1 page
^^
vv
List results:
Search options:
Use \ before commas in usernames
Hello everybody !

I think that there are, here, persons who like the challenges of ASM 
I also believe that you are tired by the normal and too easy questions . 
Then I have a special questions , which is maybe impossible has to realize, but, you never can tell ..

1)
I wanted to know if someone could create a "script" who would allow that, when we kill one enemies (only if he is already frozen), he bursts by using the graphics of the death by "screw attack" (or, another graphics which I could create , it's better , if there is enough place for adding new tiles), BUT, reading the palette of ice beam/frozen effect to the place of the normal palette, AND , Which would play sound, on the place of the sound of the death by "screw attack", the sound which we hear when we smash the window of "mother brain", or then , a new sound added, that I could create, always if there is enough place for , of course .  Question   


2)
I want to change the spike blocks on the left wall in the crocomir room per another type of CRE block , because i deleted the spikes in my hack . the problem is that i can change easily the spikes blocks per another type , but the spike damage property stay anyway , and , when the crocomir squeletton takedown this wall , even if i have changed the spikes per another block type , the spikes appear on the pieces of the wall which fall on the ground .
then i suppose that each pieces of the wall is composed per 2 tiles (wall/spike) , and each is stored one per one and are read during the scene . 

I found this :

"CROCOMIRE (enemy ID: DDBF)
----------
123A06 - 00 00 to 10 00
Charged plasma beam shots no longer insta-kill Crocomire.

120D58 - 00 03 to ?? ??
Speed of Crocomire attempting to crawl out of the acid. 03 to 02 = slower, 03 to 04+ = faster, etc.

120DF6 - 30 06 to ?? ??
Distance (in pixels?) that Crocomire travels backwards before falling through the floor and triggering his death animation. Only useful if you're making his hallway longer.

120EE5-120F34
This chunk of bytes determines which blocks for Crocomire to break and fall through. The values for each block (from left to right) are: 61, 62, 63, 64, 65, 66, 67, 68, 69, 6A. Only useful if you're making his hallway longer.

1218D0-121901
Spike wall and room shaking as Crocomire prepares to bust it down in skeleton form. There are 7 groups of bytes here, FF FF 08, FF FF 0C, FE FF 10, FE FF 10, FC FF 08, FE FF 03, FF FF. These are what determine the rising intensity of the shake. The lower the first byte, the higher/more intense the shake. FA FF is as low as they can be set; F9 and below cause errors. The second value, which is always FF, shouldn't be edited at all. The values directly after those, 08, 0C and so on are how long that particular portion of the shake cycle lasts. The 5 extra values between each set, which are 00, 01 and 02 don't really need to be edited.

121953 - E0 01 to ?? ??
Something to do with the positioning of Crocomire's skeleton after it breaks down the spike wall. E0 01 to 60 00 looks pretty badass."


So , i suppose that each scene blocks are stored towards this place .


3)
There is some physics changes that i haven't found . if you have an idea for the adresses ...

-speed of rise/fall bomb jump with morph ball .
-duration of the speed booster effect after running and concentrate the energy .
-horizontal and vertical distances for the normal jump and for the high jump , just for wall jumps . 
-To allow a delay of wait between moment or we put quite its bombs (basicaly , maximum number is 5 , i have changed per 2) , and the moment or we can begin again to put it the others.   
- where are located the bytes which suppress wall jump property on the "plateforme" ennemies ?


4)
I ask if someone would be capable of coding the ROM so that she can repoint all of the scrolling data in another bank , because at present, we can point them only in bank 8F .
i know that There are already a patch that can repoint all PLM's in whatever banks , just must specify (E0 for exemple)
if the bank 8F can be still more cleared , it would allow to be able to add more new rooms to the ROM, the events moreover, etc . I really believe that it would be profitable for quite the persons who wish to make very vast Hacks .
I don't know about what i speak, indeed on, but I imagine that if it was possible to make it for them PLM's , it must also be possible to make it for scrolls ..


5)
I would like to create new one enemy.

I explain:
-using the emplacement of E8FF(ROBO) and possibly E93F(ROBO2) , for made a new emplacement for ennemie tiles (i don't use those ennemies).
-the ennemie size must be 3 tiles of width and 6 tiles of height . he haven't need to be "Giffed" , need to only one image (no animation , static ennemie).
-the hit box size must be 3 tiles of width and 6 tiles of height .
-the ennemie must using the same pallette as E7FF(KAGO)
-when we fire one the ennemie , the screen must shake like Kago .
-after that we killed him , he don't owe ré-appear  when we exit and re-enter in the room . (but no with using events!)
-HP must be changeable for each (using "orientation" or "speed 1/2" bytes to edite HP between 0001 has FFFF) .

It's to make one enemy-barrier , like this :


(It is only a scrawl to show the idea  Laughing)

with the aspect of a kind of root with many HP.
One classic concepts which we find in many games ..


6)
i wish i could obtain REDESIGN GATES , and no-returning blocks ..


7)
i want to know if there are in the game "special rooms" Who have to keep in a compulsory way their offsets ?
i think for example about the boss rooms ..

I ask this because i repoint some room informations of the bank $8F to other banks , it's for recompact each rooms of the game for increase the $8F free space .


8)
in the maridian scenery , there are a pixel movement in the part 2 and 3 of the maridian pallette . part 2 is for anime the sand , and part 3 is for anime the water falls . do you think that it's possible to make this pixel movement in other scenerys (brinstar and norfair) , without apply this movement function on some parts of the pallette , but only in some tile emplacements in the scenery ? it's hard to explain .

hum , this is an exemple :





make the pixel movement function like maridia , for the part 4 of the norfair palette , but , only activated in the 6 green square tile places of the tile table .
i ask this because each parts of norfair and brinstar pallettes are used and importants , then , impossible to apply this function on the totality of the tile table . 

it's for make lava cascades for norfair , and water cascades for brinstar .


