Staredit Network

Staredit Network -> Modding Chat -> MOD IDEAS
Report, edit, etc...Posted by Moogle on 2005-06-08 at 22:47:02
Yo,

This just idea i cant do it because im not brillant at modding and but i am willing to learn how do it if you willing teach me. Anywoot here we go.

\\Upgrade Unit Mod

Alright, this mod lets your unit upgrade into stronger unit from basic stats too its new stats. If marine kills 10 units he'll upgrade eg, marine has 40 HP, 6 dmg and 0 armor and he kills 10 units he'll upgrade too 50 hp 7 dmg and 1 armor. Every unit that can kill can upgrade. Depending on what you want set unit kill rate too depending on how quick unit level ups. But for defiler too level be pretty hard to even for medic because them units cannot kill plague only damages not kills. I asume this ok mod if anyone has any ideas or suggestions about it post away. Also i was thinking editing alot of aspect like upgrade range as well for units as level up. Hope you like my idea.

\\Kupo Mayhem
Report, edit, etc...Posted by Voyager7456(MM) on 2005-06-09 at 07:56:37
Moogle's back! yahoo.gif

Unfortunately, I cannot remember seeing any mod that had effects based off of Kills.
Report, edit, etc...Posted by Slyence on 2005-06-09 at 09:13:22
I suppose it is possible, But on this one im not 100% sure -.-
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-06-09 at 09:51:11
Thats not possible without making a completely new version of starcraft (would prolly take up 1.2gb)
Report, edit, etc...Posted by Slyence on 2005-06-09 at 13:32:49
1.2g? Thats alot. The starcraft now isn't even near that.
Report, edit, etc...Posted by Moogle on 2005-06-09 at 15:20:21
1.2gig? doubtful, i believe you can remove unit n create new one but that off top my head i wouldnt know truthfuly but maybe BST Does.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-06-09 at 16:31:09
Maybe it can be done with ASM code? I have no idea what it can do though... ermm.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-06-09 at 16:40:40
what I meant is it would probably take up a little more room then regular starcraft and I think starcraft is like 1.1 gig
Report, edit, etc...Posted by SuperToast on 2005-06-09 at 17:39:45
Starcraft is only like 700mb at the most I think. I'm not sure if it would be possible to do this though. It would be very handy to have with an RPG though. I'm not really aware of any place that gives you access to a unit's kills though, so as far as I know it's impossible.
Report, edit, etc...Posted by BSTRhino on 2005-06-10 at 07:15:52
No, it's not possible without using ASM code, which was practically disinvented when 1.08 came out, so you're probably not going to be able to do this. If ASM was still around though, this would be so easy to do... I can just imagine writing the code for it right now, I'd stick it on one of the custom requirements, and if kills were above a certain number then it would change the unit ID for the unit. It's too bad we don't have ASM to use these days.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-06-10 at 23:28:43
QUOTE(BSTRhino @ Jun 10 2005, 05:15 AM)
No, it's not possible without using ASM code, which was practically disinvented when 1.08 came out, so you're probably not going to be able to do this. If ASM was still around though, this would be so easy to do... I can just imagine writing the code for it right now, I'd stick it on one of the custom requirements, and if kills were above a certain number then it would change the unit ID for the unit. It's too bad we don't have ASM to use these days.
[right][snapback]231339[/snapback][/right]


How can we bring it back? sly.gif

Maybe the SEN-MOD team could work on bringing back ASM coding.
Report, edit, etc...Posted by BSTRhino on 2005-06-11 at 20:38:19
Hmmm... well first, I'm not sure whether MemGraft is capable of doing ASM patches. I have heard people say that it isn't programmed to do it, but I've never tried.

Second, we'd have to go along and research the main structure of ASM code, for example, for 1.07, all ASM scripts had to start with PUSH AX blah blah and end with POP something. Once we've got that down, we could then research what memory locations can we change (things such as currently selected unit, current player's minerals, those sorts of things) and then we could research more advanced topics on how to do orders, call iscripts and other things.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-06-12 at 06:40:00
Hey, tell me where to start and I'll help any way I can. wink.gif
Report, edit, etc...Posted by scwizard on 2005-06-12 at 08:58:21
So this is the reason why he was spamming the mod ideas for the SEN-ModT thread about brings ASM code back...
Dude were not programers...
I think stargraft used to be able to do it, but when 1.08 came out they had to make a new one, and...
QUOTE
The main purpose of StarGraft was to allow you to create and change the buttons and tech-tree in StarCraft. StarGraft 3 has been in development many times, but they have all failed. Merlin has tried to make StarGraft 3, but dumped it. King Arthur has done the same. So has Quantam and Rangsk. When Rangsk gave up, he decided to release the source code he had done, and here it is. Note that it`s incomplete, and needs improvements. StarGrafts successor is MemGraft, by DarkWizzard.

