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[SM] New PLM

Started by gunnargumpert, March 24, 2010, 05:16:21 PM

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JAM

Quote from: person701 on April 01, 2010, 12:40:21 PM
Wow, who knew 4 tiles could be so complex. =) Again, thanks Jam.
No problem =) If you'll have any problems of searcing for internal pointers, let me know




Quote from: gunnargumpert on April 03, 2010, 08:56:34 AM
what means the 1st and the 2nd byte?


every door has the same 1st byte! is that the physicspointer of the door?
Looks like, the 1st word (in brackets) is the same for all doors except grey ones. In common case, it leads to pre-drawing instruction.

2nd word is an actual code for this PLM. In other words, what should happens when you touch/shoot at this PLM. In this case, it's a code for opening doors, setting type of doors etc.

3rd word is used only by door PLMs. It's a code for closing doors behind you.

Just in case if you don't know, 1 word = 2 bytes.

Quote from: gunnargumpert on April 03, 2010, 08:56:34 AM
-and what bank is used for this? $84 (the same) ore another bank?
Yes, 84. All PLMs are programmed there. Sometimes, code may jump to another bank, it always starts from bank $84.

Quote from: gunnargumpert on April 03, 2010, 08:56:34 AM
-can you add new animations? (for example) solid wall with value 3F has an animation like the spikeblocks?
Actually, I don't know. I can try to do something like Hyper Beam item flashing in 7 rainbow colors (if there are already programmed items). Well, I understand how to place PLM that will be set instead of BTS 3F, solid, but dot's sure what should be inside of PLM.

gunnargumpert

#26
thanks jam!!!!

you helped me SO MUCH! i thing you are the best hacker here!


this is my last important question: what´s about the BLUE door? what bank/ addres is it using? it should be a bit like the door PLM's

well, i think, you can´tknow it, it's maybe saved in another bank but if you know, i can make the door open faster

("show that tile for only 1 Frame!")

JAM

Quote from: gunnargumpert on April 04, 2010, 04:29:10 AM
thanks jam!!!!

you helped me SO MUCH! i thing you are the best hacker here!
I glad to heard that, but it's not true, if be honest. Things about new PLMs I've noticed by myself as the first step of hacking. It took 3 days for me.


Quote from: gunnargumpert on April 04, 2010, 04:29:10 AM

this is my last important question: what´s about the BLUE door? what bank/ addres is it using? it should be a bit like the door PLM's

well, i think, you can´tknow it, it's maybe saved in another bank but if you know, i can make the door open faster

("show that tile for only 1 Frame!")

You'll need to read doc named PLM_Details located here:
http://jathys.zophar.net/supermetroid/kejardon/index.html

There are a list of many PLMs. Blue door are there by sure.

EDIT: "blue door opening" leads to all corrent pointers. 3rd word leads to code for closing as usual

gunnargumpert

#28
Quote from: JAM on April 01, 2010, 12:22:35 PM
2 high bits are used for flipping.
4:   horizontal flip
8:   vertical flip
C:   horizontal & vertical flip

2 low bits are used for tile number to display
000:   first 16*16 tile used by CRE
0FF:   last 16*16 tile used by CRE
100:   first 16*16 tile used by SCENERY
3FF:   last 16*16 tile used by SCENERY

i don`t understand the purple color!

8-4=4 --> 4 > 3
C-8=4 --> 4 > 3
--> all numbers to 3 are telling the Tile
--> all numbers over 3 are telling Flipped + the Tile
--> 3FF:  --> 3 is lower than 4, so does it mean "0 not flipped" + last Scenery Tile?

so does 500 mean "1st Scenery Tile" + Flipped Horizontal?

--> Than you just would have to add the bytes and will get the correct Complex?
--> Now i can understand, that the CRE is limited to only FF Tiles!

Did I understand correct? I hope so! Thanks.


Edit:

How to edit opening animation?

I'm getting just the bytes [02 00 77 a6 02 00 8b a7 19 8c 08 02 00 7f a7 02 00 73 a7 01 00 67 a7] for the opening animation! I didn´t overwrite this bytes, so yellow door facing left has the same animation. closing and standart animation is OK.

The item is [Door Orange - C85A]

[02 00 77 a6 02 00 8b a7 19 8c 08 02 00 7f a7 02 00 73 a7 01 00 67 a7]

Time
Tile
But what's this?

