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Patch Compilation - TRULY FINISHED!! ;)

it came, it went! all the old ASMT stuff is here
Kil
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Re: Patch Compilation - now almost finished

Post by Kil »

chdata wrote: Note - Kil's Jukeblock patch was NOT added because he/we'll need to manually exclude songs using sample banks.
the patch alone shouldn't mess anything up. actually the worst that would happen is youd hit the block and one of the songs would be off key
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kilon
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Re: Patch Compilation - FINISHED!!

Post by kilon »

But can't you simply exclude them like we would exclude songs from the Void world where you haven't been before going to this bonuslevel?
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Re: Patch Compilation - FINISHED!!

Post by Kil »

I won't know what songs to exclude until all the songs are inserted and we have a demo with song numbers and all that

Also you have to exclude the songs in the block itself not the patch
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Chdata
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

Oh in that case.. hey YCZ wait a sec download the patch in this post instead.
ASseMbly Thing.zip
Your Death counter patch is not included. With Kil's NoteBlock patch you may want to check the status bar routine that's hacked. or NMI routine. Or whatever else.
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yoshicookiezeus
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Re: Patch Compilation - FINISHED!!

Post by yoshicookiezeus »

I just thought of one more thing that is fairly important: Have you tested the compilation together with Spritetool, BTSD, and Romi's Addmusic?
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

Will do. I'll test it by patching it after applying stuff from the other tools since I'm sure you've already used them.

I just remembered something. Should I include Objectool? I believe we will probably HAVE to use it for the teleporters.

Also I recently learned how to do stuff with objectool. I could probably do the teleporters.

edit: Also shall I include the cluster sprite patch for your one boss?

Also testing with sample tool.
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Re: Patch Compilation - FINISHED!!

Post by yoshicookiezeus »

So is that download three posts above this one the finished version? I'd like to get the beta out for testing today.
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Chdata
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

I'm going to include objectool and the cluster sprites and latest version of levelasm in this post when it's finished. I'm working on it right now. (Well at least after I'm done catching up with the weekend since I was gone)
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Re: Patch Compilation - FINISHED!!

Post by Kil »

Not sure if you caught it in the other thread but viewtopic.php?f=9&t=966&start=75#p43823

That should fix fastrom overwriting the levelasm hijack, and fastrom should still function properly
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

Added.

Note to YCZ - I'm including the OWasm patch we made for the musical changing thing on the OW, but I still need to finish the code for that. (aka fit it for the ow)
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

Patch

yes it's tested and levelASM works this time.

Don't forget freespace
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

Actually one more version to come soon, I'm gonna add in some fixes for certain things that I think would be useful.

edit: Ok use this one.
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ASseMbly Thing.zip
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Re: Patch Compilation - FINISHED!!

Post by Kil »

ps, I fixed the music block patch so OW music no longer unlocks random level songs

Code: Select all

		JUKEPTCH_MAIN_CODE:

		STZ $2140		; (Restored code from hacked routine)
		STZ $2141		; (Restored code from hacked routine)
		STZ $2142		; (Restored code from hacked routine)
 		STZ $2143		; (Restored code from hacked routine)
	
		PHP			;
		PHB			;
		PHY			;  
		PHX			;
		PHA			;

		SEP #$10		;  

		LDA #$7E		;
		PHA			;
		PLB			;

		LDA $0100
		CMP #$12
		BCC JUKEPTCHRETURN

		LDA $C100		;  
		
		PHA			;  

		LDA $C700		; 
		BEQ INITIALIZED		;  
					;  
		LDX #$1C		;  
					;  
INITLOOP:				

		STZ $C6E3,x		;\ 
		DEX			;/
		BNE INITLOOP		;
		LDA #$3F		;  
		STA $C6E3  		;
		LDA #$FF		;  
		STA $C6E2  		;
		STA $C6E1  		;
		STA $C6E0  		;
		STZ $C700		;  
		STZ $C100		;  
					;  
		PLA			;  
					
					;  
		BRA JUKEPTCHRETURN



INITIALIZED:

		PLA			;  
		

		PHA			;  


		LSR A			;  
		LSR A			
		LSR A

		TAX			; 

		PLA			; 
  
		AND #$07		;  
					; 
					;  
		
		TAY			; 

		LDA #$01		;  
					;  

SHIFTFLAGL:
		CPY #$00		;
		BEQ STORESONGBIT	;
					;  
					
		DEY			;
		ASL A			;
		BRA SHIFTFLAGL		;


STORESONGBIT:
		ORA $C6E0,x		;  
		STA $C6E0,x		;	

JUKEPTCHRETURN:

		REP #$10		;  

		PLA			; 
		PLX
		PLY
		PLB			;  
		PLP			;



					; *END*

	RTL
I also changed the main label to JUKEPTCH_MAIN_CODE so it wouldn't conflict with anything
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Chdata
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

Added. Also is this with the sample support? (Or will that be handled in the blocks)
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Re: Patch Compilation - FINISHED!!