9)
do you think that i can add 20~30 new tile places in the green brinstar tile table , without repointing all of the brinstar data to free space ?
Otherwise , i don't use the graphic set 9 (white-red brinstar) , then , maybe it's possible to use some of those tile places and load them to graphic set 7 ?

same question for the CRE .


10)
how place ennemies correctly in rooms . when i say "correctly" , i want to say in the pixel meadows .
each ennemies have 16 bytes . there are X-Y position bytes ?

and , also , how use the palette of the silver chozo for the gold chozo ?

finally , there is really no possibility to make Phantoon can work in crateria correctly (with the reaction on the gold boss statue) ?
Thread title: 
I like Big Butts and I can not lie
To answer section 4):
Here's some code I wrote to change both the scroll and PLM banks, written for the newer version of xkas:
Code:
// This code changes which bank PLM populations are loaded from and which bank Scoll PLMs read their data from.
// Made by P.JBoy, 01/03/2009


//-------------------Definitions--------------------

arch snes.cpu ; lorom ; noheader

define PLMBank		$DF
define ScrollBank	$8F


//---------------------Hijacks----------------------


org $82EB6C
PHB
PEA {PLMBank}8F ; print "PLMBank+1		@ ",pc
PLB
LDY.W $07BB
LDX.B $14,y
PLB
BEQ +

-
LDA.B $00,x
BEQ +
JSL $84846A
TXA
CLC
ADC.W #$0006
TAX
BRA -

+
PLB
JSL $8FE8A3
JSL $8FE88F
LDA.W $0E16
BEQ +
LDA.W #$0002
STA.W $0E18
+
RTL


org $8484AC
db {PLMBank} ; print "PLMBank+1 		@ ",pc

org $848B60
db {ScrollBank} ; print "ScrollBank+1 		@ ",pc
I like Big Butts and I can not lie
7):
I wouldn't suppose any of the rooms are necessary, maybe Mother Brain's.  If you're using any of the original bosses, they likely require either their own rooms or a room based strictly on its original room
Edit history:
P.JMan: 2011-04-04 05:51:38 pm
I like Big Butts and I can not lie
10):
Enemies are indeed, position using pixel offsets, if you'd like to see the enemy data structure:
Code:
Enemy header format

0600	Anim
E5B0	Palette $A3
000F	HP
0005	Damage
0008	Width
0008	Height
A3	Enemy Bank
00	Hurt Flash
0023	Sound
0000	2 (boss value)
E669	Initiation AI $A3
0001	parts
0001	5 (DCFF & DD3F)
E6C2	graph $A3
800A	Grapple
804C	B $A3
8041	ice $A3
0000	xray $A3
0000	Death Anim
0000	F unused
0000	G unused
00	H unused
0000	PB Reaction $A3
0000	I unknown
0000	J unused
0000	K unused
8023	Enemy Touch
802D	Enemy Shot
0000	N unknown
AE8000	Enemy Tiles
05	Layer
F224	Item Drop
EC48	Vulnerable
E1DB	Enemy name



The Torizo chooses which palette it uses in its AI, you'll have to find its palette pointer and either change it in the AI or change its palette in a palette editor
Edit history:
Vener: 2011-04-07 10:22:53 pm
Vener: 2011-04-05 09:33:18 am
Hi P.JMan !

I thank you for your answers . Very Happy

about the scrolls replacements , i don't understand totally .

you can use another bank (like $E0 , $E1 , etc)for repointing special scrolls :

 

?

or normal scrolls :



?
I like Big Butts and I can not lie
Oh my, I had completely forgotten that it was Scroll PLMs that I'd changed the bank for.

The code I posted corresponds to the first image you posted.  Also, I misread Chozo for Torizo in your first most, my mistake.  The same idea applies though, the Chozo AI will check the Speed2 value, and use whichever part of the palette consequently.  I don't see why you can't just replace the golden part of the palette; but delving into the ASM of the Chozo won't be difficult if you've had ASM experience (it's likely to be in the initiation AI)
Edit history:
Vener: 2011-04-07 09:04:12 am
Vener: 2011-04-07 09:03:31 am
Okey P.JMan =)
i am going to try .

about the scroll replacements , you said that your code concerne only the first picture case , but do you think that it's also possible to make the same code for the second picture case , or it's too hard ?
if it can be done , imagine all the place saved in $8F aiwebs_011
I like Big Butts and I can not lie
It could be done, I doubt it'd be too difficult
Regrettably , i'm not strong in ASM aiwebs_007.
then , your code for the first case can work for the case two (just in changing and specifying what is the type of scrolls data repointed) ?
or , there is need to write another code in totality ?
or , in better way , the case one and two can be added in the same code , and repointed in the same bank ?
if you can help me to realize this , or even just give me some informations about , you will help me enormously .
I like Big Butts and I can not lie
For changing which bank the Room Scroll loads from, new code would have to be made - from scratch
Edit history:
Vener: 2011-04-13 06:18:42 pm
Vener: 2011-04-12 05:40:14 pm
Okey , thanks .

someone can told me where are the adresses (in hex file) of the shinespark timer (speed booster effect for make super jumps) , the shinespark drain speed , the super jumps speeds (each directions) , how suppress wall jump on the plateforme/frozen ennemies , the number of bounces after falling on the ground in morph ball , and , how make a delay between each bomb SALVES ?

when i say "salves" , i mean :



for exemple , i use 5 bombs , and i want that before that i can use 5 new bombs , allowing a delay (praticaly like redesign). NOT allowing a delay between each bombs .