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Metroid Construction - Don't feed the Metroids.
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Author Topic: [SM] - Endless room  (Read 403 times)
gunnargumpert
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« on: March 09, 2010, 03:52:16 PM »

is it possible to make something like los caverns (just an endless room) in smile?

maybe a teleporter block, that doesn´t stuck and teleports you to another location in the same room? that would be enough.


hope it´s possible, without a year of ASM


please help (IF POSSIBLE Grin ).


thanks gunnargumpert

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    « Reply #1 on: March 09, 2010, 04:12:44 PM »

    (click to show/hide)

    I hadn't even started hacking for a year before I made AngryFireChozo, so it's possible without a year of ASM :P

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    « Reply #2 on: March 09, 2010, 04:16:42 PM »

    ?

    it´s just slow running


    ore did you use teleporter blocks? how to use it?

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    « Reply #3 on: March 09, 2010, 04:19:50 PM »

    ?

    it´s just slow running


    ore did you use teleporter blocks? how to use it?

    Look at the map in the video. That tells you what is happening. And as DSO said, less than a year of ASM and you can make it yourself. He has the code, but he hasn't released it to the public yet so you will either need to wait until he does, or learn how to do it yourself.
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    « Reply #4 on: March 10, 2010, 07:57:18 AM »

    2 questions:


    1. - is it possible to make a room like the lost caverns with this code

    2. - will you release an ips patch?






    isn´t it possible, to make a door, that just teleports you emidiately, without a black screen? (what actualy is normal)


    that would be a working teleporter!

    well i hope it  Sadness

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    « Reply #5 on: March 10, 2010, 08:33:42 AM »

    isn´t it possible, to make a door, that just teleports you emidiately, without a black screen? (what actualy is normal)

    No, unless you rewrite the door transition code to avoid some nasty glitches Grin
    Quote from: gunnargumpert
    maybe a teleporter block, that doesn´t stuck and teleports you to another location in the same room? that would be enough.

    Just go find some ASM tutorials and read them carefully. Oh, and don't start with codes of that complexity (<- is that a word?), even though the teleporting code can be really simple. In fact, you only need LDA and STA, if i'm not mistaken. (And RTS to end the code, plus you have to specify the location of that code in the ASM file.)
    I started by making a simple Fool X-Ray block that refills Samus's super missiles, then made it more complex by adding some conditional branching. Wanna know what code i used to refill supers, w/o branching? Here (commented for you):
    (click to show/hide)
    I doubt you understand that, but i can try, can't i?

    Oh, and to make the teleporting look good, you have to be REALLY smart when tiling your room.
    Don't forget, you need this to make ASM for Super Metroid. And, before asking any more questions, i'll ask you one:
    Why do you want almost everything from Redesign?
    Another question:
    Could you, by any chance, avoid "Is it possible to" -threads? As long as your questions are in the limit of the SNES hardware, anything is possible. (Which means you can't turn Super Metroid into 3-D. Maybe you could make some 3-D effects and such, i'm not sure)
    Heck, this post is getting longer and longer, so i'll just stop writing and post it :P

    Only a few weeks left, then I have to go to school. €#¤%!
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    « Reply #6 on: March 10, 2010, 08:53:17 AM »

    well, why a style of redesign? i loved this hack so much, it was the only reason, to start TAS-ing!


    it´s atmospheric is soo, good.





    well, i wanted to learn ASM, but the videodescription (down there) needs a special document, but the only one who has it is shadow34370 from youtube. he wasn´t online since months


    that toutorial:
    (click to show/hide)

    the problem, all written toutorial are boring, i don´t want read > 50 pages.

    the problem, i didn´t find a document, that explains good, why this codes does this, than you need to know, where the ready codes must be written down.

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    « Reply #7 on: March 10, 2010, 09:01:04 AM »

    Gunnar, I think you need to understand that all of the people here who do know how to do such things had to learn for themselves, so what makes you think you shouldn't have to bother?

    If you get a little more work done, and show that you're serious about hacking, you may get more help around here, but nobody is going to want to help you if you saythings like 'I don't want to read - tell me how.'

    It's lazy, and quite rude, to be honest.
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    « Reply #8 on: March 10, 2010, 09:47:20 AM »

    i want to start an easy thing, but only found the RAM map, but i know you first must load the value.

    please sent a link for the commands



    edit:
    http://www.metroidconstruction.com/ASM/MoogleEmperorMissileStationEnhancer.ASM

    that might be enought at first
    « Last Edit: March 10, 2010, 09:52:57 AM by gunnargumpert »

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    « Reply #9 on: March 10, 2010, 10:21:49 AM »

    Quote from: gunnargumpert
    the problem, i didn´t find a document, that explains good, why this codes does this, than you need to know, where the ready codes must be written down.
    Well, then, maybe you should take a creating something like this yourself, eh? Bite the bullet and learn ASM all by yourself, then write up a reference document so that you, and quite possibly others who are not as enlightened as you, have something to look at for future reference and we can all be happy Metroid hacking pals. Begging other people to do things for you is never reliable, because waiting for someone can take a very, very, very long time.

    This is your final warning, gunnar. Stop being lazy and do your own damn stuff. Who knows, you might actually learn something.

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    complexity (<- is that a word?)
    Yes.

