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ASM: Request, help and general discussion

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Kil2
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Re: ASM Help Thread

Post by Kil2 »

Just in case, I should probably write a simple levelasm insertion tutorial. Check the first post if you need it.
tatanga
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Re: ASM Help Thread

Post by tatanga »

Haha I love it! I changed the code so it was for level 30 instead of level 7 (because the majority of the level is in level 30). I'm going to tweak the level a bit to make it flow better with the new controls. Thanks a lot!
Kil2
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Re: ASM Help Thread

Post by Kil2 »

Ok then for level 30 just make sure you change the first thing to level30: and put it where level30 should be. You don't have to change the labels like BOUNCE007 btw
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raocow
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Re: ASM Help Thread

Post by raocow »

Could someone do me a favour?

Would it be possible to lower where the 'boo cloud' is situated on screen?
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Kil2
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Re: ASM Help Thread

Post by Kil2 »

There is probably a value somewhere which is the base of where the boo cloud is situated yeah. I'm gonna check if there's a boo cloud disassembly anywhere. If not, it could be tough.
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Tails_155
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Re: ASM Help Thread

Post by Tails_155 »

Woot. I know 0 ASM, and I need HDMA to make my level's background scroll to the left!
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Kil2
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Re: ASM Help Thread

Post by Kil2 »

Do you just need it to scroll to the left, or do you need parallax scrolling like the stars in my teleporter in asmt which scroll at different rates? Because just scrolling to the left doesn't require HDMA and is even easier.
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yoshicookiezeus
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Re: ASM Help Thread

Post by yoshicookiezeus »

Unless you want fancy multi-layer scrolling, there's no need to use HDMA for that. In fact, you could just place sprite F4 in your level and do it that way, since according to the wiki we are going to use the hex edit that activates it without having to step on the platform.

NOTANEDIT: a
Kil2
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Re: ASM Help Thread

Post by Kil2 »

raocow wrote:Could someone do me a favour?

Would it be possible to lower where the 'boo cloud' is situated on screen?
I dunno about that, but I got the boos to dive lower.

http://www.youtube.com/watch?v=V2KAEQlNZfA
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raocow
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Re: ASM Help Thread

Post by raocow »

Man, boo clouds are hard enough already to deal with - making them attack so low like that consistantly would probably be overkill.
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Kil2
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Re: ASM Help Thread

Post by Kil2 »

Haha. Well, I'm not sure if I can lower the boo cloud, so I dunno, maybe you would have to physically raise the ground in your level instead of lowering the cloud.
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Tails_155
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Re: ASM Help Thread

Post by Tails_155 »

Good problem solving, epic video name.
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Personalness
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Re: ASM Help Thread

Post by Personalness »

Is there a way to change the speeds of certain sprites on a per-sublevel basis? specifically Rex, Charlies, the flying piranha plants and Banzai Bills.
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Kil2
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Re: ASM Help Thread

Post by Kil2 »

Yeah. Some code that monitors the the sprite speed tables and modifies them should do it, but if the sprites have variable speeds (like boos, start slow, speed up, momentum, etc) it'd be tough to get very exact speeds. Best you could do is double/quadruple or halve their speed.
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Patashu
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Re: ASM Help Thread

Post by Patashu »

what on earth is HDMA
Kil2
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Re: ASM Help Thread

Post by Kil2 »

HDMA is when the SNES modifies values based on where the electron gun in the TV is currently rendering to, so you can make something happen on the top half of the screen and have it do something else on the bottom half, or anywhere in between. These stars: http://www.youtube.com/watch?v=h2fwvMt6G2g ps dont play stepmania
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Tails_155
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Re: ASM Help Thread

Post by Tails_155 »

Electron gun makes everything sound awesome.

Basically what that means is it is pixel specific editing...?

Honestly, that video shows the ideal way my background would work, but that uses Layer2 doesn't it? D:
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Kil2
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Re: ASM Help Thread

Post by Kil2 »

It is pixel specific editing, but you can only edit certain things, like layer position, palette, etc. You can't change mario's powerup based on what part of the screen is drawing or anything. You can only give directions to the SNES hardware itself. Also HDMA is horizontal only, so the change will apply for that entire row of pixels and that's the biggest limit.

Yeah it is layer 2. What did you have in mind?
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Tails_155
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Re: ASM Help Thread

Post by Tails_155 »

Kil2 wrote:It is pixel specific editing, but you can only edit certain things, like layer position, palette, etc. You can't change mario's powerup based on what part of the screen is drawing or anything. You can only give directions to the SNES hardware itself. Also HDMA is horizontal only, so the change will apply for that entire row of pixels and that's the biggest limit.

Yeah it is layer 2. What did you have in mind?
I wanted a normal background that scrolled similar to that. So the stars in the background look like Demo is actually in a Space Station, flying around. Right now I'm just using the background scroll sprite... Layer2 won't let me use the correct color of tiles (it needs to use the cave setting)
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Kil2
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Re: ASM Help Thread

Post by Kil2 »

The scrolling star code from my level should be drag & droppable into any level with layer 2 stars that doesn't have vertical scrolling. If you know how to patch levelasm you could try copying this to your level number

Code: Select all

;;;;; LEVEL ASM FOR LEVEL B0 THE CEMENT ELEMENTAL PLANE


!FREERAMB0 = $7FA100

	REP #$20
	LDA #$0F02

	STA $4330	

	LDA #$A100	
	STA $4332	
	LDY #$7F	
	STY $4334	
	SEP #$20	
	LDA #$08	
	TSB $0D9F

			
	LDA $13			
	STA !FREERAMB0+$1
	CLC
	ADC #$64
	STA !FREERAMB0+$13

	LDA $0661
	STA !FREERAMB0+$4
	LDA $0662
	STA !FREERAMB0+$7
	LDA $0663
	STA !FREERAMB0+$A
	LDA $0662
	STA !FREERAMB0+$D
	LDA $0661
	STA !FREERAMB0+$10

	LDA $13
	LSR
	BCS NoINC1B0
	INC $0661

NoINC1B0:
	LDA $13
	LSR
	BCS NoINC2B0
	LSR
	BCS NoINC2B0
	INC $0662

NoINC2B0:
	LDA $13
	LSR
	BCS ReturnB0
	LSR
	BCS ReturnB0
	LSR
	BCS ReturnB0
	INC $0663

ReturnB0:

	RTS
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Tails_155
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Re: ASM Help Thread

Post by Tails_155 »

My level has Vert. Scrolling. ._.;
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Kil2
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Re: ASM Help Thread

Post by Kil2 »

Dang
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Terry von Feleday
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Re: ASM Help Thread

Post by Terry von Feleday »

Do say, is there a simple way to check if a sprite touches anything, be it player, sprite, floor or wall? I know how to make it check everything seperately but I have this suspicion there's an easier way to do it.
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DaxterSpeed
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Re: ASM Help Thread

Post by DaxterSpeed »

Can I use LevelASM to do simple ROM edits level wise? I'd like to enable free scrolling by changing $00:F878 to 80. Is that just some simple org db in the LevelASM, or is it impossible?

(I'd like it enable cause of level being easier to do with that enabled)
Machoman
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Re: ASM Help Thread

Post by Machoman »

Could someone make a boo that always will go to you even if you look at it or not.

And I've noticed that normal boos don't dive down long enough to hurt you if you stand still, I want this one to dive down more.
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