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Official Hex/ASM/Etc. Help Thread
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Official Hex/ASM/Etc. Help Thread
Pages: « 1 233 34 35 36 37410 411 »
Andy, what you need to change is where it says $0015. It could just say $15 and it would work, and you shouldn't need the Binary there. Just use the correct Button Numbers.

Find this

Code
	dcb "MAIN"  
	LDA $0015
	AND #%00100000
	BNE SW
	RTL
SW	LDA $0095



If you want it to be A or B

Code
	dcb "MAIN"  
	LDA $15
	AND #%80
	BNE SW
	RTL
SW	LDA $0095



Should work.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Thanks for your help, InvisibleCoinBlock! By the way - does % indicate a binary number?

Here's another question. I have a pretty nice level ender routine that I am using for some of my bosses:
Code
	LDA #$0B		;\
	STA $1DFB		; |
	LDA #$FF		; | end level
	STA $13C6		; |
	STA $1493		;/


It works really well, except for one thing - it exits to the overworld before the full amount of points are tallied, and cuts off the amount of points that can be earned. Is there something I can insert here to prolong the exit until the points are fully tallied? I know that points aren't a huge thing, but it's just not very professional at the moment.

Also, any ideas on which line(s) causes the fadeout? I am at work so I can't toy with it the way I normally could.

--------------------

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
That's my mistake. It should say #$80. Typo.

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Is there a way to make a button of controller pad pushed ? I mean, I've tried this code :
LDA #$40
STA $15
RTS
And it doesn't seem to work. What's wrong ?

Also... Where there is a SIMPLE disassembler ?

--------------------
Well, I'm trying to recreate the wario's dash basing in schwa pseudo_powerups and dash bridge(Thanks schwa ^^), but when I put the code:

SCREW_ATTACK:
LDA $187A ; \ do nothing if on Yoshi
BNE RETURN7 ; /

LDA $7B ; \ if y speed is "less than 00", call the right code
BMI SCREW_MOVINGUP ; /

STZ $18D2 ; reset consecutive star-kills to prevent 1ups

LDA $1490 ; \
CMP #$20 ; | check Star Timer, return if over 20
BCS RETURN7 ; /

STZ $1490 ; otherwise remove Star invincibility
RETURN7:
RTS ; end the code

SCREW_MOVINGUP:
LDA $76
BEQ MoveLeft
MoveRight:
LDA $76 ; \ turn on right running
CMP #$34 ; |
BCC RETURN8 ; |
BRA Dash ; /

MoveLeft:
LDA $76 ; \ turn on left running
CMP #$94 ; |
BCS RETURN8 ; /

Dash:
LDA $1490 ; \
CMP #$40 ; | check Star Timer, return if over 20
BCS RETURN8 ; /

LDA #$02 ; \ otherwise hold Star Timer at 1E so it doesn't run out
STA $1490 ; /
RETURN8:
RTS

Trying to change the scrwe attack work only when you're at max speed, It doesn't work.Instead of this, If you go to the left with any speed mario becomes inmortal, but when you go to the right, nothing happens...
there is any way of correct this glitch??

please answer...

--------------------


Check my profile to see the updates of smheroes!
Hey I was thinking in the Starsw sprites file there is a sprite that allows you to activate the slow-mo debug option I was planning to use it but I wanted to limit it so would it be possible to modify the sprite so it drains bonus stars if it is how?
How can I get Small Mario's Down sequence to hurt enimies, because if anyone hasn't noticed. Carter's Down sequence looks like a spike.
Again, new problem with a block code. This block should be uncollectable when the ON/OFF setting is on OFF and collectabe when the setting is on ON. However, when I touch the block, the game crashes. Here is the code:

LDA $14AF
CMP #$01
BNE Return
LDA #$2B
STA $1693
LDY #$00
Return:
RTS


I tried this code aswell:

LDA $14AF
CMP #$01
BNE Return
LDA #$2B
LDY #$00
STA $1693
Return:
RTS


What is wrong with the code?

Edit: Here is the code in hex:
AD AF 14 C9 01 D0 07 A9 30 8D 93 16 A0 00 60

Edit2: I forgot to mention that I use smkdan's new Blocktool so Bio/Necro suggested me to replace the RTS with a RTL and the game don't crashes now, however, the coin is collectable, regardless of the ON/OFF setting. :(
For an inexplicable reason, this code don't succeed to put any value unless #$01 in Y. I've got the same problem ;) and I didn't resolve it, sorry. But I can say the problem is with the LDY #$01.