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    « Reply #10 on: March 10, 2010, 10:25:13 AM »

    Code:

    lorom

    org $9498B6
    DW $B500
    org $94B500

    LDA $09C2
    STA $09C4
    RTS

    it´s working (if i touch 05 it fefills energy)

    see

    (click to show/hide)


    but how to get a list with all values (load a value, not the SRAM)


    edit:

    don´t be so angry! if i give you a russian toutorial, would you understand? i´m german, and i´m trying my best!!!!!!
    « Last Edit: March 10, 2010, 10:44:02 AM by gunnargumpert »

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    « Reply #11 on: March 10, 2010, 10:27:43 AM »

    Quote from: gunnargumpert
    don´t be so angry! if i give you a russian toutorial, would you understand? i´m german, and i´m trying my best!!!!!!
    If I was truly determined, I'd find some way to understand and learn from what I was being given. Nothing's impossible when you put your mind to it. Quit whining.

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    « Reply #12 on: March 10, 2010, 11:51:09 AM »

    but how to get a list with all values (load a value, not the SRAM)
    To load a value, you just add a # before the $. Example:
    LDA $0010 loads whatever is stored to RAM address $0010
    LDA #$0010 loads value 10 (And don't forget that this is in hex)
    There isn't a list of what values can be loaded, you can load all values from 0000 to FFFF. (From 0 to 65535 in decimal)

    So, let's say you want a block, that, when touched, makes Samus have only 50 health.
    You would use a code like this:
    Code:
    LDA #$0032 ;(Remember, all code is in HEX, which is why i used 32 instead of 50)
    STA $09C2
    RTS
    If you'd use $0032, it would store whatever is in $0032 to Samus's health. (And it seems like $0032 isn't in the RAMMap, soo... it might be kinda random Grin!)
    IIRC you can also use LDA #whatever ($ is not there) to load a decimal value, but it's still better to use hex.

    Oh, and only 7E:D7C0 - 7E:DE1B is SRAM ;) (According to RAMMap)

    Now, *insert a bad word here* off and read those ASM tutorials. That's what we do! RAAAAAAAAAAAGE

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    « Reply #13 on: March 10, 2010, 12:02:58 PM »

    does that work with the position of samus, too? i mean 0012 (eg) written to position x

    but to many values, and the game was froozen, after i tryed it, why? isn´t it possible

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    « Reply #14 on: March 10, 2010, 01:05:15 PM »

    Are you sure you're writing to $0AF6? If so, it should work...
    After doing some more checks on the RAM, it seems that you also need to write to $0911. I'm not sure, i'm not that good with Super Metroid ASM. (Yet)

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    « Reply #15 on: March 10, 2010, 01:59:03 PM »

    i better JUST work at the style at first, so other people WANT help me.


    ASM is to hard for me. i mean, i know many values for the "STA" but nothing for "LDA"



    i just hope, if the map is at 99%, that the world will help me


    but thanks anyway, because i didn´t know it´s possible, to learn small basics in 1 day

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    « Reply #16 on: March 10, 2010, 02:24:01 PM »

    I explained what you can do with LDA a few posts ago. Simply, you can load an address or a value with it.
    LDA $06E3 would load whatever is stored at $06E3 to 'A'
    STA $D655 will store whatever is in 'A' to $D655.
    Let's say that $06E3 currently holds the value 17 and $D655 holds 6A. With LDA $06E3 STA $D655, $D655 becomes 17. Got it? If so, read forward. If not, re-read the above until you get it.
    You can also use LDA #$001A to load a value to 'A'. Even if RAM address $001A holds something like D4, that LDA will still load 1A to 'A'. Now you can store that 1A whereever you need it. Got it? If so, you now understand how you can use LDA. If not, then... well, read it again.
    (click to show/hide)
    You're also slowly getting to the "We will help you if you need help" -side. Just remember that asking for help and asking someone to make the work for you are two different things. Remember it, and there's a larger chance that you get help.

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    « Reply #17 on: March 10, 2010, 03:25:42 PM »

    LDA - i now got it, but how should i know, what that value does?

    the only thing i can do is [Fool air, valu 05] recharges missile ore energy.


    i have programming, but without that... ...no computer - that´s sad


    i´ll read the document you gave me, even it is Smario - maybe i learn a new thing


    wish me luck.


    i´ll say it if i need help again.
    « Last Edit: March 10, 2010, 03:33:27 PM by gunnargumpert »

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    « Reply #18 on: March 10, 2010, 09:02:35 PM »

    LDA - i now got it, but how should i know, what that value does?

    If you LDA anything at all, it will do ABSOLUTELY NOTHING, unless you tell it to do something with another opcode. You can LDA #$0000, then LDA #$0050 immediately afterwards, then RTS, and nothing will happen, because you didn't do anything with those values. Think of A as just a temporary storage place.
    EG, you want to take a battery out of it's packet, and put it into a remote control. Taking the battery out of it's packet doesn't do anything, because it wasn't doing anything to start with. Just holding the battery won't do anything either, but when you store the battery to the remote control, then it will allow you to turn the TV on, get it? so the battery is an immediate value, your hand is the accumulator (just a temporary storage), the the remote is the absolute destination.

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    « Reply #19 on: March 11, 2010, 07:55:57 AM »

    i meant, how to know, what LDA  i need to do what i want? it´s not just the correct targed, you must know, what will happen. i just meant that. ore must i REALY try every value?

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