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 keychdata wrote: Note - Kil's Jukeblock patch was NOT added because he/we'll need to manually exclude songs using sample banks.
Patch Compilation - TRULY FINISHED!! ;)
Re: Patch Compilation - now almost finished
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Re: Patch Compilation - FINISHED!!
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?
Re: Patch Compilation - FINISHED!!
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
Also you have to exclude the songs in the block itself not the patch
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Re: Patch Compilation - FINISHED!!
Oh in that case.. hey YCZ wait a sec download the patch in this post instead.
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.Trouble with a capital COW.
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- yoshicookiezeus
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Re: Patch Compilation - FINISHED!!
I just thought of one more thing that is fairly important: Have you tested the compilation together with Spritetool, BTSD, and Romi's Addmusic?
Re: Patch Compilation - FINISHED!!
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.
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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- yoshicookiezeus
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Re: Patch Compilation - FINISHED!!
So is that download three posts above this one the finished version? I'd like to get the beta out for testing today.
Re: Patch Compilation - FINISHED!!
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)
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: Patch Compilation - FINISHED!!
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
That should fix fastrom overwriting the levelasm hijack, and fastrom should still function properly
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Re: Patch Compilation - FINISHED!!
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)
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)
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: Patch Compilation - FINISHED!!
Patch
yes it's tested and levelASM works this time.
Don't forget freespace
yes it's tested and levelASM works this time.
Don't forget freespace
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: Patch Compilation - FINISHED!!
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.
edit: Ok use this one.
- Attachments
-
- ASseMbly Thing.zip
- (15.88 KiB) Downloaded 89 times
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: Patch Compilation - FINISHED!!
ps, I fixed the music block patch so OW music no longer unlocks random level songs
I also changed the main label to JUKEPTCH_MAIN_CODE so it wouldn't conflict with anything
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
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Re: Patch Compilation - FINISHED!!
Added. Also is this with the sample support? (Or will that be handled in the blocks)
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: Patch Compilation - FINISHED!!
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
and nah, the sample loading is done within the block itself
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Re: Patch Compilation - FINISHED!!
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.
Trouble with a capital COW.
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Re: Patch Compilation - FINISHED!!
Alright I found a much better hijack spot that works perfectly. We have to change the old code back so add this
New hijack spot is org $009746
updated code:
from what I tested it works perfectly now, along with the sample compliant music block
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)
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:
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Re: Patch Compilation - FINISHED!!
I got rid of the annoying <code> crap because it was hard to update.
here's a zip file
here's a zip file
- Attachments
-
- JukeBlocks_FINAL.zip
- (5.04 KiB) Downloaded 94 times
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Re: Patch Compilation - FINISHED!!
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)
Trouble with a capital COW.
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Re: Patch Compilation - FINISHED!!
what
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Re: Patch Compilation - FINISHED!!
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.
Trouble with a capital COW.
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Re: Patch Compilation - FINISHED!!
possibly but I doubt it
I know that random sounds effects like jumping can temporarily mess up badly done hex commands
I know that random sounds effects like jumping can temporarily mess up badly done hex commands
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Re: Patch Compilation - FINISHED!!
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?
Also, where can I find the ticking P-Switch patch?
Re: Patch Compilation - FINISHED!!
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.
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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Re: Patch Compilation - FINISHED!!
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.
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.
Trouble with a capital COW.
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