--------------------
OK, I changed my mind and wanted to make it acting like tile 25 if OFF and act like a coin of ON. However, it is collectable on both settings. The block acts like tile 2B and if I make it acting like tile 25, it isn't collectable on both settings either. BTW, I use smkdan's Blocktool.

Here is the code:

LDA $14AF
CMP #$01
BEQ Return
LDA #$25
STA $1693
LDY #$00
Return:
RTL


Edit: Please ignore the bottom code, it's just for showing so Necro can help me on IRC. It will be deleted if I'm done.

JMP MarioBelow
JMP MarioAbove
JMP MarioSide
JMP SpriteV
JMP SpriteH
JMP MarioCape
JMP MarioFireball
MarioBelow:
MarioAbove:
MarioSide:
SpriteV:
SpriteH:
MarioCape:
MarioFireball:
RTL
LDA $14AF
CMP #$01
BEQ Return
LDA #$2B
STA $1693
LDY #$00
Return:
RTL
Again, it use LDY #$00 and it doesn't work. But you can avoid this problem by making the block act like tile 25 and ripping the routine of smb3.bin which clears a block after Mario activates it. But it's more complicated...

--------------------
Code
JMP MarioBelow
JMP MarioAbove
JMP MarioSide
JMP SpriteV
JMP SpriteH
JMP MarioCape
JMP MarioFireball
MarioBelow:
MarioAbove:
MarioSide:
LDA $14AF
CMP #$01
BEQ Return
LDA #$2B
STA $1693
LDY #$00
Return:
RTL
SpriteV:
SpriteH:
MarioCape:
MarioFireball:
RTL
Here is the final code:

JMP MarioBelow
JMP MarioAbove
JMP MarioSide
JMP SpriteV
JMP SpriteH
JMP MarioCape
JMP MarioFireball
MarioBelow:
MarioAbove:
MarioSide:
LDA $14AF
CMP #$00
BNE Return
LDA #$2B
STA $1693
LDY #$00
Return:
RTL
SpriteV:
SpriteH:
MarioCape:
MarioFireball:
RTL


Download it here.
So it works with smkdan's Blocktool ? It's helpful :D

--------------------
How exactly would I go on preventing the camera to scroll with Mario, even sideways? I know Autoscroll kind of does this, but I have no clue -_-. But I would definitely need it if I want to create long levels and still save quite a lot of room.

Edit : Never mind I have an easier solution.

--------------------
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
I need some simple help with a hex editor, i want to change the stomp sound (when you stomp on an enemy.) to 54, but how to? :/
Blizz,
Do you have snes9x debugger? Open a rom in that (Not the rom you're editing because it will delete your header), and set the breakpoint to 7E1DF9 (Or 1DFC, if that one doesn't bring anything up) and stomp on an enemy. It will give you the address (in PC). Translate the address with Lunar Address and that's where you go in the hex editor. It should say something like XX 8D FC 1D, where XX is the number you'd change (and it might not have an 8D. It may be A9). If sound #$54 is in a different I/O port, you will also have to change the FC to F9 accordingly for it to work.

Keep in mind that this would only effect the first enemy you stomp, since stomping more than one enemy before touching the ground brings up a different sound for each consecutive stomp (See the list I compiled in the Data Repository for a little help).

[?]



--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Again a problem (duh). I'm trying to recreate the "Pass if you press down" block but the block doesn't work.

JMP MarioBelow
JMP MarioAbove
JMP MarioSide
JMP SpriteV
JMP SpriteH
JMP MarioCape
JMP MarioFireball
MarioBelow:
MarioAbove:
MarioSide:
LDA $15
CMP #$04
BNE Return
LDA #$25
STA $1693
LDY #$00
Return:
RTL
SpriteV:
SpriteH:
MarioCape:
MarioFireball:
RTL


I set it to act like a cloud but when I stand on it and press down, nothing happens. :\

Any suggestions?
You have it under MarioSide. Try putting under MarioAbove so it reads when he's standing on top of it. Like this.

JMP MarioBelow
JMP MarioAbove
JMP MarioSide
JMP SpriteV
JMP SpriteH
JMP MarioCape
JMP MarioFireball
MarioBelow:
MarioAbove:
LDA $15
CMP #$04
BNE Return
LDA #$25
STA $1693
LDY #$00
Return:
RTL
MarioSide:
SpriteV:
SpriteH:
MarioCape:
MarioFireball:
RTL



--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Sorry, but that didn't worked either. :\
Any other ideas?
Pages: « 1 233 34 35 36 37410 411 »
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Official Hex/ASM/Etc. Help Thread

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