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yeah, i'm pretty much doing that.

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i just lurk sometimes
It's nice to see that you're learning ASM. This is pretty good for starters actually.

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My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Lines

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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
dude, aside from the obvious problems, that's pretty cool. I am needing something like that for my hack so I'm hoping you will share the knowledge?
;ACTS LIKE 130!!
db $42
JMP R : JMP R : JMP S : JMP L : JMP L : JMP L : JMP L : JMP R : JMP R : JMP R
S:
LDA $9A
AND #$08
BNE R
L:
RTL
R:
LDA #$25
STA $1693
LDY #$00
RTL

I'm trying to learn how to check those offsets for effects.
Below are some useful codes you can find in ASM.ASM in my file bin. (Which is outdated right now)
MarioSide:
LDA $9A
AND #$08
BNE Right
Left:
;[Left code here]
RTL
Right:
;[Right code here]

Corner:
LDA $9A
AND #$08
BNE RightCorner ;if on right edge, do right corner code.
LeftCorner:
;[Left Code here]
RTL
RightCorner:
;[Right Code here]
Return:
RTL

db $42

JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall : JMP MarioCorner : JMP MarioBody : JMP MarioHead

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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
Sorry for double post, but check this stuff out.

Don't watch it if you don't wish to spoil ASMT (A Super Mario Thing) stuff.

http://www.youtube.com/watch?v=gb5J0hlQAGU
Layer Two Tracking

http://www.youtube.com/watch?v=iTz8isRxDxA
My first legit custom sprite, it's even a boss

http://www.youtube.com/watch?v=h_2Wxof8Jzk
Made by Chibikko for ASMT

And outside of ASMT...

http://www.youtube.com/watch?v=vaSUdOqLKlI
Name Changing for Metalgearhunter
(Also I think I know how to fix the R in hunter)

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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

what? your first custom sprite is a BOSS? lolwut!

But nice stuff :P



I might put some sort of signature here once. I guess.
Originally posted by JeRRy86
what? your first custom sprite is a BOSS? lolwut!

But nice stuff :P

The first sprite I ever made that could actually hurt mario was a boss.

But still, that's a great boss there. Looks really hard.

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Now with extra girl and extra hacker
Great job on all the asmt stuff fakescaper, in my opinion, your boss is the second best one in the game so far :p

(crusha's yegg is more complex, just waaay to fuckin' brutal)

and kil's can divide by 0. Also, if you know me, you know I love anything that has to do with boss bass, so it was a nice surprise when you got that thing to track.

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edit: Wait were you referring to the boss bass as the custom boss or the jellyfish thing lol

Actually this is my first actual custom boss (and first custom sprite)

Note - this video is very outdated

Megaman Legends 2 Trilobyte Reaverbot

The last form is pretty hard. The second form I made harder and I'm trying to fix it so it's not as broken because it can run into shells without you throwing them (in the current version)

and the first form is harder and tracks you better.


Guts Tank and B4 (Big Blue Boss Bass) are actually just chases, you only ever run away from them.

Wait till you see my Yoshizilla Controller (YZC) stuff. (lol Yoshicookies)

edit:
http://www.youtube.com/watch?v=lxpbw165QbA

http://www.youtube.com/watch?v=JXgKwI4we5E
Registers

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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
Ok, I've been working with level data stuff recently for an idea I had, when I got another idea to do just for the fun of it. Here's a video.

This is a random level generator. I had a random level generator that I made before, but it was just sending you to a random level. What this does is actually randomly generate a level's layer 1 data. While I realize that the usefulness of this is approaching 0, it's mostly a "thought experiment" as it were.

I don't plan on releasing this since it's not useful in my eyes, however, if enough people want me too (if you just want the source code how it is now you can PM me and I'll give it to you) and if I ever get rid of the obvious bugs (weird graphics, extra slow OW movement, generally not making a viable level, etcetera), I would be willing to release it.
You should see Smallhackers vanilla contest level. Using only a level saved in LM he formated a random level generator he made to be valid level data and saved it over every level pointer.

--------------------
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 he didn't, he changed the map16 loading routine to generate random map 16 tiles, causing it to happen every level, he didn't repoint all the levels, that would be stupid and time consuming. Mine actually works much differently to this however, in that it creates new level data, rather than new map16 placement data, allowing it to easily be done in 1 level, rather than every level.

Anyways, I was planning on doing something very similar to Smallhackers idea when I saw his level entry (not making random levels, something else), then I thought it wouldn't be as interesting as it has already been done, but I'll probably do it anyways. However, I'll first have to figure out how to get LM to save without a RAT tag...
I think he tried to say that it ignored the original level pointers, not that it saved all over it.
(Although, Smalls himself will know it best.)

