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Sprite/Block/HDMA/ASM Code Library
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Sprite/Block/HDMA/ASM Code Library
Pages: « 1 2 3 4 5 6 7 8 9 10 » Thread Closed
huh, well, heres it uploaded from my files
I change my layout every 4-5 months
While trying to solve a problem Wiimeiser had with one of his blocks, I noticed that you need this code instead if you're trying to make a block shatter when a sprite touches it:

LDA $0A ;\
AND #$F0 ;| Update the position
STA $9A ;| of the block
LDA $0B ;| so it doesn't shatter
STA $9B ;| where the players at
LDA $0C ;|
AND #$F0 ;|
STA $98 ;|
LDA $0D ;|
STA $99 ;/

LDA #$02 ; Replace block with blank tile
STA $9C
JSL $00BEB0

PHB
LDA #$02
PHA
PLB
LDA #$00 ;set to 0 for normal explosion, 1 for rainbow (throw blocks)
JSR $028663 ;breaking effect
PLB

--------------------
<blm> zsnes users are the flatearthers of emulation
Here is a generic, customizable, and versatile GFX routine I made. It has two parts. The first part is the setup for the routine, which should look like this:

Code
PEA.w .Label-$01	; push the real return address
JSR SubGFX	;

dw HorizDisp1,VertDisp1,Tilemap1,TileProps1,TileSize1 : db !TilesToDraw1
dw HorizDisp2,VertDisp2,Tilemap2,TileProps2,TileSize2 : db !TilesToDraw2
;...

.Label

The pointer table in the middle should have 11 bytes per row in that format: horizontal displacement, vertical displacement, tilemap, tile properties, tile size, and a single byte indicating the number of tiles to draw. (Put $00 for 1 tile, etc.) The table should have as many rows as the sprite has animation frames. The second part is the actual GFX routine, and it looks like this:

Code
SubGFX:

REP #$20		;
PLA		; pull back the program bank value of the next byte after the JSR
INC		;
STA $08		; and save it
SEP #$20		;

JSL !GetDrawInfo	; or JSR if you're not using shared subroutines

LDA $1602,x	; $1602,x is assumed to contain the sprite's current animation frame
STA $4202	; multiplicand A: current animation frame
LDA #$0B		; multiplicand B: 0B, or 11 in decimal - each table contains 11 bytes
STA $4203	;
REP #$20		;
LDA $08		;
STA $02		;
TYX		; OAM index -> X
LDY $4216	; load the value from the frame table (I could put this in 16-bit, but this allows for 23 frames anyway)
LDA ($02),y	; bytes 1 and 2 -> $06
STA $06		; $06 = pointer to horizontal displacement table
INY		;
INY		;
LDA ($02),y	; bytes 3 and 4 -> $08
STA $08		; $08 = pointer to vertical displacement table
INY		;
INY		;
LDA ($02),y	; bytes 5 and 6 -> $0A
STA $0A		; $0A = pointer to tilemap table
INY		;
INY		;
LDA ($02),y	; bytes 7 and 8 -> $0C
STA $0C		; $0C = pointer to tile properties table
INY		;
INY		;
LDA ($02),y	; bytes 9 and 10 -> $0E
STA $0E		; $0E = pointer to tile size table
INY		;
INY		;
SEP #$20		;
LDA ($02),y	; byte 11 -> $05
STA $05		; $05 = number of tiles to draw
TAY		; starting index into Y

.GFXLoop

LDA $00		; base X position
CLC		;
ADC ($06),y	; plus horizontal displacement
STA $0300,x	; into first OAM slot

LDA $01		; base Y position
CLC		;
ADC ($08),y	; plus vertical displacement
STA $0301,x	; into second OAM slot

LDA ($0A),y	; tile number
STA $0302,x	; into third OAM slot

LDA ($0C),y	; tile properties (YX--CCCT)
ORA $64		; plus sprite priority settings
STA $0303,x	; into fourth OAM slot