Here is the shource code for stargraft 3. I think it may be what you want if your going to try to update everything to 1.12b.

Or it may not be and i may just be confused.

ADDITION:
lol, BSTRhino is getting nostalgic.
Report, edit, etc...Posted by JSonicC on 2005-06-25 at 16:24:09
You dont need a mod for this, it can be done with triggers.

mayby not quite in the way u want, but im sure this would help at least.

Ok you create a trigger to replace units with 100% HP with say 50% (also a good idea to add a switch)

So every new unit is replaced with lower hp.

(now oviously youd level everything so that lower HP would be the standerd 40 for a rine)

now next u can do you upgrades via kills or cash (mayby using a civillian and beacon?)

The u set a new switch which will de activate the old switch and make one which does the same, except unit health goes to 60% instead of 50%

this will only be for new units though, if u want all units to go up by 10% (or whatever) youd need another trigger, and im not sure i can think of one, apart from one that will find all the units under 50% and add 10% allthough from memory of the trigger system i dont think its possible.

I hope that helped in some way
Report, edit, etc...Posted by The_Shattered_moose on 2005-06-26 at 00:50:52
But they mean with many many marines, each having an individual kill score. Also, without a mod there can only be one "evolution" if you want the unit graphic to be the same (Ghosts and Bcs being the exception)
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-26 at 13:50:39
asm wasn't made for starcraft, you know, it's been around for decades
Report, edit, etc...Posted by Season on 2005-06-26 at 14:00:36
Of course it wasn't made for starcraft. Now it used generally for starcraft now.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-26 at 14:04:20
no, it's used all of the time for all sorts of things

edit: it's just another computer language smile.gif
Report, edit, etc...Posted by tidus on 2005-07-13 at 17:57:50
maybe sc2 has it if it does then the other game will be a piece of shit but it might not be true cry.gif u no what i mean huh
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-15 at 00:34:25
So waht exactly is ASM? Does ASM coding in Starcraft change the Starcraft.exe file?
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-17 at 00:13:24
QUOTE(m.r.bob @ Jun 12 2005, 06:58 AM)
Dude were not programers...

I can do basic programming (maybe lower than basic for some things wink.gif) and basic ASM...
So what you meant to say is this:
QUOTE(m.r.bob @ Jun 12 2005, 06:58 AM)
Dude most of us are not programers...
(I not really programmer, but I made some stuff. Such as a CHK decompiler biggrin.gif)

QUOTE(ihatett @ Jun 26 2005, 12:04 PM)
no, it's used all of the time for all sorts of things

E.g. Calculators. Yes, Calculators. (Go TI Graphing calculators! w00t!! w00t.gif)

QUOTE(Dr.Sh0tgun @ Jul 14 2005, 10:34 PM)
So waht exactly is ASM? Does ASM coding in Starcraft change the Starcraft.exe file?


ASM is a programming language. Alls I know is it involves lots of memory calls.
Here is some ASM code from a Calculator program I have:
[codebox].list
#define equ .equ
#define EQU .equ
#define end .end
#include ti83plus.inc
.nolist
#define bcall(label) RST 28h \ .dw label

.org $9D93
.db $BB,$6D


bcall(_runindicoff)
bcall(_clrlcdfull)

bcall(_grbufclr)
ld hl,Img_SplashScreen
ld de,plotsscreen
ld bc,768
ldir
bcall(_grbufcpy)

ld a,$FF
out (1),a
bcall(_getkey)
bcall(_clrlcdfull)

Init:
bcall(_ClrLCDFull)
ld a,0
ld (curcol),a
ld (currow),a
ld hl,Txt_Title
bcall(_puts)
ld a,0
ld (pencol),a
ld a,10
ld (penrow),a
ld hl,Txt_Display
bcall(_vputs)
ld a,0
ld (pencol),a
ld a,17
ld (penrow),a
ld hl,Txt_Text
bcall(_vputs)
ld a,0
ld (pencol),a
ld a,24
ld (penrow),a
ld hl,Txt_OutPort
bcall(_vputs)
ld a,0
ld (pencol),a
ld a,31
ld (penrow),a
ld hl,Txt_Cursors
bcall(_vputs)
ld a,0
ld (pencol),a
ld a,38
ld (penrow),a
ld hl,Txt_MiscSys
bcall(_vputs)
KeyIn:
bcall(_GetKey)
cp kClear
jp z,Exit
cp k1
jp z,DispFuntions
cp k2
jp z,TextFunctions
cp k3
jp z,OPort
cp k4
jp z,CursorStuff
cp k5
jp z,OtherStuff
jp KeyIn


