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ASM Projects show-off thread

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Thanks! Hopefully I'll be able to implement a similarly fluid dash/charge attack (ala wario) for my next trick!
I've got some custom blocks in the works that make use of gfx switching.


Feel free to PM me if you have any questions.

My first status bar hack!!! video!!!
Code:
Code
header
lorom 
 

 
org $008F49 
JSL status_test 
org $0A8200 ;POINT TO FREESPACE
status_test:
LDA $14AF
BNE OFF
LDA #$18
STA $7E0F0D
LDA #$17
STA $7E0F0E
LDA #$FC
STA $7E0F0F
BRA Return

OFF:
LDA #$18
STA $7E0F0D
LDA #$0F
STA $7E0F0E
LDA #$0F
sTA $7E0F0F

Return:
LDA $0DBE
INC 
LDX #$10
LDY #$00
RTL



EDIT: Code updated. Video shall be up soon
*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



Originally posted by Pseudo
My first status bar hack!!! video!!!
Code:
Code
header
lorom 
 

 
org $008F49 
JSL status_test 
org $0A8200 ;POINT TO FREESPACE
status_test:
LDA $14AF
STA $7E0F0E

LDA $0DBE
INC 
LDX #$10
LDY #$00
RTL


good job but here is a pointer:
you don't need the bra return because the code will go there anyway.
Originally posted by Aiyo
Originally posted by Pseudo
My first status bar hack!!! video!!!
Code:
Code
header
lorom 
 

 
org $008F49 
JSL status_test 
org $0A8200 ;POINT TO FREESPACE
status_test:
LDA $14AF
STA $7E0F0E

LDA $0DBE
INC 
LDX #$10
LDY #$00
RTL


good job but here is a pointer:
you don't need the bra return because the code will go there anyway.

oh,heh. That was left over from another code I wrote. I modified it to this and I guess I forgot to cut it out.

*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



That's cool!

Thanks for providing the code!
What? Why don't I have a fancy post layout? Pah, who needs an eyesore like that?
Originally posted by Albino Chao
That's cool!

Thanks for providing the code!

yeah, I know. I'm so proud of it.
*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



Try making it say on/off now. :3
What? Why don't I have a fancy post layout? Pah, who needs an eyesore like that?
oh, that's easy :) I can do it easily. The code will be updated by Sunday, server time.
*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



How would i use:

$7E:13BF 1 byte Misc. Level number (if >$24, add $DC)

to see check a level?

would this work?:

lda $13bf
cmp #$105 ; level 105
bne
I think it would be:

LDA $13BF
CMP #01E1 ;105 is greater then 24, so I added DC. Also, it can't be 3 digits long.
BEQ Blah
RTS
Blah:
org $ASM
RTS


 
Aiyo, why do I have the feeling you posted that question here by accident? >_>

After doing some debugging stuff, I saw this while I was in level 105:

Level 105 = $29

So you need to do CMP #$29

Geez, this RAM address is weird...
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
These are OW levels (so remember going through a door/pipe before going back to the OW will not do anything)

Here's how they work:
Code
RAM $7E13BF
| 00| 01| 02|...| 22| 23| 24| 25| 26| 27| 28| 29|...| 5E| 5F|
|000|001|002|...|022|023|024|101|102|103|104|105|...|13A|13B|
OW LEVEL ^  Normal values ^ | ^ Add 100 subtract 24 (add DC) 
Originally posted by Ersanio
Aiyo, why do I have the feeling you posted that question here by accident? >_>

After doing some debugging stuff, I saw this while I was in level 105:

Level 105 = $29

So you need to do CMP #$29

Geez, this RAM address is weird...

$29 + $dc = $105 thus (number over 24) - $DC = Address value.

1024, I don't get what you're saying :(
*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



omg, i didn't know i posted that here!!. Geez i feel like an idiot. My bad. And thanks for all the input everyone
Thought I'd post a couple of small things I did.

The first is a generic meter.



Right now I'm using it in a desert world as a heat meter. It increases slowly, hurts you when it fills, and then resets. It drains quickly if you are in water, and does not increase if you have the fire power-up.

Today I also recreated the opening/closing bridges from SMB3 Water World. I thought that was kind of fun.




One of the largest changes I've made is in the power up coding.




One thing I've done is rewritten the power up routines to handle any value through FF. So as you can see, I have added a completely new power up (birdo's egg) without changing any of the existing power ups.

I also decided to change the way the power up sprites work. I set it up so that touching a power up sprite swaps power ups always so that you can use a mushroom and become super mario even if you were fire mario before.
Thats amazing!I didnt know you were so good at ASM.The bridges are OW sprites,right? (What else XD)
Thanks! I've actually developed software in ASM, so I'm pretty comfortable with it.

Actually I was able to make the bridges work almost entirely with Layer 1 Event Tiles on the overworld. The open bridge is a 16x16 tile with no mario path on it and the closed bridge has a horizontal or vertical path on it for the horizontal/vertical bridge. Then I used a single event to swap the open/closed bridges and add or remove the paths leading up to the bridge.

Then all I had to do was toggle that event when you beat a level with a little ASM.
rubixcuber, thats really awesome. so like if you get an item that sets #$33 to $19, it will give him a power up? (the answer is probably yes). So, if so, how did you manage to get it to display the right gfx in the reserve box?
Well, I've only coded one extra power up so far, so setting $19 to #$33 wouldn't do anything interesting, but yes, that's the general idea.

I hijacked the routine that draws the item in the box. For the moment I'm just redirecting it to a specific tile in the first page of the sprite graphics, but if I want to use very many extra power ups I'll have to work on that part a little more.
I see, thats really advanced and awesome. I can't wait to see what you make next!
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