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Official Hex/ASM/Etc. Help Thread

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is there a way to get the ground pound? if so, can someone tell me?
It depend, there would be like a crapload of way to do it depending on what you want, but you will most likely need a code running each level frame.

If your looking for a "easy" way like changing only one byte then just give up already.

Well, I am trying to code it, but I dont know much ASM. Well... I dont know WHEN to use it. I kinda know what CMP is, but I dont know WHEN to use it >_> So a link to a good ASM tutorial will be helpful

Also I am going to use this information for the ground pound:

$7E:18E7 Yoshi ground stomp flag. (This is set to #$01 for a Yellow Yoshi or Yoshi with a yellow shell)

Yoshi stomps ground status:
read breakpoint:
$00/EF87 AD E7 18 LDA $18E7 [$00:18E7] A:0024 X:0000 Y:0000 P:envMXdizC
Write breakpoint:
1
$01/F19E 8D E7 18 STA $18E7 [$01:18E7] A:F101 X:0007 Y:000A P:envMXdizc
2
$01/EBD6 9C E7 18 STZ $18E7 [$01:18E7] A:EB00 X:0007 Y:0000 P:envMXdiZc

But I dont know how to continue... >_>
Could someone give me a link to a good ASM tutorial?
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Check SMWiki's "hacking a routine" tutorial<_<

I doubt $7E18E7 could be used for this, since it only change something if you're on Yoshi, using a routine that check $77 and if down is pressed.
Originally posted by Bio
It depend, there would be like a crapload of way to do it depending on what you want, but you will most likely need a code running each level frame.

If your looking for a "easy" way like changing only one byte then just give up already.



damn, i guess it will be a while before i get this, im not gonna learn asm for a month or 2
Originally posted by Bio
Check SMWiki's "hacking a routine" tutorial<_<

I doubt $7E18E7 could be used for this, since it only change something if you're on Yoshi, using a routine that check $77 and if down is pressed.


I already looked at that place. Or else I couldnt get those information, and how to get it. >_>
I mean, I need a tutorial with some opcodes AND when to use it. Like some examples <_<
I am going to do the ground pound like this:
When you are big, you can use ground pound. It acts like yellow yoshi's quacke stuff. And it uses Mario's ''slide-downwards-a-hill'' frame. That was it.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Originally posted by Saucy
Add PLA before RTS also, or just remove PHA.

Thanks,got my opcode mixed up.
Also,thanks,BoingBoingSplat
Dang,I knew I should have posted this while ghettoyouth was on!
My Code:
LDA #$99
STA $0DB6
PLA
RTS
It's supposed to set the coin counter to 99,but it doesn't do anything.If it helps,all block tool offsets are set to -1
remove the PLA and set at least one offset to 0, -1 mean your code isn't run if the block is touched from that position(such as the below offset is where the code start when the block is touched from below)
Thanks Bio.
(Aren't we all glad that Bio hasen't left SMWC for good yet?)
Edit:It still doesn't work.
From what I renember, $0DB6 is only used to temporary store Mario coin when Luigi is playing, try writing to $0DBF insted
Thanks a ton,Bio.
I'm getting a new signature for the occasion!^_^
Im trying to make block activate to be like a turn block (OR ANYTHING THAT GETS CRUSHED) when it is set to be grey cement - But only when hit with a fireball.

The problem is, I dont know any blocks that can be defeated with fireballs, so I cant program it. Any tips?

In other words - Im trying to make the Fire Breaks block from SDWTLC, but I dont know what block to make blocktool make it act like when it gets hit by fireballs.
Those blocks are included with block tool. They are called ''ice blocks'' or something.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Originally posted by Ersanio
Those blocks are included with block tool. They are called ''ice blocks'' or something.


OK, thanks, that would have been nice to know before. :P
But could someone tell me how just for the heck of knowing for future ASM?
I have a question regarding high bytes and low bytes.

Pardon my ignorance, but are these what determine which block/sprite number is created? Would low byte me a number from 0-F, and high byte be a number from 0-FF, or am I completely off when I say this? Either way, clarification on what they are used for would be awesome.

Thanks.
High byte is first 2 digits, low is second two.

So it goes HighLow

If High was 50 and Low was 06 it would be 5006...

In a more practical situation, if high was 01 and low was 30, it would be 0130 (130! Grey cement block)

Thus the block acts like a grey cement block.
Originally posted by Dispari Scuro
I'm trying to make a custom sprite solid so that Mario can't walk through it, like a Bowser statue. How would I go about doing this?


If you have a 16x16 sprite:
In the sprite's main routine, call JSL $01B44F
In the cfg file, sprite clipping should be 0C, and the following options need to be set:
"Process interaction every frame"
"Don't use default interaction"
See ice_block for an example.
Thanks a bunch, mikey. That allowed me to finish up the sprite I was working on.
What would i do to load/summon a sprite through a block? Like if touched it would summon a koopa. What part of the hex would i need to do?
Here is a txt drawn example:
``___`````___
``|B|`````|S|
``¯¯¯`````¯¯¯
When you touch the block with the 'B' it summons whatever sprite you choose where the 'S' is. So im guessing this requires 2 blocks, 1 where it summons the sprite at and 1 that is like a switch to summon it to that spot.
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