PHX		; preserve OAM index
TXA		;
LSR #2		; OAM index / 4
TAX		;
LDA ($0E),y	; tile size
STA $0460,x	; into tile size OAM slot
PLX		;

INX #4		; increment the OAM index by 4
DEY		; decrement the pointer index
BPL .GFXLoop	; if positive, there are more tiles to draw

LDX $15E9	; sprite index back into X
LDA $05		; $05 holds the number of tiles to draw
LDY #$FF		; we already set the tile size, so use FF here
JSL $81B7B3	; finish the write to OAM
RTS		;


The second part does not need to be changed, but it does assume that $1602,x contains the sprite's current animation frame. I haven't tested it thoroughly, but this routine should work with any sprite drawing any combination of tiles on any animation frame.

Mod edit: Disabled layout to lower table stretch.
This is a disassembly of the Volcano Lotus's fireball, extended sprite 0C. It includes several subroutines used by all or most extended sprites.

Code
; $029B51

VolcanoLotusFire:		;

LDY ExSprOAMIndex,x	;
LDA $171F,x		;
SEC				;
SBC $1A			;
STA $00			;
LDA $1733,x		;
SBC $1B			;
BNE EraseExSpr		;
LDA $1715,x		;
SEC				;
SBC $1C			;
STA $01			;
LDA $1729,x		;
SBC $1D			;
BEQ .Continue		;
BMI NoDraw			;
BPL EraseExSpr		;

.Continue			;
LDA $00			;
STA $0200,y		;
LDA $01			;
CMP #$F0			;
BCS NoDraw			;
STA $0201,y		;
LDA #$09			;
ORA $64			;
STA $0203,y		;
LDA $14			;
LSR				;
EOR $15E9			;
LSR				;
LSR				;
LDA #$A6			;
BCC SetTileNum		;
LDA #$B6			;
SetTileNum:			;
STA $0202,y		;
TYA				;
LSR				;
LSR				;
TAY				;
LDA #$00			;
STA $0420,y		;

NoDraw:			;

LDA $9D			;
BNE Return00		;

JSR ExSprPlayerInteract	; $02A3F6
JSR ExSprUpdateYPos	; $02B554
JSR ExSprUpdateXPos	; $02B560

LDA $13			;
AND #$03			;
BNE NoAccel		;
LDA $173D,x		;
CMP #$18			;
BPL NoAccel			;
INC $173D,x		;
NoAccel:			;

LDA $173D,x		;
BMI Return00		;
TXA				;
ASL				;
ASL				;
ASL				;
ADC $13			;
LDY #$08			;
AND #$08			;
BNE SetXSpeed		;
LDY #$F8			;
SetXSpeed:			;
TYA				;
STA $1747,x		;

Return00:			;
RTS				;

EraseExSpr:			;
STZ $170B,x		;
RTS				;

ExSprOAMIndex:
db $90,$94,$98,$9C,$A0,$A4,$A8,$AC

ExSprPlayerInteract:

LDA $13F9			;
EOR $1779,x		;
BNE ReturnEPI		;
JSL $03B664			;
JSR GetExSprClipping	;
JSL $03B72B			;
BCC ReturnEPI		;
LDA $170B,x		;
CMP #$0A			;
BNE NotSmileyCoin	;

SmileyCoinInteraction:	;

JSL $05B34A		;
INC $18E3			;
STZ $170B,x		;
LDY #$03			;
.Loop				;
LDA $17C0,y		;
BEQ .FoundSmokeSlot	;
DEY				;
BPL .Loop			;
INY				;
.FoundSmokeSlot		;
LDA #$05			;
STA $17C0,y		;
LDA $171F,x		;
STA $17C8,y		;
LDA $1715,x		;
STA $17C4,y		;
LDA #$0A			;
STA $17CC,y		;

ExtendedSprShowScore:	;

