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Official Hex/ASM/Etc. Help Thread

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There's nothing designed to do this by default, unfortunately. However, AMK does have some special music commands which can help. I'm not sure of the exact specifics of how they work so you'd probably have to play with them a bit, but the two commands in question are:

Code
$F9 $XX $YY	; data send - sends two specific bytes $XX, $YY to the SNES when executed

Code
$F4 $05		; send position - sends the song's current position to the SNES when executed

Both of these send the specified data to the addresses labeled !SPCOutput1/!SPCOutput2 in the asm/SNES/patch.asm file (by default $7FB004/$7FB005). So you would just edit the song's TXT file to add one of these at the end of one of the channels before the loop, and then on the SNES side you just check the output for when that sends.

Here's someone else's post that gives an example, though with a different usecase there.

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Originally posted by Thomas
There's nothing designed to do this by default, unfortunately. However, AMK does have some special music commands which can help. I'm not sure of the exact specifics of how they work so you'd probably have to play with them a bit, but the two commands in question are:

Code
$F9 $XX $YY	; data send - sends two specific bytes $XX, $YY to the SNES when executed

Code
$F4 $05		; send position - sends the song's current position to the SNES when executed

Both of these send the specified data to the addresses labeled !SPCOutput1/!SPCOutput2 in the asm/SNES/patch.asm file (by default $7FB004/$7FB005). So you would just edit the song's TXT file to add one of these at the end of one of the channels before the loop, and then on the SNES side you just check the output for when that sends.

Here's someone else's post that gives an example, though with a different usecase there.


This is exactly what I was looking for! I added the $F9 command at the end of the song to mark the end of the song, and it works perfectly with the asm I'm working with!

Thank you so much for the help! :D
Would it be possible to play a sound effect when Mario lands back onto the ground after jumping? If so, what would the org value need to be?
Don't eat the sandwich
Originally posted by RollingRigatonis
Would it be possible to play a sound effect when Mario lands back onto the ground after jumping? If so, what would the org value need to be?

This already exists as a Patch.
Would anyone happen to know how to change the speed of the Layer 2 scroll generator (Sprite EA)? I've tried changing just about every hex value for it and I still can't find it.
Don't eat the sandwich
Why am I having issues with inserting the latest version of the retry patch? (SA-1), the only patch applied is the BW-RAM required to work and I still get the error message:

Code
retry.asm:54: error: Unknown command. [while read1($00A304+0) != $60]
retry.asm:2663: error: Misplaced endif [endif]


This didn't happen before until now, and after removing those lines it still doesn't insert. (using latest LM.)
Originally posted by Aram
Why am I having issues with inserting the latest version of the retry patch? (SA-1), the only patch applied is the BW-RAM required to work and I still get the error message:

Code
retry.asm:54: error: Unknown command. [while read1($00A304+0) != $60]
retry.asm:2663: error: Misplaced endif [endif]


This didn't happen before until now, and after removing those lines it still doesn't insert. (using latest LM.)

It may be that you're using an old version of asar, check that you have the latest one (1.71).
im inserting a custom block called the tower of heaven fan and the block inserted with gps fine i am having trouble with the uberasm part i keep getting this error FanBlock.asm: error: Missing load/init/main/nmi label. what does this mean
i got the fan block inserted in lunar magic where you click insert object where do i find the numbers to put in there in fanblock.asm or some where else uberasm worked this time
Originally posted by super mario pineapple
i got the fan block inserted in lunar magic where you click insert object where do i find the numbers to put in there in fanblock.asm or some where else uberasm worked this time

Your question is a little unclear, are you asking about how to know which Map16 numbers correspond to the custom block? It should be the same as whatever numbers you wrote next to the block in GPS' "list.txt" file. Make sure that the numbers map to a free tile that isn't used by some other block in the ROM.
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Hi all,

I'm having trouble changing the free ram for several uberasm codes. Most of these codes used $60/7E0060--the most commonly used byte--and worked perfectly. However, I need to change them because I want to apply this patch https://www.smwcentral.net/?p=section&a=details&id=13675 which used the free ram.

Predicably, the levels are mucked up but I understand that I can just change the free ram address to another address with proper space. Thankfully, most coders make it easy and I just replace the value that is connected to a "!Freemap" line--or anything of that sort. Right?

Yet, I try to do that and it doesn't work. For example, for one uberasm code that originally used 1 byte of $60, I changed it to $5C. The level loads but the changes don't work at all. Worst yet, when I try to write the whole address by using "#$", Uberasm gives me an error. What am I doing wrong? Is it because $60 is a 4 byte address so I would need to replace them with another 4 byte address--even though the code only needs a single byte for use?
Hey, I hope this is the place to ask since it seems a bit much to open a new thread for this, I'm trying to make a 4 skull platform's x speed higher, using this sprite https://www.smwcentral.net/?p=section&a=details&id=15911
I figured out that line 56 is in charge of that but it only effects 1 of the skulls, this code is very confusing to me and I'm unsure what needs to be changed, any help would be appreciated, thank you!
Originally posted by TempJulian
Hey, I hope this is the place to ask since it seems a bit much to open a new thread for this, I'm trying to make a 4 skull platform's x speed higher, using this sprite https://www.smwcentral.net/?p=section&a=details&id=15911
I figured out that line 56 is in charge of that but it only effects 1 of the skulls, this code is very confusing to me and I'm unsure what needs to be changed, any help would be appreciated, thank you!

Looks like you also need to edit line 94 with the same value as line 56.
Originally posted by KevinM
Originally posted by TempJulian
Hey, I hope this is the place to ask since it seems a bit much to open a new thread for this, I'm trying to make a 4 skull platform's x speed higher, using this sprite https://www.smwcentral.net/?p=section&a=details&id=15911
I figured out that line 56 is in charge of that but it only effects 1 of the skulls, this code is very confusing to me and I'm unsure what needs to be changed, any help would be appreciated, thank you!

Looks like you also need to edit line 94 with the same value as line 56.


Thank you so much, was breaking my head trying to make sense of it. #smw{:TUP:}
Is it possible to edit the code of net koopas to stop them from flipping around when they reach the end of the net tile? If so how might I do that? If not, is it too hardcoded in their behavior?
Originally posted by BrownBuddy
Is it possible to edit the code of net koopas to stop them from flipping around when they reach the end of the net tile? If so how might I do that? If not, is it too hardcoded in their behavior?

Use this hex edit:
Code
org $01B992
	bra $06 : nop #6

org $01B98A
	bra $00

(assuming you want them to move like normal, but stay on the same side of the fence when changing their direction).

Code
Why do you PRINT SMWC THREADS?!?!?!? anyway
----------------------------
Is there any known way to use the gsu chip with uberasm?
if so, can I get a link?
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Anyone know what value to change to flip the walking Mario portrait at the top left of the Overworld Border so he's walking to the right instead of the left?
Originally posted by Frank__
Anyone know what value to change to flip the walking Mario portrait at the top left of the Overworld Border so he's walking to the right instead of the left?

There doesn't seem to be a simple hex edit to do that, but you can apply this patch:
Code
org $0485BB
	autoclean jsl MarioRight
	nop

freecode

MarioRight:
	lda #$08	; OW border Mario's walking speed
	sta $7B
	lda #$01
	sta $76
	rtl
Originally posted by KevinM
Originally posted by Frank__
Anyone know what value to change to flip the walking Mario portrait at the top left of the Overworld Border so he's walking to the right instead of the left?

There doesn't seem to be a simple hex edit to do that, but you can apply this patch: (snipped for quote)


Thanks Kevin
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