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ASM Projects show-off thread

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All you need to do is insert the code to some free space in your ROM and change the Pause routine to jump to it.
Thats amazing, Learn! If I had the patience, I could pull off something like that too I think... >_<

Really nice done.

Originally posted by Bio
I only sent the source code to troopa(for the hack) and Ersan(to help him understand it, I specificely told him to don't use it in his hack)

I already deleted the file, all those codes made little to no sense to me... It is amazing that you can code such stuff o.o
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Finally, a HP bar, which is level specific. Meaning, I can turn it on in Boss battles, while it's off in normal levels.

Normal


Hit (Toad is invisible though, lol)


I might make a vertical one like in MegaMan, but I'm not too sure yet.

EDIT: Small update on my HDMA kit.



Since I'm too lazy (and also lack of knowledge for sprite hacking) I just picked the code from d4s' HDMA kit to fix the priority for some sprites. There are only 1-2 minor problems I've noticed though. The piranha's color is slightly affected by the color gradients, if they're in front of everything i.e. fog, water, lava, desert effect or whatever color you want. Normal background color gradients work fine though. Also, net climing Koopas disappear behind the background, once they're behind the net. Same applies to Mario and other sprites, which status is set to go behind the FG. Just try to avoid either the net climbing in HDMA levels or HDMA in net climbing levels.

I already made a patch for it, once I release the HDMA kit, but I'm not really sure, if it works on already hacked ROMs, since it uses d4s' offsets. If you got space in the range of x87000 - x98400 it's probably save to say, that it works with your hack, otherwise you'd have to copy everything over, but this is a one time only. After that you can edit the ROM as much as you want.
Toad,
Is the HDMA kit going to work with hacks that already have sprites, blocks, music, etc?

Also, is that health bar an adaptation of Killozapit's health patch?
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Well, I'm not sure if it works with hacks that already got sprite, blocks, music in it. As I said, if you got alot of space between x87000 - x98400 you should be fine (I'm not sure though, since I can't test it myself), otherwise you will need to copy everything over to the ROM with the patch installed (proper readme will be included anyway).

Also, the health bar was made from scratch and isn't even similar to KilloZapit's. :P
Uh oh.. I don't have free room between x87000 - x98400. It is full of 04 and 10.
Can you tell us how this patch will work? Because I've hex edited my hack so many times that salvaging will result in having to start over many content.
Your layout has been removed.
If it is full of 04 10 it should work, since this isn't any code or something. Also, how will this work?
It uses LevelASM and BMF's HDMA version, so you can easily specify which level uses what effect. (Yes, you can use more than 1 effect, too. :P)

I will explain everything carefully in the readme, so you basically CAN'T do it wrong. ;)

Also, I could do it on 2 ways..

Option 1)
Let the people choose where they want LevelASM & HDMA to be installed (chances of not restarting are lower).

Option 2)
Make a patch, where LevelASM & HDMA are already installed and everything you need to do is choose it for the level you want it to have in. (Most likely need to restart the hack).


Small tip, when you hex edit your ROM and change stuff, make a text file and write in what you edited and where you edited. It helps alot. :) I need to start over as well, inserting music, sprites, ASM, all the stuff and with the text file it was much easier to do it. :P
Originally posted by Toad
It uses LevelASM and BMF's HDMA version, so you can easily specify which level uses what effect. (Yes, you can use more than 1 effect, too. :P)

So all you're doing is taking BMF's kit and calling it your own? *urg*
You don't seem to get it, do you?
BMF's HDMA kit won't do anything on it's own but enables HDMA channels to use for various effects. That's why I use it. The HDMA effects itself are all made by me. <_<
I'd say you create something for Option 1.
Would be great if you manage to do it.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Originally posted by Toad
You don't seem to get it, do you?
BMF's HDMA kit won't do anything on it's own but enables HDMA channels to use for various effects. That's why I use it. The HDMA effects itself are all made by me. <_<

Just providing the effects doesn't in the least qualify it as a "kit." That's like if you provided a bunch of ExGFX and Lunar Magic to insert them and called it an ExGFX kit.
Don't use it then. I haven't seen anyone complaining except you. You should actually be happy, that there will be another HDMA release. Of course BMF gets credit in the first place for doing his HDMA, no doubt about it, but doing the actual effects can't be compared with ExGFX, really.
Please do not derail this thread. Keep this in a PM or something >_>

I also coded the best HDMA effect ever (Hence my custom title)
/me runs.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
I have something to ask to the pause screen authors (layer 3 vram uploads (except bio I assume)).

Have you hacked the NMI routine to get this to work / have used SMW's VRAM uploading table?

If you haven't, you've made something that will not function on real hardware. If you were to touch VRAM outside of the blanking period you'd get a glitchy display amongst other things. Emulator's aren't strict about this, but why bother hacking a game for a system when said system will not even tolerate it?
If I only knew how to hack the NMI routine... >_>
I just used DMA transfers to the VRAM (Not SMW's VRAM Table) so the tiles would show up.

Hacking the NMI routine sounds liek impossibal for me.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Nope, I haven't hacked the NMI routine for the pause menu. All I did was changing the pause routine and made a JSL to the VRAM uploading code.

I don't know much about NMI either.

Also, weird thing is that the Pause menu works in all emulators I've tested (ZSNES, SNES9x and BSNES) but the Message when you die does only work in ZSNES, eventhough it's the same code, just a different table. >_> Anyone know what the problem could be?


P.S. I also noticed that the HDMA effects I made had some bugs i.e. flashing screen when a dynamic sprite is on screen (only happened in SNES9x and BSNES though) so I cancelled it for now and use d4s' HDMA kit instead + I removed the Nintendo logo/ dark pause menu from him. If anyone who is using his HDMA kit wants his Nintendo logo or dark pause screen remove, just PM me.

P.P.S. I still could try adding new effects to d4s' HDMA kit though, since he explained how to do it. :P
Originally posted by Toad
P.P.S. I still could try adding new effects to d4s' HDMA kit though, since he explained how to do it. :P

One thing I've noticed about d4s' kit is that it's very restricting when it comes to coding your own effects. IE, I don't think it'd even be possible to code a spotlight effect into it.
A spotlight does NOT require HDMA. :P All it needs is the X & Y position of Layer 2 and follow Mario's position/movement.
Originally posted by Toad
A spotlight does NOT require HDMA. :P All it needs is the X & Y position of Layer 2 and follow Mario's position/movement.

Still, if you wanted one with HDMA for whatever reason you couldn't do it with d4s' kit was the point.
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