DispFuntions:
bcall(_ClrLCDFull)
ld a,0
ld (curcol),a
ld (currow),a
ld hl,Txt_DispF
bcall(_puts)

ld hl,Txt_FCircOn
ld a,0
ld (pencol),a
ld a,10
ld (penrow),a
bcall(_vputs)


ld hl,Txt_FCircOff
ld a,0
ld (pencol),a
ld a,17
ld (penrow),a
bcall(_vputs)

ld a,0
ld (pencol),a
ld a,24
ld (penrow),a
ld hl,Txt_ScrShift
bcall(_vputs)

bcall(_getkey)
cp kClear
jp z,Init
cp kUp
jp z,ScrUp
cp kDown
jp z,ScrDown
cp k1
jp z,CircOn
cp k2
jp z,CircOff
jp DispFuntions

ScrUp:
ld a,(Var_ScrShift)
cp 7Fh
jp z,DispFuntions
add a,1
ld (Var_ScrShift),a
out (10h),a
jp DispFuntions

ScrDown:
ld a,(Var_ScrShift)
cp 40h
jp z,DispFuntions
dec a
ld (Var_ScrShift),a
out (10h),a
jp DispFuntions

CircOn: set useFastCirc,(iy+3Ch)
jp DispFuntions
CircOff:res useFastCirc,(iy+3Ch)
jp DispFuntions

TextFunctions:
bcall(_ClrLCDFull)
ld a,0
ld (curcol),a
ld (currow),a
ld hl,Txt_TextF
bcall(_puts)
ld a,0
ld (pencol),a
ld a,10
ld (penrow),a
ld hl,Txt_LwrCaseOn
bcall(_vputs)
ld a,0
ld (pencol),a
ld a,17
ld (penrow),a
ld hl,Txt_LwrCaseOff
bcall(_vputs)
ld a,0
ld (pencol),a
ld a,24
ld (penrow),a
ld hl,Txt_InvOn
bcall(_vputs)
ld a,0
ld (pencol),a
ld a,31
ld (penrow),a
ld hl,Txt_InvOff
bcall(_vputs)
bcall(_getkey)
cp k1
jp z,LOn
cp k2
jp z,LOff
cp k3
jp z,IOn
cp k4
jp z,IOff
cp kClear
jp z,Init
jp TextFunctions

LOn:
set lwrCaseActive,(iy+getSendFlg)
jp TextFunctions
LOff:
res lwrCaseActive,(iy+getSendFlg)
jp TextFunctions
IOn:
set textInverse,(iy+textFlags)
jp TextFunctions
IOff:
res textInverse,(iy+textFlags)
jp TextFunctions

OPort: bcall(_clrlcdfull)
ld a,0
ld (curcol),a
ld (currow),a
ld hl,Txt_PortOutTitle
bcall(_puts)

ld a,0
ld (pencol),a
ld a,10
ld (penrow),a
ld hl,Txt_SelPort
bcall(_vputs)

ld a,(Var_PortNum)
ld h,0
ld l,a
bcall(_setxxxxop2)
bcall(_op2toop1)
ld a,80
ld (pencol),a
ld a,10
ld (penrow),a
ld a,3
bcall(_dispop1a)
KeyPort:
bcall(_getkey)
cp kUp
jp z,PortAdd
cp kDown
jp z,PortSub
cp kEnter
jp z,PortDone
cp kClear
jp z,Init
cp kYequ
jp z,PortZero
cp kWindow
jp z,PortFifty
cp kZoom
jp z,PortHundred
cp kTrace
jp z,PortHundredFifty
cp kGraph
jp z,PortTwoHundred
jp KeyPort

PortAdd:
ld a,(Var_PortNum)
cp 255
jp z,OPort
inc a
ld (Var_PortNum),a
jp OPort
PortSub:
ld a,(Var_PortNum)
cp 0
jp z,OPort
dec a
ld (Var_PortNum),a
jp OPort

PortZero:
ld a,0
call StoPortNum
jp OPort
PortFifty:
ld a,50
call StoPortNum
jp OPort
PortHundred:
ld a,100
call StoPortNum
jp OPort
PortHundredFifty:
ld a,150
call StoPortNum
jp OPort
PortTwoHundred:
ld a,200
call StoPortNum
jp OPort