Post by Kil »

Actually wait a sec, let me figure out how to fix this other issue first...

and nah, the sample loading is done within the block itself
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Chdata
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

ok, will wait. Also YCZ, i can't really test the cluster sprites. I've never gotten them to work even when I've tried before all this. But testing everything else (much more thoroughly too) they all work.
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Kil
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Re: Patch Compilation - FINISHED!!

Post by Kil »

Alright I found a much better hijack spot that works perfectly. We have to change the old code back so add this

Code: Select all

	org $0080DA		; jukepatch old hijack spot
	 STZ $2140		; (repairing code from old hack)
	 STZ $2141		; (repairing code from old hack)
	 STZ $2142		; (repairing code from old hack)
 	 STZ $2143		; (repairing code from old hack)
New hijack spot is org $009746

Code: Select all

org $009746
	 JSL JUKEPTCH_MAIN_CODE	; jukepatch new hijack spot
	 NOP
	 NOP

updated code:

Code: Select all

;;;;;;;;;;;;;;
;;jukepatch unlocks
;;;;;;;;;;;;;;

JUKEPTCH_MAIN_CODE:

	
		PHP			;
		PHB			;
		PHY			;  Push some registers
		PHX			;

		LDA #$7E		;\ Set bank to 7E
		PHA			;|
		PLB			;/

		LDA $0100
		CMP #$10
		BCC JUKEPTCHRETURN

		LDA $C100		;  Get song number.
		
		PHA			;  Preserve A (song number).

		LDA $C700		;  
		BEQ INITIALIZEDJKPT		;  
					;  	 
		LDX #$1C		;  
					;  
INITLOOPJKPT:				

		STZ $C6E3,x		;\ This loop initializes C6E4~FF
		DEX			;/
		BNE INITLOOPJKPT		;
		LDA #$3F		;  C6E3 should always be 3F (00111111)
		STA $C6E3  		;
		LDA #$FF		;  C6E0~2 should always be FF (11111111)
		STA $C6E2  		;
		STA $C6E1  		;
		STA $C6E0  		;
		STZ $C700		;  

INITIALIZEDJKPT:

		PLA			;  Get song number back into A.
		

		PHA			;  Push song number.


		LSR A			;  Bitshift our song number right 3 times for song index.
		LSR A			
		LSR A

		TAX			;  Transfer this song index to X.

		PLA			;  Retrieve A. (song number)
  
		AND #$07		;  This will clear out the last 5
					;  bits of A. We want the first 3, as the last 5 are 
					;  already indexed by the index in X.
		
		TAY			;  We store these first 3 bits as a counter in Y.

		LDA #$01		;  Load $01 into A. This value will be bit shifted left 
					;  to set the "song played" bit.

SHIFTFLAGL:
		CPY #$00		;\ Using Y we decide how many times to shift $01
		BEQ STORESONGBIT	;/ to get the flag into the proper bit.
					;  If Y is 0, stop shifting and go to store the bit.
					
		DEY			;\
		ASL A			;| Otherwise, DEC Y, shift left, and check Y again.
		BRA SHIFTFLAGL		;/ 


STORESONGBIT:
		ORA $C6E0,x		;  OR and store bitflag.
		STA $C6E0,x		;	

JUKEPTCHRETURN:

					;  Unlock code finished. Retrieve A, X, and Y.
		PLX
		PLY
		PLB			;  Don't forget the bank register.
		PLP			;
	
		PLA			; get rid of the return address
		PLA
		PLA

		INC $0100		; RESTORING HACKED CODE
		JML $0093F7		; RESTORING HACKED CODE


END_CODE:
from what I tested it works perfectly now, along with the sample compliant music block
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Re: Patch Compilation - FINISHED!!

Post by Kil »

I got rid of the annoying <code> crap because it was hard to update.

here's a zip file
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Chdata
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

I can't seem to tell, how do hex commands in songs work with the patch. I assume they're automatically applied with the song but some echoey ones don't seem to as m uch or something. (unless I rewind)
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Re: Patch Compilation - FINISHED!!

Post by Kil »

what
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Chdata
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

I made a demo of tons of Japanese songs with your patch, and I'm I think some of them which were heavy on hex commands didn't have those commands playing fully when you switched music with the blocks. But some of the ADSR still worked. Or something.
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Re: Patch Compilation - FINISHED!!

Post by Kil »

possibly but I doubt it

I know that random sounds effects like jumping can temporarily mess up badly done hex commands
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Re: Patch Compilation - FINISHED!!

Post by yoshicookiezeus »

So is the patch compilation a few posts above the final, finished version or not?

Also, where can I find the ticking P-Switch patch?
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Re: Patch Compilation - FINISHED!!

Post by Kil »

chdata has it. For some reason, I don't.

And actually, the ticking p switch hijacks from the NMI, so you might want to combine it with whatever other stuff we have that is using the NMI. It also requires inserting a sound effect. In other words I'm warning you in advance that it's gonna be a pain in the butt.
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Chdata
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Re: Patch Compilation - FINISHED!!

Post by Chdata »

I PM'd you the patch, private pm. Along with the gfx.

Although the gfx needs to be updated since there's some changes since the one I sent you. I'll just pm you both again.

I'll also add in the POW patch.
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