(Atari2.0) Now can use -nr to specify max number of shared routines (Atari2.0) Made Pixi work on +6mb ROMs correctly (Atari2.0) Greatly refactored and reworked MeiMei, embedded both ROM classes in one (Atari2.0) Fixed snestopc not working correctly on SA-1 roms bigger than 2 mbs (Atari2.0) Fixed various compiler warnings, swapped fread arguments causing an error when writing extmod file. (Atari2.0) Added autoclean to all sprite pointers, fixes (Atari2.0) Added escaping to ! in filepaths, fixes (Atari2.0) Updated and fixed make, Makefile and. (Atari2.0) Updated asar.dll to 1.80, fixes (Atari2.0) Now permits nested shared routine calls, fixing (Atari2.0) Fixes spritetool_clean.asm not being in the asm/ folder. routines/Bounce/Spawn.asm -> %BounceSpawn() (Atari2.0) Now you can have subfolders in the routines folder, the subfolder path and the routine filename will be joined to be used as the routine name, e.g. This file will be used to get command line options if present. (Atari2.0) Add support for having a pixi_setttings.json in the same folder as the executable. As such they won't be reported here but they can be found in the single commits in the repository. These changes are massive but they should not be visible to external users. (Atari2.0) A lot (and I mean a lot) of internal C++ code changes to improve the codebase and speedup the tool as well as major changes to the build system. (Atari2.0) Now the print statements in sprites can be substituted by labels (`init:` etc) and they are not case sensitive anymore (e.g. (Atari2.0) Completely overhaul the build system, use CMake, enable building pixi as a. This should fix any issues with paths containing non-ascii characters. (Atari2.0) Added utf-8 paths support on Windows. (Atari2.0) Add all of the LM3.30 ssc/mwt features. (spooonsss) ExtendedGetDrawInfo: properly despawn when extended sprite is vertically offscreen (KevinM) Extended/Cluster defines update (details ()) (Atari2.0) Fix misplaced bracket causing ExtendedHurt routine to send Yoshi always to the right. (lx5, Atari2.0) Added support for minor sprite types (minor extended, bounce, spinningcoin, etc.) (Atari2.0) Fixed extended sprites cape interaction. (Atari2.0) Better error messages in general. (JamesD28) Updated circle routines to fix sign issues with large radii on LoRom. (Atari2.0) Fixed oversight in extra byte count assignment (Atari2.0) Now pixi also prints warnings that asar gives instead of silently ignoring them. (Atari2.0) Fix list.txt parsing bug when paths would get wrongly split for containing spaces. Version history can be found in changelog.txt.Īny weird issues you may encounter, contact me on discord (Atari2.0#1706). You will have to rebuild your rom in case you already ran pixi +1.2.10 without that flag and want now to use the flag.ĭetailed usage instructions, common errors and changes compared to older sprite tools can be found in the included readme.txt file. This is only useful if you are converting old romi sprites to pixi and you don't know what you are doing. Since version 1.2.13, now you can disable the 255 sprite per level support by using the -d255spl flag. There also the new sprite status table that has been moved from 1938 to 7FAF00, used by SubOffScreen routines since version 1.2.10. You could also contact me for suggestions.Link Show random Submission Details Name:Ī sprite insertion tool made to allow more dynamic sprite usage, space savings and more SA-1 compatibility.ĭespite this, it is almost fully compatible with sprites written for older SpriteTools, save for the fact that Asar is now used as the assembler. If you notice any errors, please don't hesitate to contact me so I can fix them. Included in the zip are multiple formats of the tutorial: docx, HTML, PDF. This tutorial only covers the basics to get you started, while that one covers all of ASM's bases. Custom sprites aren't covered because sprite tool has a tutorial for that but who knows, maybe one day.! (if there's popular demand).įor a more detailed, in-depth ASM tutorial more focused on opcodes, please check out my " Assembly for the SNES" tutorial afterwards. It also covers the RAM, opcodes, writing custom blocks, custom patches and finally, debugging code to trace crashes. The tutorial covers how you can use ASM in Super Mario World. This tutorial aims to get people with zero ASM experience started on ASM hacking Super Mario World. Link Show random Submission Details Name:Įrsanio's ASM Tutorial - Assembly for Super Mario World (v1.1)
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