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ASM Projects show-off thread

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Waow! Really awesomwe!!!!

Also, a tool or patch for customizable HDMA multiscroll would be really cool, just for say!

If it will be (i just hope XD), i will be patient!
I realize that it needs more work and that is not ready to be in a playable level, i guess.

This is more tricky than what it could seem.

EDIT: I don't know so much about asm.... but you could ask to my avatar... he chews asm *shot*
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Originally posted by edit1754
I've been trying to make my own HDMA kit for a long time, and here's what I've done so far:

I've managed to replicate the Coral Capers HDMA effect.

There's only one problem: it's slows down the game when there are more than 3 sprites on the screen at one time.

The reason for this is my inability to understand the 8-16-24 multiplication using the mode 7 registers, because I haven't really found any good documentation on it yet. I only found a very small document that vaguely mentions it. Since I'm not using 8-bit x 16-bit multiplication, I have to use the standard 8-bit x 8-bit multiplication twice per scanline to compensate, and this wastes a lot of CPU cycles.

Here's a video of this effect: http://www.youtube.com/watch?v=itjE5krKk_k


Mode 7 registers? 8-bit multiplication once per scanline? How does that work exactly? I would suggest using bitshifting, but that only works for powers of two. You might also want to try using some kind of hard coded table for your math (such as the kind often used for sine/cosine). Also, I think if you notice most games that use this kind of effect don't do it for every scanline of the screen. Most only do every 8 pixels, some do distant scanlines more often then nearer ones.

I am also writing HDMA code. I haven't worked on that particular effect yet though. I have some color gradients, a wave, and a split scrolling rate BG effect now, though they are not quite done. Do you think we could share code sometime? We might be able to help one another. :3


Your layout has been removed.
editnumbers use regs.txt:

Code
2134 r l+++? MPYL - Multiplication Result low byte
2135 r m+++? MPYM - Multiplication Result middle byte
2136 r h+++? MPYH - Multiplication Result high byte
        xxxxxxxx xxxxxxxx xxxxxxxx

        This is the 2's compliment product of the 16-bit value written to $211b
        and the 8-bit value most recently written to $211c.


Apparently these just tap into the ppu multiplier used during mode7 matrix operations so I guess they're busy during active display on mode7 scenes.
do they even work in other modes?
Your layout has been removed.
They don't need to be used in mode 7, mode 7 just uses them for matrix calculations, as far as I know.
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I'd just be glad to see an HDMA kit that doesn't require using a fresh ROM and some Windows app and all this other nonsense.
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I look for hdma 3.3 in patches. but you need to code your own tables. I am working on some.
Your layout has been removed.
I finally figured out the 8-16-24 multiplication.

I have to first write the low-byte of the 16-bit multiplicand to $211B then the high byte to $211B again. Then write the 8-bit multiplier to $211C. The result is then stored in $2134-$2136, (little endian).

I tested the effect with sprites and I did not detect any slowdown.

Also, I heard from someone that this uses the DSP-1 enhancement chip, but I've done some research and found out that this is not the case.

So... my HDMA kit is on its way to practical use.
I'm glad you fixed the slowdown, edit. I can see this kit being used by n00bs and experienced hackers alike, once it's completed. Kelp up the good work!
Originally posted by edit1754
Also, I heard from someone that this uses the DSP-1 enhancement chip, but I've done some research and found out that this is not the case.


...why would you need to research whether or not a coprocessor is required to use hardware that is part of the mode7 setup, a standard SNES feature :bigface:. any functionality described in regs.txt of romhacking.net does not need coprocessors.

anyway the guy who told you doesn't have a clue. hope this hdma kit is a bit better than what's currently here.
That's a really awesome project, edit1754. I hope it's going to be released soon. ;)

It'll probably prove to be very useful.

Edit: Wait, about the DSP-1 part... I was talking about utilizing its multiplication command - although then again, this might not be useful for these effects -, NOT that it is required for $211B-$211C and $2134-$2136 to work, which is false. They work on themselves. DSP-1 is totally apart from PPU and other hardware regs, which reside in the $21xx, $40xx and $42xx range. DSP-1 is just an enhancement chip, it has nothing to do with that, and in LoROM, ROM type $03, it simply replaces banks $30-$3F data $8000-$FFFF (I believe).

So that must've been a misunderstanding. Either that, or someone else said something to you, but I'm pretty sure you were referring to this.

Either way - another thing I mentioned -, using the DSP-1 would greatly limit a ROM's size. So it isn't recommendable at all.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
I've created two new powerup projectiles

The first is a Smash Bros. sized fireball that kills enemies not resistant to fireballs. The second is a thunder projectile that kills enemies not resistant to the cape attack. With these a Mario & Luigi like element system could be used.
Oh, this was that old project of mine, which I abandoned back in begin March.

Go through the door, but this time, you won't get through it as easily. ;)

Edit: This thing is super glitchy, if you will. I didn't use that two month break to fix the glitches. So eh, just deal with it. Play it with ZSNES, also.

Yes, I was lazy and I edited Morton's code. >_> Actually just use ZSNES v1.51, the one for Windows, since I'm sure that one does work.
Again, I was too lazy to code securely.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Originally posted by Jagfillit
I've created two new powerup projectiles

The first is a Smash Bros. sized fireball that kills enemies not resistant to fireballs. The second is a thunder projectile that kills enemies not resistant to the cape attack. With these a Mario & Luigi like element system could be used.


That's pretty cool, dude. I especially like how Mario and Luigi can have different powerups.
I do have one suggestion. Make it treat enemies like obstacles when they are immune to the powerup. That way they pop in a puff of smoke instead of just doing nothing.
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I thought the regular cape smash was boring, so...
Patch and see what you think.
Originally posted by koala_knight
That's pretty cool, dude. I especially like how Mario and Luigi can have different powerups.
I do have one suggestion. Make it treat enemies like obstacles when they are immune to the powerup. That way they pop in a puff of smoke instead of just doing nothing.


Y'know, I kept trying to do that, but only when you mentioned it did I get an idea that worked. I just uploaded revised versions that now do that.
Sweet! I was thinking of doing a sequel to Mario Bros. now that these power ups are available I think I will do it. ^_^

@ Maxx: I like it! It gives some fresh new function to that old dusty cape!
Originally posted by Maxx
I thought the regular cape smash was boring, so...
Patch and see what you think.


It doesn't work :(
I patched it in a clean smw rom, i enter the level with the castle entrace intro, the game freezes with an annoying fading sound!
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Originally posted by Dinomar
It doesn't work :(

Yes it does. Sure, it screws up the OW, but just enter the level and it'll work fine.
Edit:
Originally posted by Dinomar
I patched it in a clean smw rom, i enter the level with the castle entrace intro, the game freezes with an annoying fading sound!

Try starting on a new save file.

Edit2: Oh, and a clean rom won't work. Save one level in LM and try again.
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