11 March 2016 - Forum Rules
Started by SMB2J-2Q, February 06, 2008, 11:26:50 AM
Quote from: Karatorian on March 11, 2008, 03:47:17 AM it's the middle of the night, so I figure I might have time to get some more work done on the movement code integration before anyone is awake.
Quote from: Karatorian on March 11, 2008, 08:53:59 AMOk, I posted the new version of the level renders. It's got all the bug fixes I mentioned above, the fixed 4-2, and full movement code support. The movement code now handles firebar intial positions and rotation direction. It also handles the previously unhandled 0xC1 code, which is up and down for Parakoopas and going forward in an up and down wave for Cheep Cheeps.I also made a slight modification to the indicators for block contents. The Hudsonsoft Bee is now labled with a 'B' and the remaining unidentified powerup is labled with a 'U'.I'll go mess around with 4-3 and see what happens.
Quote from: frantik on March 10, 2008, 04:29:07 AMglad to hear the lift is back hey Karatorian whats up with the random dark block in world 4-1 above the hidden 1up?also:does anybody know if lakitu comes back if you go up the vine and return to the level? perhaps the dark block is the lakitu continuation code or something?and is that really a trap bonus room in 4-3? there's pipe connection data but no enterable pipe. the pipe connection data is also weird pointing to chunk 5 which has no exit pipe
QuoteBy the way, was the "feature" in 4-3 added where you are forced to drop the elevator before the platform appears?
Quotethe fact that the youtube video is a unglitched version of the game and the player specifically skipped this part tells me it was put there on purpose
;-------------------------------------------------------------------------------------; $b74f-$b7a3 ( 0x375f - 0x37b3 ) run game timer routineRunGameTimer: lda OperMode ;get primary mode of operation beq ExGTimer ;branch to leave if in title screen mode lda GameEngineSubroutine cmp #$08 ;if routine number less than eight running, bcc ExGTimer ;branch to leave cmp #$0b ;if running death routine, beq ExGTimer ;branch to leave lda Player_Y_HighPos cmp #$02 ;if player below the screen, bcs ExGTimer ;branch to leave regardless of level type lda GameTimerCtrlTimer ;if game timer control not yet expired, bne ExGTimer ;branch to leave lda GameTimerDisplay ora GameTimerDisplay+1 ;otherwise check game timer digits ora GameTimerDisplay+2 beq TimeUpOn ;if game timer digits at 000, branch to time-up code ldy GameTimerDisplay ;otherwise check first digit dey ;if first digit not on 1, bne ResGTCtrl ;branch to reset game timer control lda GameTimerDisplay+1 ;otherwise check second and third digits ora GameTimerDisplay+2 bne ResGTCtrl ;if timer not at 100, branch to reset game timer control lda #TimeRunningOutMusic sta EventMusicQueue ;otherwise load time running out musicResGTCtrl: lda #$18 ;reset game timer control sta GameTimerCtrlTimer ldy #$23 ;set offset for last digit lda #$ff ;set value to decrement game timer digit sta DigitModifier+5 jsr DigitsMathRoutine ;do sub to decrement game timer slowly lda #$a4 ;set status nybbles to update game timer display jmp PrintStatusBarNumbers ;do sub to update the displayTimeUpOn: sta PlayerStatus ;init player status (note A will always be zero here) jsr ForceInjury ;do sub to kill the player (note player is small here) inc GameTimerExpiredFlag ;set game timer expiration flagExGTimer: rts
Quote from: SMB2J-2Q on March 14, 2008, 12:15:40 PMI don't want the timer in my SMB hack to tick any faster, please.
Page created in 0.067 seconds with 20 queries.