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ASM Projects show-off thread

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Actually, you can use windowing HDMA to do the spotlight effect. It isn't easy to code it, though. Perhaps just store Mario's location in the windowing HDMA location will do it...
(Of course, the spotlight also needs a form, that might be not so easy to code >_>)
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
You could always trace the opening HDMA circle and use that, perhaps. Not sure, if it really works though. :P
Ice man, will your hdma kit work without removing the dark pause screen?
*WARNING: due to cosmic radiation, Quantum fluctuations, or earth going into sector x79352C, the world may end at any moment. Have a nice day.

Current Project:



Status:Complete

Previous project status: Failed/Quit

Current Issue

C++ : fsteam help



I already said I cancelled it because of bugs. I'm using d4s' HDMA now.

Relatively simple timer ASM hack. The extra time is adjusted within LM.
Don't worry: My levels wont be that long.
You posted an ASM code that allows us to do that. Still, I don't think most users need it, due to the fact that most levels don't use over 999. Only if you make an extremly long level. I still like this ASM hack.
Originally posted by Ersanio
Actually, you can use windowing HDMA to do the spotlight effect. It isn't easy to code it, though. Perhaps just store Mario's location in the windowing HDMA location will do it...
(Of course, the spotlight also needs a form, that might be not so easy to code >_>)

d4s' doesn't have windowing.
Originally posted by Boingboingsplat
Originally posted by Ersanio
Actually, you can use windowing HDMA to do the spotlight effect. It isn't easy to code it, though. Perhaps just store Mario's location in the windowing HDMA location will do it...
(Of course, the spotlight also needs a form, that might be not so easy to code >_>)

d4s' doesn't have windowing.

Who said I was talking about d4s' HDMA kit? It was just SMW's windowing HDMA I was talking about.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
The old one didn't go over 1599. This one can use time xxyy where you can use any xx and choose between 4 adjustable yy or just have 00 for it. Like the old one, the normal times work properly and this ASM hack stores the new time value if it finds A-E in the hundreds digit. (F is achived due to the fact that SMW decrements the hundreds digit and is changed to 9 automatically.)

Original timer RAM:

When time is xyz:

$0F31 $0x,$0y,$0z

ASM hack:

When time is wxyz:

$0F31 $wx,$0y,$0z

Note: It includes some inefficient branching which I don't fell like fixing now, but it wont effect SMW with slowdown of any sort or course and work just fine. This one WILL require new timer increasing blocks. (I might make them now.)

Release

Edit:
Expiriment with the windowing effect (manual RAM editing in debugger):

It wouldn't be hard to get a circle instead of a square for an acutal generator sprite, besides the fact there is no square root function?

STOP ASKING TECHNICAL QUESTIONS IN THIS THREAD. THIS THREAD SHOULD ONLY BE USED TO SHOWCASE ASM HACKS AND POSSIBLY RETURN FEEDBACK/ASK MINOR QUESTIONS. SEND A PM IF YOU WANT TO ASK ADVANCED/TECHNICAL QUESTIONS.

  
  
 




Timer that measures in centiseconds, done through a generator.


 
 
       

Fluffy video games by me and Raibys!
 
 
   
 
 

HDMA gradient, I used a custom sprite and pure ASM (no HDMA kits) to make this with someone's help. I put the code in a custom sprite.
Yes, I removed the background because the HDMA has priority on BG2, but not on BG1 and BG3. I should learn how to change that too.

If I didn't remove the background this would happen:


EDIT: HDMA also works in Mode 7 (obviously):

My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Well, this will seem very much small compared to these other hacks, I know, but...
http://www.youtube.com/watch?v=GRdIE2rkVOk
Might as well. Something I cooked up a while back to test my ASM block stuff.

ErsanEdit: Made a link of the video.


HDMA in work again =D


Disregard the palette/glitches, this is just to show off, that it's possible to get the sprites in the FG without using d4s' HDMA or changing their routine. Big thanks to Carol for helping me with this.

Mario: "What happened? Did a tornado invade this level or something?!"
Messing around with Mode 7 using HDMA officially wins. So it IS possible... *cough*

...Now how do I decompress those graphics after Scanline 112 D:

I am HDMA obsessed I guess.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
I already made something similar back when I was messing with the code that switches from status bar to regular Layer 3 image partway through the screen. I changed the instruction which checks if the level is a boss level (in which case it switches to Mode 7).

Also, Ersanio, those graphics are uncompressed. However, the Mode 7 graphics are stored in a different way, so regular 4BPP tiles will look like crap.
http://www.youtube.com/watch?v=GMW67q8g6No

ErsanEdit: Made a link of the video.

RoyEdit: oh god old posts
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
The Z stuff owns, Fuzzlard Fuzzyfreak.

Incoming HDMA effect #4!


This one uses register $2100 instead of the color registers for the effect.

...The downside is that there is no Fade in/Fade out when you Enter/Exit level. D:
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Hehehe, you're not the only one encountering this problem. It's in my HDMA effects, too. :P Must be register $2100, since BMF's also uses it. >_>
Also, is that a color or did you change the brightness on these scanlines? Aaaaand, you will also notice priority problems sooner or later. xP

Anyway, small update on my HDMA again, xP.


You can change the fade out color of the fog via background color in LM. D:
I might make the fog a bit darker, the below and upper part blend too much in my opinion, ah well.
Also, there is one problem now, but I think that can be fixed, too. When you use the fog effect, all sprites will be in front of layer 1, even if you set priority on...I can change it, but then it would affect the sprites as well and make them go behind the BG again, stupid priority. >_<

NOTE: Known sprites affected are:
Piranha Plants
Wooden Spikes
Climbing Net Koopas
Torpedo Teds
Originally posted by Smallhacker
Well, since I showed it on IRC, I might brag about it here as well.

LoadLev2b.ips

Patch it to a clean ROM and enter Yoshi's Island 1.

I'm not telling you what it does. You'll have to figure it out for yourself... which shouldn't be too hard.

How ya do that?


SPOILER: This is a spoiler.

ErsanEdit: No spoilers >_>
Who knows what post number this is?
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