JSL $02AD34		;
LDA #$05			;
STA $16E1,y		;
LDA $1715,x		;
STA $16E7,y		;
LDA $1729,x		;
STA $16F9,y		;
LDA $171F,x		;
STA $16ED,y		;
LDA $1733,x		;
STA $16F3,y		;
LDA #$30			;
STA $16FF,y			;
LDA #$00			;
STA $1705,y		;

ReturnEPI:			;
RTS				;

NotSmileyCoin:		;

LDA $1490			;
BNE InvincibleToExSpr	;
LDA $187A			;
BEQ ExSprHurtPlayer	;

PHX				;
LDX $18DF			;
LDA #$10			;
STA $163D,x		;
LDA #$03			;
STA $1DFA			;
LDA #$13			;
STA $1DFC			;
LDA #$02			;
STA $C1,x			;
STZ $187A			;
STZ $0DC1			;
LDA #$C0			;
STA $7D			;
STZ $7B			;
LDY $157B,x		;
LDA YoshiRunXSpeed,y	;
STA $B5,x			;
STZ $1593,x		;
STZ $151B,x		;
STZ $18AE			;
LDA #$30			;
STA $1497			;
PLX				;
RTS				;

ExSprHurtPlayer:

JSL $00F5B7			;
RTS				;

InvincibleToExSpr:		;

LDA $170B,x		;
CMP #$04			;
BEQ .SkipShift		;
LDA $171F,x		;
SEC				;
SBC #$04			;
STA $171F,x		;
LDA $1733,x		;
SBC #$00			;
STA $1733,x		;
LDA $1715,x		;
SEC				;
SBC #$04			;
STA $1715,x		;
LDA $1729,x		;
SBC #$00			;
STA $1729,x		;
.SkipShift			;
LDA #$07			;
STA $176F,x		;
LDA #$01			;
STA $170B,x		;
RTS				;

YoshiRunXSpeed:		;
db $10,$F0			;

ExSprOAMIndex:
db $90,$94,$98,$9C,$A0,$A4,$A8,$AC

ExSprClipXOffset:
db $17,$60,$03,$03,$04,$03,$04,$00
db $00,$00,$04,$03

ExSprClipYOffset:
db $03,$03,$03,$03,$04,$03,$04,$00
db $00,$00,$02,$03

ExSprClipWidth:
db $03,$03,$01,$01,$08,$01,$08,$00
db $00,$0F,$08,$01

ExSprClipHeight:
db $01,$01,$01,$01,$08,$01,$08,$00
db $00,$0F,$0C,$01

UnknownData02A517:
db $01,$01

GetExSprClipping:

LDY $170B,x		;
LDA $171F,x		;
CLC				;
ADC ExSprClipXOffset,y	;
STA $04			;
LDA $1733,x		;
ADC #$00			;
STA $0A			;
LDA ExSprClipWidth,y	;
STA $06			;
LDA $1715,x		;
CLC				;
ADC ExSprClipYOffset,y	;
STA $05			;
LDA $1729,x		;
ADC #$00			;
STA $0B			;
LDA ExSprClipHeight,y	;
STA $07			;
RTS				;

ExSprUpdateYPos:

TXA				;
CLC				;
ADC #$0A			;
TAX				;
JSR ExSprUpdateXPos	;
LDX $15E9			;
RTS				;

ExSprUpdateXPos:

LDA $173D,x		;
ASL #4			;
CLC				;
ADC $1751,x		;
STA $1751,x		;
PHP				;
LDY #$00			;
LDA $173D,x		;
LSR #4			;
CMP #$08			;
BCC $03			;
ORA #$F0			;
DEY				;
PLP				;
ADC $1715,x		;
STA $1715,x		;
TYA				;
ADC $1729,x		;
STA $1729,x		;
RTS				;


I'm hoping to disassemble some more extended sprites, and maybe even some cluster sprites. They could provide insight.
Chdata's Global Subroutine Supreme

It seems I haven't posted that here yet.

--------------------
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
no one has posted here in a while so i guess i can add a couple macros that come in handy.