And why is the animation changed? you said THIS is the other animation! so why - if i just use the same Values of the  [Orange Door - C85A]  - is the openig animation RED?

JAM

#29
Quote from: gunnargumpert on April 14, 2010, 08:34:00 AM
i don`t understand the purple color!

8-4=4 --> 4 > 3
C-8=4 --> 4 > 3
--> all numbers to 3 are telling the Tile
--> all numbers over 3 are telling Flipped + the Tile
--> 3FF:  --> 3 is lower than 4, so does it mean "0 not flipped" + last Scenery Tile?

so does 500 mean "1st Scenery Tile" + Flipped Horizontal?

Yeah, exactly. You see, there are 10 types of people in the world: Those who understand binary, and those who don't...

Purple digit can be tranformed to binary:
0 = 0000
1 = 0001
2 = 0010
3 = 0011
4 = 0100
...
F = 1111

That's why I wrote:
Quote from: JAM on April 01, 2010, 12:22:35 PM
2 high bits are used for flipping.
2 low bits are used for tile number to display
And high bits in binary are first.

Quote from: gunnargumpert on April 14, 2010, 08:34:00 AM
--> Than you just would have to add the bytes and will get the correct Complex?
--> Now i can understand, that the CRE is limited to only FF Tiles!
Did I understand correct? I hope so! Thanks.
Yeah, that's right. To the both questions =)


Quote from: gunnargumpert on April 01, 2010, 11:33:54 AM
How to edit opening animation?

I'm getting just the bytes [02 00 77 a6 02 00 8b a7 19 8c 08 02 00 7f a7 02 00 73 a7 01 00 67 a7] for the opening animation! I didn´t overwrite this bytes, so yellow door facing left has the same animation. closing and standart animation is OK.

The item is [Door Orange - C85A]

[02 00 77 a6 02 00 8b a7 19 8c 08 02 00 7f a7 02 00 73 a7 01 00 67 a7]


Time
Tile
But what's this?
Seems like, these yellow bytes in your post are used for every door. It's pointer to instuction located at $84: 8C19 with argument 08. Most likely, this thing is used to play "closing door" sound.

As for opening animation... See, I've just posted the code of closing animation as example. Code of opening animation will right after that. For yellow door facing left:
2485A: [B1 C7] [14 C0] [FD BF]
you'll need the second word in brackets that points to 24014.

24014: 72 8A B1 C4 24 8A 2A C0 C1 86 26 BD
24020: 01 00 67 A7 B4 86 24 87 24 C0 91 8A 01 4B C0 03
24030: 00 B3 A9 04 00 67 A7 03 00 B3 A9 04 00 67 A7 03
24040: 00 B3 A9 04 00 67 A7 24 87 24 C0 19 8C 07 04 00
24050: 73 A7 04 00 7F A7 04 00 8B A7 5C 00 77 A6 BC 86



Aqua: duration of each state (in frames)
Yellow: pointers
White: another instructions (most likely common to all doors)
Orange: internal pointers
Pink: Holy Grail. =) Instuction that check for this door to be hit with power bomb explosion. 01 is the argument (how powerful should be blast).

Yes, I was right. Instuction at 8C19 plays sound. Argument is now 07 (opening door). If you change it to 08, it will plays "closing door" sound when opening door.

Code at 24020 will draw animation for closed door.
Code at 2402D will draw animation when door is damaged (remember pink doors?)
Code at 2405E will draw animation when door is opening.

What you need is rewrite data at 24014 with at 24318 (pink door facing left [C88A], second pointers) and change internal pointers.

To create new door you'll need to understand my entire post.

gunnargumpert

72 8a b1 c4 24 8a 2a c3 c1 86 50 bd
01 00 67 a7 b4 86 91 8a 05 4e c3 19 8c 09 03 00
b3 a9 04 00 67 a7 03 00 b3 a9 04 00 67 a7 03 00
b3 a9 04 00 67 a7 24 87 28 c3 19 8c 07 04 00 73
a7
04 00 7f a7 04 00 8b a7 01 00 77 a6 bc 86 02
00
83 a6 02 00 bb a7 19 8c 08 02 00
af a7 02 00 a3 a7 01 00 97 a9 a7



Missiles Shot
Sound
Tiles
Timer

So, what´s wrong to this ORANGE Missile door?

Why is the opening and damaged animation RED?

JAM

Quote from: JAM on April 14, 2010, 08:30:19 PM
What you need is rewrite data at 24014 with at 24318 (pink door facing left [C88A], second pointers) and change internal pointers.
They are orange-colored in my post.

