. Is data bank this: $7E:3785 and $45:6748?
2. What is Direct Page for?
3. What is the Processor Status register?
4. What is that opcode, is it useful, and HOW do I use it (aka example)?
5. I never heard of the register B. What is B? And is that opcode useful, and how do I use it?
----------------------------------------------------------------
Can X and Y do anything else besides indexing? If so, what do they do? And an example for 1 of them?

I know thats alot of questions, but an answer is appreciated. >_<
1) $7E:1420 1 byte Misc. Yoshi Coins
2) $7E:1422 1 byte Misc. Yoshi Coins

which one of those hold the value for the number of yoshi coins?
or do they both?
I think the first one is for Mario, and the second one for Luigi?
Answer please

<_<
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
What is a low and a high byte?
Let's say, we have $7E:0001. Is the low byte 7E and the high byte 01?

Edit: Please answer on the first question too: In the LevelNames patch made by BMF, it says I should make a RATS Tag before the tables I must insert. Does it means that I go 8 offsets back and type in the RATS tag?
High byte= 7E
Low byte= 0001
I think

Answer please...
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
OK, can you help me with my edited question above?
Answer to that question: Yes

Answer please... XD
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
OK, thanks. I try to make the LevelNames patch to work. When I have problems, I ask.
I need help with the yoshi coin block. It is a block that is only passable if mario has collected exactly 5 dragon coins in the level. Right now I'm having a little trouble understanding the block could someone help?
Hex:
AD 20 14 C9 05 D0 07 A9 30 8D 93 16 A0 01 60

Hex Converted to ASM using ASMdev:
LDA $1420
CMP #$05
BNE Return
LDA #$30 ; <- what do these operations do?
STA $1693 ; <- are they supposed to make it act solid?
LDY #$01 ; <- if so, seems like an ugly way to do it
Return:
RTS
Aiyo: One of them is the # of coins shown in the status bar, the other is whether or not you have 4 coins or more.
For low byte and high byte, I believe they are two separate addresses both used for the same thing because there needs to be more than 256 possibilities.
Your layout has been removed.
Originally posted by MrCheeze
Aiyo: One of them is the # of coins shown in the status bar, the other is whether or not you have 4 coins or more.


I knew that

Originally posted by MrCheeze

For low byte and high byte, I believe they are two separate addresses both used for the same thing because there needs to be more than 256 possibilities.

=


LDA #$30 ; <- what do these operations do?
STA $1693 ; <- are they supposed to make it act solid?
LDY #$01 ; <- if so, seems like an ugly way to do it

???
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