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Posted on 08-23-16, 11:51 pm (rev. 1 by ImageBot on 11-21-16, 03:23 am)


Karma: 19752
Posts: 601/1100
Since: 04-02-13
I really thought this would be possible to make, but proved to be a bit beyond me right now. Specifically, the collisions part.

Ah well. What the Banzai Bill actor does right now is increase in size if Nybble 10 is set to 1 and adjusts the collision a bit.



Prelude to King Bills:
repl_02149734_ov_2A: LDR R1, [R6,#0x8] LSR R1, #0x8 AND R1, R1, #0xF CMP R1, #0x1 MOVEQ R12, #0xC000 MOVNE R12, #0x5000 BX LR repl_02149EA0_ov_2A: LDR R3, [R6,#0x8] LSR R3, #0x8 AND R3, R3, #0xF CMP R3, #0x1 LDRNE R3, =0x02151918 LDREQ R3, =KingTriangleParams BX LR repl_0214995C_ov_2A: STRH R2, [R1,#0xDE] LDR R3, [R6,#0x8] LSR R3, #0x8 AND R3, R3, #0xF CMP R3, #0x1 BEQ .isking BXNE LR .isking: LDR R1, [R6,#0x8] AND R1, R1, #0xF CMP R1, #0 BEQ .left BNE .right CMP R1, #3 BEQ .left BLT .right .left: MOV R3, #0xA000 MOV R1, #0x30000 STR R3, [R6,#0x5A4] RSB R1, R1, #0 STR R1, [R6,#0x508] MOV R1, #0x18000 STR R0, [R6,#0x50C] MOV R2, #0x23000 STR R2, [R6,#0x510] MOV R0, #0xB000 STR R0, [R6,#0x514] RSB R4, R3, #0 RSB R3, R1, #0 MOV R1, #0x22000 MOV R5, #0x3000 MOV R2, #0x14000 B 0x21499DC .right: MOV R1, #0xA000 RSB R3, R1, #0 STR R3, [R6,#0x5A4] MOV R1, #0x30000 STR R1, [R6,#0x508] MOV R1, #0x18000 STR R0, [R6,#0x50C] MOV R2, #0x23000 STR R2, [R6,#0x510] MOV R0, #0xB000 STR R0, [R6,#0x514] MOV R5, #0x22000 RSB R1, R5, #0 MOV R5, #0x14000 MOV R2, #0x3000 B 0x21499DC repl_021499DC_ov_2A: STMFD SP!, {R1} LDR R1, [R6,#0x8] LSR R1, #0x8 AND R1, R1, #0xF CMP R1, #0x1 LDMFD SP!, {R1} BEQ .iskingbill LDR R1, [R6,#0x8] AND R1, R1, #0xF CMP R1, #0x4 LDRLT R1, [R6,#0x5A4] BXLT LR B 0x2149A40 .iskingbill: LDR R0, =0x4F4 STR R1, [R6,#0x134] LDR R1, [R6,#0x5A8] ADD R0, R6, R0 STR R1, [R6,#0x138] MOV R1, #0x2F000 STR R1, [R6,#0x13C] MOV R1, #0x3C000 STR R1, [R6,#0x140] STR R5, [R6,#0x580] STR R4, [R6,#0x584] STR R2, [R6,#0x588] STR R3, [R6,#0x58C] BL 0x20A46BC B 0x2149A40 .data .balign 4 KingTriangleParams: .word 0x00053000 @X pos of top triangle right point if going right .word 0x0000C000 @Y pos of top triangle right point if going right .word 0x0000C000 @X pos of top triangle left point if going right .word 0x0003C000 @Y pos of top triangle left point if going right .word 0xFFFF4000 @X pos of top triangle right point if going left .word 0x00042000 @Y pos of top triangle right point if going left .word 0xFFFAF000 @X pos of top triangle left point if going left .word 0x0000C000 @Y pos of top triangle left point if going left .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000

Posted on 08-24-16, 01:13 pm (rev. 1 by  Luluca on 08-24-16, 01:14 pm)
Banned for being a complete retard.

Karma: 84
Posts: 107/140
Since: 02-25-16
And about the performance?
Have noticed any lag on real DS with this big sprite?
Posted on 08-24-16, 01:21 pm (rev. 1 by  Hiccup on 08-24-16, 01:22 pm)
Birdo


Karma: 2754
Posts: 1772/2091
Since: 06-26-11
The model is the same so there will be no difference. If you use the zoom sprite to zoom up close to a Banzai Bill, does it slow down? No - and this is no different.
Posted on 08-24-16, 07:49 pm (rev. 1 by Sherry_ on 08-24-16, 08:16 pm)


Karma: 1430
Posts: 300/355
Since: 05-26-15
Wow, seems like you find fun in making ASM hacks. :'^

Awesome as always, however.
Posted on 09-02-16, 11:05 pm


Karma: 19752
Posts: 644/1100
Since: 04-02-13
Okay, moving a sprite this complex to a different overlay isn't going to happen...


Unfinished Class 229 Giant Koopa Troopa:
Pages: 1