2A C3 is an internal pointer (one of) you should fix.
In your door, the code starts from 24014 but then warps to 2432A (Missile door PLM).

How to find them? Look at header of Orange Door facing left.
3rd word is FD BF, 2nd word is 14 C0.
Last byte of code will be 2405F and first byte -- 23FFD. So, bytes like XX BF or YY C0 (where XX = FD..FF and YY = 00..5F) most likely will be internal pointers.

Let's find internal pointers for Pink Door facing left (from where data is copied). 3rd word is 01 C3, 2nd word is 18 C3. So, code starts from 24301. Word "BC 86" located at 24361. So, code ends at 24362. Internal pointers should be ZZ C3 (where ZZ = 01..62).


You have already found one of them.
Quote from: gunnargumpert on April 15, 2010, 08:52:42 AM
2a c3

Let's see at bytes at 2432A:
91 8A 05 ...

Find similar bytes in code you've copied. Looks like, they are at 24026. So, change 2A C3 at 2401A to 26 C0.




Let's find another internal pointers.
4E C3 (right after pink bytes) is one of them.
Bytes at 2434E are: 19 8C 07...

Where are similar bytes located?
Looks like, at 2404A. So, change 4E C3 at 24029 to 4A C0.





Do the same with remaining internal pointer and you'll got a working code.




Read this when your door will work:

Oh, and also... If you want to remove vulnarability of your door by Super Missiles, then find and remove instruction BD50 (bytes are: 50 BD). Since your data will be shifted left, substract 2 of every fixed internal pointers leading to data located after 50 BD bytes. After that, your door can be opened only with Missiles.

gunnargumpert

#32
i think i understud  the most of plm code!!!

the pointers in the door are pointing to the graphics, they are also at the (nearly) same location!

now i understand the jump to the red plm! that sicks!
I'll try to fix this and than there will be a patch with credits to you (you helped a LOT :wink:)



edit:


i need a signature for a missiles door


01 00 67 a7 72 8a b1 c4 24 8a 2a c3 c1 86 50 bd
01 00 67 a7 b4 86 91 8a 05 48 c3 19 8c 09 03 00
b3 a9 04 00 67 a7 03 00 b3 a9 04 00 67 a7 03 00
b3 a9 04 00 67 a7 24 87 24 c0 19 8c 07 04 00 73
a7 04 00 7f a7 04 00 8b a7 01 00 77 a6 bc 86 02
00 83 a6 02 00 bb a7 19 8c 08 02 00 af a7 02 00
a3 a7 01 00 97 a9 a7 72 8a e2 c4 24 8a 8d c0 c1

could you mark a MISSILE DOOR with the colors, of the powerbomb door a few posts ago? maybe the LINE is enough, because everything else is nearly the same

THERE MUST BE THE DAMAGED ANIMATION POINTER - i can`t find it.

opening and closing animation IS fixed, but if i shot in once, it`s (still) red again

thanks so far, it helped me more than expected

JAM

#33
Quote from: gunnargumpert on April 20, 2010, 11:03:26 AM
i need a signature for a missiles door


01 00 67 a7 72 8a b1 c4 24 8a 2A C3 c1 86 50 bd
01 00 67 a7 b4 86 91 8a 05 484E C3 19 8c 09 03 00
b3 a9 04 00 67 a7 03 00 b3 a9 04 00 67 a7 03 00
b3 a9 04 00 67 a7 24 87 24 c0 19 8c 07 04 00 73
a7 04 00 7f a7 04 00 8b a7 01 00 77 a6 bc 86 02
00 83 a6 02 00 bb a7 19 8c 08 02 00 af a7 02 00
a3 a7 01 00 97 a9 a7 72 8a e2 c4 24 8a 8d c0 c1


Code after BC 86 refers to next PLM

Orange colored bytes are internal pointers. They are should be changed because they are still leads you to default missile door (red). And I've already told you how to find them:

Quote from: JAM on April 15, 2010, 09:40:25 PM
Let's find internal pointers for Pink Door facing left (from where data is copied). 3rd word is 01 C3, 2nd word is 18 C3. So, code starts from 24301. Word "BC 86" located at 24361. So, code ends at 24362. Internal pointers should be ZZ C3 (where ZZ = 01..62).
24 C0 is already changed correctly. Good job!
2A C3 should be replaced by a pointer that leads to these bytes: 91 8A 05.
And 4E C3 (there should be 4E C3, not 48 C3)leads to this code: 19 8C 07. Find location of same code of your new PLM and change this pointer. Just example: 19 8C 07 is located at 24044, so 4E C3 should be changed to 44 C0.


