Assembly Notes
My Tutorials
Beginner-aimed Nonsense
- Thinking like a Programmer (I'm gonna make you use Python for a hot second, DO NOT SKIP THIS)
- SNES Assembly for the Absolute Beginner
- SNES Assembly for the not-as-much-of-a Beginner
- SA-1 conversion and programming under that patch
Debuggers and such, how to
- Mesen-S / Mesen2 Course
- bsnes-plus Course
- Digging into Hex Editors with Shex
UberASM basics and advanced
- Insertion
- How UberASM works
- My First ASM: Press up for higher powerup status
- ASM and Uber cooperation through Flags and Indexes
- Enemy altering LevelASM
- Generators in LevelASM
- Add more
GPS blocks
- Insertion
- Learning the Offsets
- What the Pre-Packaged Routines Do
- Tutorial: Making a block that changes slippery status
- Tutorial: Custom Mushroom only block
- Tutorial: Using the custom bounce sprite patch
- Tutorial: 32x32 block
- Add more
PIXI Sprites
- Insertion and per-level sprites
- The basics of sprites
- Pre-packaged Routines
- The basics of shooters
- The basics of cluster sprites
- The basics of extended sprites
- Generators in PIXI
- Homing movement
- Circle movement
- Basic Boss
- TBD
The Art of Patches
- Insertion
- Hex Editing
- Hijacking
OW Sprites Patch by Ice Man
- Basics of the Patch
- (OW Sprite coding)
Register Idiocy
- Windowing basics
- HDMA basics
- Color Math basics
- Uploading Colors to Palette in code
- How the Back Door spotlight works
- How Roy/Morton/Ludwig HDMA works
Background Modes
- Background Mode 0 basics (2bpp 4 layers)
- Background Mode 2 basics (offset per tile)
- Background Mode 5 basics (hires mode)
Background Mode 7
- Preparing Mode 7 graphics
- Basic Mode 7, using Easy M7 patch by ExE_Boss, HuFlungDu, mathie
- Recreation of carol's Black Omen effect (ours works on accurate emus!)
- Recreation of the old Mode 7 OW tech demo
Personal Notes
How to do Thing
- Applying trigonometry to SMW
- Data decompression routines
- Faster ExecutePtr
- Indirect HDMA and double buffering
- Reading code from other hacks
- Geiger's Debugger (I want to read code from old hacks)
My thoughts on ASM object design (block, sprite, etc)
- Making a worthwhile enemy
- Boss design pointers
- TBD