Code
macro ezmvn(src,dest,bytes)
ldx.w #<src>
ldy.w #<dest>
lda.w #<bytes>
db $54
db <dest>/65536,<src>/65536
endmacro

this is how you use the MVN opcode. <src> and <dest> are 3 bytes, <bytes>, is 2.
example:
%ezmvn($138008,$7FB000,$0040) ;this will move $40 bytes from $138008 to $7FB000.

note: must be 16bit AXY, add REP #$30 to beginning/SEP #$30 at end of macro if you want.

Code
macro color(value)
lda.b #<value>
sta $2122
lda.b #<value>/256
sta $2122
endmacro

for when you want to change a color. example: %color($7FFF) ;store 'white' color
obviously, <value> is 2 bytes.

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

Actually,
1) I'm pretty sure that routine has been posted in this thread before;
2) That one has TRASM syntax (and TRASM is crap);
3) It's more like a generic Map16-changing routine;
4) To use that in anything but a custom block, you'd need to set up the tile position in $98-$9B.

But in any case, yeah, for the most part, any codes you happen to have that could be useful to people can be posted here.
table stretch! why did you leave the debugger-log in the comments? and why trasm?

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

Originally posted by imamelia
1) I'm pretty sure that routine has been posted in this thread before;

Correct.

Quote
2) That one has TRASM syntax (and TRASM is crap);

Correct and correct.

Quote
3) It's more like a generic Map16-changing routine;

Correct.

Quote
4) To use that in anything but a custom block, you'd need to set up the tile position in $98-$9B.

Not sure about this, but it seems correct.

Originally posted by Ixtab
table stretch!

Fixed.

Quote
why did you leave the debugger-log in the comments?

Maybe he was too lazy to remove it.

Quote
and why trasm?

My guess is that whatever strange disassembler he used likes TRASM format.

--------------------
<blm> zsnes users are the flatearthers of emulation
Maybe it came from one of Davros's sprites?
Here are some macros I made for transferring data to VRAM and CGRAM, as well as ones for transferring data from VRAM and CGRAM to normal RAM (although certain addresses, notably the second halves of banks 70-73, do not work properly).

Code
macro WriteToVRAM(srcbank, srcaddr, destaddr, datasize)
PHP
REP #$20			; 16-bit A
SEP #$10			; 8-bit XY
LDY #$80			;
STY $2115			; increment after reading the high byte of the VRAM data write ($2119)
LDA <destaddr>		;
STA $2116			; VRAM address
LDA #$1801			;
STA $4320			; 2 regs write once, $2118
LDA <srcaddr>		;
STA $4322			; set the lower two bytes of the source address
LDY.b <srcbank>		;
STY $4324			;
LDA <datasize>		; number of bytes to transfer
STA $4325			;
LDY #$04			; DMA channel 2 (TSB $420B messes stuff up...I wonder why?)
STY $420B			;
PLP				;
endmacro

macro WriteFromVRAM(destbank, destaddr, srcaddr, datasize)
PHP
REP #$20			; 16-bit A
SEP #$10			; 8-bit XY
LDY #$80			;
STY $2115			; increment after reading the high byte of the VRAM data read ($213A)
LDA <srcaddr>		;
STA $2116			; VRAM address
LDA $2139			; "dummy read"
LDA #$3981			;
STA $4320			; 2 regs write once, $2139
LDA <destaddr>		;
STA $4322			; set the lower two bytes of the destination address
LDY.b <destbank>	;
STY $4324			;
LDA <datasize>		; number of bytes to transfer
STA $4325			;
LDY #$04			; DMA channel 2 (TSB $420B messes stuff up...I wonder why?)
STY $420B			;
PLP				;
endmacro

macro WriteToCGRAM(srcbank, srcaddr, destaddr, datasize)
PHP
REP #$20			; 16-bit A
SEP #$10			; 8-bit XY
LDY <destaddr>		;
STY $2121			;
LDA #$2202		;
STA $4320			; 1 reg write twice, $2122
LDA <srcaddr>		;
STA $4322			; set the lower two bytes of the destination address
LDY.b <srcbank>		;
STY $4324			;
LDA <datasize>		; number of bytes to transfer
STA $4325			;
LDY #$04			; DMA channel 2
STY $420B			;
PLP				;
endmacro