Quote from: gunnargumpert on April 20, 2010, 11:03:26 AM
THERE MUST BE THE DAMAGED ANIMATION POINTER - i can`t find it.
There is pointer to instruction right before damage animation, to Holy Grail (91 8A ??)

Quote from: gunnargumpert on April 20, 2010, 11:03:26 AM
thanks so far, it helped me more than expected
No problems... =) I hope you'll create more new doors

gunnargumpert

01 00 67 a7 72 8a b1 c4 24 8a 26 c0 c1 86 50 bd
01 00 67 a7 b4 86 91 8a 05 44 c0 19 8c 09 03 00
b3 a9 04 00 67 a7 03 00 b3 a9 04 00 67 a7 03 00
b3 a9 04 00 67 a7 24 87 24 c0 19 8c 07 04 00 73
a7 04 00 7f a7 04 00 8b a7 01 00 77 a6 bc 86 02
00 83 a6 02 00 bb a7 19 8c 08 02 00 af a7 02 00
a3 a7 01 00 97 a9 a7 72 8a e2 c4 24 8a 8d c0 c1

this is my new door, working damaged animation, but if i shot 5 missiles/1Smissile the game stops running!?

it's not opening


i'm SOO sorry to bother you anymore, but i'd like to know it: is it my mistake (just 1 wrong code) ore did we work completely wrong?

JAM

gunnargumpert
I see... The wrong internal pointer. You saw the code at 24348 because your bytes were: 48 C3. They should be 4E C3, look at 2432D (you did small mistake while copying the code of missile door). Data at 2434E is: 19 8C 07.

Same data (19 8C 07) in the new door is at 2404A. So, yes. Bytes 48 C3 were replaced correctly with 44 C0. But there must be bytes 4E C3, that should be replaced with 4A C0. Hope that helps =)

Good luck and use Holy Grail =)

thelicker

I do not understand what he is trying to do  :pwuh:
More door plms, right?

gunnargumpert

#37
Quote from: thelicker on April 23, 2010, 09:43:14 AM
I do not understand what he is trying to do  :pwuh:
More door plms, right?


1. i copy a missile door and overwrite the powerbomb door
2. i'll modify the door.
3. i'm changing the needed shots
4. i'm ready - if i pick power bomb door i'll get same animations, but it's possible to open it with missiles


if i want powerbomb doors i'll take the metal gate ore set powerbomb blocks. powerbomb doors aren't realy needet in a hack.


JAM:

i didn't undestand your last post, but i tryed a new clean rom - i think i overwrote an important code!

i cloned missile door and repainted the graphics and made the new 3 pointers - PERFECT!!!!!!!!!!!!!!!!!!!!!!!!!

THANKSSSS!!!!!!!!   --> sorry, but i'm so happy! maybe i can help you a time. (maybe adding the slopes to the already ready room. > than you can the room data and add to your hack)

you deserve this!!  :^_^:



EDIT: since i have the new missile door, the second door isn't working, but i didn't overwrite anything of the door. I can't believe it!

why isn't working?  i saw a possible reason: at the end of the 1st yellow door there is 1 unused byte left, but i think it doesn't have to do anything with the 2nd door

thelicker

I think I will change my Eye-Door to a Super Missile door so will need to have more than 10 Super Missiles to open it.
It will be a boss door. Oh and I saw it in Metroid 1

JAM

Quote from: thelicker on April 23, 2010, 05:43:02 PM
I think I will change my Eye-Door to a Super Missile door so will need to have more than 10 Super Missiles to open it.
Actually, it isn't nesessary... New door can be placed in any place in bank $84. In my hack there are 2 types of orange doors. First one opens after power bombing, and second one -- after missile hit. With palettle blend patch I can turn one of them to... brown door, for example. Any other doors are untouched.

gunnargumpert
Well, I glad that first door is working (I'm remember my own feeling when I did so, it was the same =) ) but don't sure what's up with second door. What exactly is happening? Is room crashing when there is orange door facing right? Is the game freeze when you try to open this door? Is the game freeze when this door closing behind you?