Also, LM v1.0. Enough said.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
So, Lunar Magic v1.0 didn't have the RAT tag capability? I figured something like that, but I went through change log for LM and couldn't see anywhere that it said "added RAT tag". Thanks.

Anyway, after working on this for upwards of 8 hours, I have finally created a new version of my level generator that doesn't blow (totally) video. Obviously it still has the problem of making retarded levels, but that's not really the point, and it also still slows down the OW massively, but that's just a matter of hijacking a new address.

Anyways, I'm pretty much finished with this project since SMW's random number generator is giving me all sorts of issues with lack of randomness, so the code can be found here if your looking at using it, changing it, making it not suck, whatever. The patch is set to make level 1 a random level, and you'll need to change the pointers yourself to make it a different level.
Go to the overworld, and see for yourself. There's not much you can do yet, but that will change in the next version.

Note: Press Start so you can rotate and look at the boring sea.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Oh, awesome, you finished it! It looks amazing. I see you added that DSP-1 in there, too. Well, darn...I am looking forward to future progress on this. How hard was that to make? The community needs more Mode 7 stuff in my opinion. (Once we learn enough, somebody should write a tutorial about it.)
Oh, I didn't exactly finish it. I actually still need to make the ability to move around (as you can see, poor Mario is stuck on the lone island :[).
Hard... no, but it took a lot of my time today and yesterday. ;)
Credit also goes to smkdan for learning me how the projection and raster operations of DSP-1 work. Without those, this wouldn't have been completed so easily.

As for tutorial... well, I plan on making this into a usable ASM patch in a couple of weeks. When I pull that off, then I may consider writing a tut.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
You can use object projection or whatever they called it to make Mario and all other sprites move as you rotate/walk around the overworld. You just give it X/Y/Z and it uses the existing projection settings to tell you where on screen to put the sprite. DOn't forget though it's the DSP-1 doing all the work here, getting it running without enhancement chips is 100% feasible and won't collide with any potential special chips used to expand the ROM (S-DD1 or other mapping may happen in lunar magic eventually). F-Zero is an example to refer to if you get stuck since it does all that on its own. It's a cool chip though it lets you get mode7 stuff running without really knowing how mode7 works. That might not make it the best tutorial material though that's for certain.

@imamelia: if you are interested in mode7 have a look at this. Note in regs.txt you have A,B,C,D register arranged in 2x2 matrix form. Rotating is as simple as plugging in cos/sin as it shows into A,B,C,D. It helps to know what's going on with how it works, that's mostly all there is to mode7 explained on the page. A good tutorial would revolve around that with a few ingame examples. Simple stuff like scaling and rotating is already covered right here on this forum.

edit: actually SMW already does the rotation sin/cos for you and even the scaling, you just plug in the bytes in the RAM map and you do absolutely nothing else. What would be the thing that requires a tutorial here that isn't already covered elsewhere?

___


@the random level generator: yeah it's no use in its current form, you have to make it 'intelligent'. You said you already finished with it but I already had stuff to suggest for it in terms of implementing it. if you do get back into it I'll type the stuff out or I might just make it myself if I'm bored and looking for a project to take up. Seems interesting enough. It will take a decent amount of effort/know-how though.
Originally posted by smkdan
@the random level generator: yeah it's no use in its current form, you have to make it 'intelligent'. You said you already finished with it but I already had stuff to suggest for it in terms of implementing it. if you do get back into it I'll type the stuff out or I might just make it myself if I'm bored and looking for a project to take up. Seems interesting enough. It will take a decent amount of effort/know-how though.

Finished is hardly the correct word. Maybe "done" would have been better. The project itself is far from finished, but I have no motivation to work on it for a couple of reasons.

A) The lack of randomness. This is a lesser problem that could easily be overcome.

B) The lack of usefulness. This is where it really kills me. Even if I did make this thing intelligent (I've got a pretty good idea how to) it is still just a thought experiment, with no real use in an actual game. It is just a cool effect that will create crappy levels that no one will enjoy playing anyways.

So yeah, I'm not "finished" with the project, I'm just "done" with it, which is why I posted the source code, so anybody else who thinks that they can get a use out of it can do what they want with it. However, I may pick it up again at some later date if I see a reason to. I was mostly just testing to see if I could write a level in RAM and have it still work, then change it dynamically (I'm not sure if that word works here or not... It seems to...) honestly.

Also: If you have stuff to suggest, go right ahead. I'm sure either I or anyone else who wants to mess with this would get some use out of it, and it really can't hurt anyone (unless you get carpal tunnel, then it hurt you).

AlsoAlso: That's really cool Roy. Not much to add since I know nothing about it, which is why I said nothing earlier, but I figured if I already had a post going, I might as well add this in there.
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