macro WriteFromCGRAM(srcaddr, destbank, destaddr, datasize)
PHP
REP #$20			; 16-bit A
SEP #$10			; 8-bit XY
LDY <srcaddr>		;
STY $2121			;
LDA #$3B82			;
STA $4320			; 1 reg write (read) twice, $213B
LDA <destaddr>		;
STA $4322			; set the lower two bytes of the destination address
LDY.b <destbank>	;
STY $4324			;
LDA <datasize>		; number of bytes to transfer
STA $4325			;
LDY #$04			; DMA channel 2
STY $420B			;
PLP				;
endmacro


They should work (at least, they did for me).
I would like to request a giant flying t-rex boss that wears a jetpack and spits ficus plants at you. The plants' name is Gertrude (she is a hive-mind), and her individual plant pieces cast dynamic shadows via mode seven and the super fx.

Ficus plants come from the family Moraceae and the order Urticales, thus they are found in only tropical or subtropical climates. the Order Urticales consists of flowering plants, so the sprites should be budding blooming or wilting based on the season in which the rom is loaded.

For reference, I have included images of both a ficus plant and a t-rex.

here is the image of the ficus plant...



...and here is the image of the t-rex.



thank you

--------------------
Originally posted by jesus
request

This is no request thread. I can't even tell if you're being serious because you're literally asking for the impossible. Don't even think of requesting this in the requests section because it's too complicated.

--------------------
My blog. I could post stuff now and then
Originally posted by Ersanio
Originally posted by jesus
request

This is no request thread. I can't even tell if you're being serious because you're literally asking for the impossible. Don't even think of requesting this in the requests section because it's too complicated.


I TRIED!!!! the request thread won't let me post large pictures! I even had my dad type in the html for me and It wouldn't work!

can YOUR dad help me do the html on the boss request page?

--------------------
He's quite obviously not being serious.
Originally posted by jesus
words

here's your code
Code
header
lorom
org $1337
wup:
BRK
BRK
BRK
BRK
BRK
BRK
BRK
BRK
BRK
STP
STP
STP
STP
BRL wup
Originally posted by UMA
Originally posted by jesus
words

here's your code
Code
header
lorom
org $1337
wup:
BRK
BRK
BRK
BRK
BRK
BRK
BRK
BRK
BRK
STP
STP
STP
STP
BRL wup

I disagree, this is much more accurate coding:
Code
LDA #$Impossible_Request
CMP #$jesus'_request ;Checks if request is possible.
BNE Make_a_request_then ;If request does not equal impossible, then branch.
RTL

Make_a_request_then:
LDA #$Request_Section
STA #$Current_webpage ; Sets current webpage to http://www.smwcentral.net/?p=requests
LDA #$Make_a_request
STA #$Current_webpage ; Sets current webpage to requesting page.
LDA #$Experienced_user
STA #$Request ; Wait for someone with experience to take your request.
LDA #$Passed_moderation
STA #$Request
RTL

That should do it.

--------------------
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by darkbones
I disagree, this is much more accurate coding:
Code
LDA #$Impossible_Request
CMP #$jesus'_request ;Checks if request is possible.
BNE Make_a_request_then ;If request does not equal impossible, then branch.
RTL

Make_a_request_then:
LDA #$Request_Section
STA #$Current_webpage ; Sets current webpage to http://www.smwcentral.net/?p=requests
LDA #$Make_a_request
STA #$Current_webpage ; Sets current webpage to requesting page.
LDA #$Experienced_user
STA #$Request ; Wait for someone with experience to take your request.
LDA #$Passed_moderation
STA #$Request
RTL

That should do it.


#w{:s}

EDIT: and i finally leveled up.

--------------------
What-A-Blast! - My WIP Super Mario World hack
**Layout by Erik557


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