Code of second door starts from 24060. As you said, there is 1 more byte left. I've checked it. What's happening with vertical orange doors?

gunnargumpert

#40
if i change the open pointer, it`s just a solid wall after 5 missiles

but if i let the door close (open from other side) it crashes bevore loading any tiles

that`s strange

that also happens to a clean copyed red door!

that's bad

i'll try to copy the door to FF FF's of bank 84 and try it again


EDIT: i copyed the door to the free space, but if i enter from the other side its changing to POWERBOMB shots! normaly it needs missiles, the animation is also ok, but it's changing to powerbombs, so there must be another pointer, to the original door

my door is:

ff ff ff ff 72 8a e2 c4 24 8a 06 f0 c1 86 50 bd
01 00 97 a7 b4 86 91 8a 05 2a f0 19 8c 09 03 00
ef a9 04 00 97 a7 03 00 ef a9 04 00 97 a7 03 00
ef a9 04 00 97 a7 24 87 04 f0 19 8c 07 06 00 a3
a7 06 00 af a7 06 00 bb a7 01 00 83 a6 bc 86 02
00 8f a6 02 00 eb a7 19 8c 08 02 00 df a7 02 00
d3 a7 01 00 c7 a7 00 00 ff ff ff ff ff ff ff ff

JAM

Quote from: gunnargumpert on April 24, 2010, 04:50:48 AM
EDIT: i copyed the door to the free space, but if i enter from the other side its changing to POWERBOMB shots! normaly it needs missiles, the animation is also ok, but it's changing to powerbombs, so there must be another pointer, to the original door

my door is:

ff ff ff ff 72 8a e2 c4 24 8a 06 f0 c1 86 50 bd
01 00 97 a7 b4 86 91 8a 05 2a f0 19 8c 09 03 00
ef a9 04 00 97 a7 03 00 ef a9 04 00 97 a7 03 00
ef a9 04 00 97 a7 24 87 04 f0 19 8c 07 06 00 a3
a7 06 00 af a7 06 00 bb a7 01 00 83 a6 bc 86 02
00 8f a6 02 00 eb a7 19 8c 08 02 00 df a7 02 00
d3 a7 01 00 c7 a7 00 00 ff ff ff ff ff ff ff ff

I see... Wrong, wrong, wrong... I mean, internal pointers are seems to be correct, but the whole code should be like that:

MORE CODE IS NEEDED HERE72 8a e2 c4 24 8a 06 f0 c1 86 50 bd
01 00 97 a7 b4 86 91 8a 05 2a f0 19 8c 09 03 00
ef a9 04 00 97 a7 03 00 ef a9 04 00 97 a7 03 00
ef a9 04 00 97 a7 24 87 04 f0 19 8c 07 06 00 a3
a7 06 00 af a7 06 00 bb a7 01 00 83 a6 bc 86 This is the end of this PLM
When copying the door, you should ignore second word in header (18 C3 for missile door), look at 3rd word (01 C3 for missile door) and start copying from this pointer. Last 2 bytes should be BC 86.

gunnargumpert

#42
BC 86? why is the rest not important?

QuoteWhen copying the door, you should ignore second word in header (18 C3 for missile door), look at 3rd word (01 C3 for missile door) and start copying from this pointer. Last 2 bytes should be BC 86.

well, could you explain with this example, please?

and a second, random AND uniportant question: why is editing the 1st yellow door breaking the rom (closing animation of 2nd yellow door)?


JAM

The rest is the code for closing NEXT door (missile door facing right)

gunnargumpert

#44
now i understand.

well, why is my edited door breaking the rom? i modified the last post. take a look


EDIT:

OF CORSE! I IDIOT! I HAV BROKEN THE CLOSING ANIMATIN; BECAUSE I THOUGHT IT WAS CONTAINING ZO THE ITEM TOO!

now i think i know EVERYTHING of the doors i need!

thanks jam. that should be enough for my hacking recource. (i'll make a patch)

well credits most to you JAMPION!!! :yay:

gunnargumpert

EVERY DOOR IS WORKING.

change your name to JAMPION! :^_^:

and now the very last question: what's with yuper missiles? i made 25 missiles open this door, but 1 super missile is enough for it! how to fix it? it should be 5 supermissiles.

if anybody doesn't like 25 missiles (REDESIGN) say it, i'll use just 20

could it be, that you need very moderate ASM, JAM?


then i'll ask anybody for making a small patch.


see: i'll release this small door patch with changed graphics for everyone, so there should be somebody, who makes it!

this is a beta patch (Unheadered), added a USABLE spacestation. and crocomire, dragon and phantoon are changed sets, they can ALSO use the correct grafics. well set 7 was horrible, also both of maridia:

7 - repaint all tiles, they used the first 3 colors of palette 6.
maridia - palette swapping and more than 2000 clicks, to give the correct pallete to the graphic sets.

all sets are a total of about 10'000 clicks!

please anybody be so kind, to fix that. i puted a lot of work inside (more than 45 hours). it's also for you guys, if you want to use a patch like this

JAM

#46
Quote from: gunnargumpert on April 25, 2010, 06:16:26 AM
OF CORSE! I IDIOT! I HAV BROKEN THE CLOSING ANIMATIN; BECAUSE I THOUGHT IT WAS CONTAINING ZO THE ITEM TOO!
thanks jam. that should be enough for my hacking recource. (i'll make a patch)
Don't blame yourself because doors are a bit... confusing. Creating new missile PLM that gives you 75 missiles was a lot easier for me than creating new door. I'm glad that doors are working by now.

Quote from: gunnargumpert on April 26, 2010, 12:17:10 PM
change your name to JAMPION! :^_^:
You made me laugh =) And thanks to Zhs2! I like this status =)

Quote from: gunnargumpert on April 26, 2010, 12:17:10 PM
and now the very last question: what's with yuper missiles? i made 25 missiles open this door, but 1 super missile is enough for it! how to fix it? it should be 5 supermissiles.

if anybody doesn't like 25 missiles (REDESIGN) say it, i'll use just 20

could it be, that you need very moderate ASM, JAM?
PLM_Details doc can be really helpful when creating and modifing PLMs. It can be found here:
http://jathys.zophar.net/supermetroid/kejardon/index.html

Anyway, you may notice that 50 BD instuction in every Missile Door. That instruction checks for hits. If it was hit by Missile, then counter is incremented by 1. But if it was hit by Super Missile, then... it's a bit strange. Counter is set to 120 (#77) and incremented by 1 then. So, for now, when door is hit by Super Missile it takes massive damage (that equals to 121 Missile) and opens.

But if we create Missile Door that need 125 hits to open, then you can't open it even with unlimited amount of Super Missiles because counter is set to 120 every time. It works odd:


CounterHit typeChange
000Missile+1
001Missile+1
002Super Missile:=120+1
121Super Missile:=120+1
...Super Missile...
121Super Missile:=120+1
121Missile+1
122Missile+1
123Super Missile:=120+1
121Missile+1
122Missile+1
123Missile+1
124Missile+1
125Door opens

Looks like, the metal door from Screwed and Shopped works exactly like this (hit value 125). I haven't saw the code, just supposing...

There are a 2 ways to fix this problem:
1. Disable check for Super Missile hits. In that case, door will immune to Super Missiles.
2. Modify the code to make Super Missile gain more damage (increase the counter), not just set the fixed value.

Way 1:
Go to $23D58 and replace C9 00 02 F0 22 with EA EA EA EA EA

Way 2:
Go to $23D7F and replace A9 77 00 with 20 XX XX, where XX XX is a location of code in free space. Let it be 00 F0, then location must be 27000.

Write that code at 27000:
BF 0C DF 7E 69 YY 00 3A 3A 60

YY -- how many damage will take the door after Super Missile hit. If YY = 02, then regular missile door will opens after 3 Super Missile hits and your new door -- after 13 Super Missile hits.

I just tested it. Should works fine for everyone.


LOL, i've just understood how to create the door that will opens only after regular bomb hit.

gunnargumpert

works nice!


well, i swear this is the last question of this topic:
examples:

1 SM + 19 M --> opens
4 SM + 1 M --> opens
3 SM + 8 M --> opens

but: 1 SM should be 5 missiles. normaly it is now, but if i combine the missiles, it's not counting correct.

p.s.: i didn' think, it's possible without ASM.

Malpercio

try setting the "YY" value JAM mentioned to 5?

gunnargumpert

ok! also thanks to you. (i seted 06 but 05 is correct) so that was the reason, why 4 Smissiles and 1Missile was enough. thanks!!


PACTH IS READY

Credits:
Gunnargumpert: Tiledesign and Programming
JAM: Helping with a lot of knowledge
metruler1990: Fixing the last small bug

Gunnargumpert - End