PortDone:
ld a,(Var_PortOut)
ld h,0
ld l,a
bcall(_setxxxxop2)
bcall(_op2toop1)
ld a,0
ld (pencol),a
ld a,17
ld (penrow),a
ld hl,Txt_PortOutVal
bcall(_vputs)
ld a,80
ld (pencol),a
ld hl,Txt_Blanker
bcall(_vputs)
ld a,80
ld (pencol),a
ld a,3
bcall(_dispop1a)

bcall(_getkey)
cp kUp
jp z,SendAdd
cp kDown
jp z,SendSub
cp kClear
jp z,Init
cp kYequ
jp z,PortVZero
cp kWindow
jp z,PortVFifty
cp kZoom
jp z,PortVHundred
cp kTrace
jp z,PortVHundredFifty
cp kGraph
jp z,PortVTwoHundred
cp kEnter
jp z,SendVals
jp PortDone

SendAdd:
ld a,(Var_PortOut)
cp 255
jp z,PortDone
inc a
ld (Var_PortOut),a
jp PortDone

SendSub:
ld a,(Var_PortOut)
cp 0
jp z,PortDone
dec a
ld (Var_PortOut),a
jp PortDone

PortVZero:
ld a,0
call StoPortNumV
jp PortDone
PortVFifty:
ld a,50
call StoPortNumV
jp PortDone
PortVHundred:
ld a,100
call StoPortNumV
jp PortDone
PortVHundredFifty:
ld a,150
call StoPortNumV
jp PortDone
PortVTwoHundred:
ld a,200
call StoPortNumV
jp PortDone
SendVals:
ld a,0
ld (pencol),a
ld a,31
ld (penrow),a
ld hl,Txt_Warning
bcall(_vputs)
bcall(_getkey)
cp kEnter
jp nz,Init
ld a,(Var_PortNum)
ld c,a
ld a,(Var_PortOut)
out ©,a
jp Init

CursorStuff:
bcall(_ClrLCDFull)
ld a,0
ld (curcol),a
ld (currow),a
ld hl,Txt_CursTitle
bcall(_puts)

ld hl,Txt_CFlashOn
ld a,0
ld (pencol),a
ld a,10
ld (penrow),a
bcall(_vputs)
ld hl,Txt_CFlashOff
ld a,0
ld (pencol),a
ld a,17
ld (penrow),a
bcall(_vputs)
ld hl,Txt_CVis
ld a,0
ld (pencol),a
ld a,24
ld (penrow),a
bcall(_vputs)
ld hl,Txt_CInv
ld a,0
ld (pencol),a
ld a,31
ld (penrow),a
bcall(_vputs)
CKey:
bcall(_getkey)
cp k1
jp z,CursFOn
cp k2
jp z,CursFOff
cp k3
jp z,CursVOn
cp k4
jp z,CursVOff
cp kClear
jp z,Init
jp CKey

CursFOn:
set curAble,(iy+curFlags)
jp CursorStuff
CursFOff:
res curAble,(iy+curFlags)
jp CursorStuff
CursVOn:
set curOn,(iy+curFlags)
jp CursorStuff
CursVOff:
res curOn,(iy+curFlags)
jp CursorStuff

OtherStuff:
bcall(_ClrLCDFull)
ld a,0
ld (curcol),a
ld (currow),a
ld hl,Txt_OtherStuffTitle
bcall(_puts)

ld hl,Txt_RunOn
ld a,0
ld (pencol),a
ld a,10
ld (penrow),a
bcall(_vputs)
ld hl,Txt_RunOff
ld a,0
ld (pencol),a
ld a,17
ld (penrow),a
bcall(_vputs)
ld hl,Txt_APD
ld a,0
ld (pencol),a
ld a,24
ld (penrow),a
bcall(_vputs)
ld hl,Txt_RSet
ld a,0
ld (pencol),a
ld a,31
ld (penrow),a
bcall(_vputs)

OtherKey:
bcall(_getkey)
cp k1
jp z,RunIOn
cp k2
jp z,RunIOff
cp k3
jp z,TurnOff
cp k4
jp z,Resetter
cp kClear
jp z,Init
jp OtherKey

RunIon:
bcall(_runindicon)
jp OtherStuff
RunIoff:
bcall(_runindicoff)
jp OtherStuff
TurnOff:
di
ld a,001h
out (003h),a
ld a,000h
out (004h),a
ex af,af'
exx
ei
jp OtherStuff

Resetter:
bcall(_clrlcdfull)
ld a,0
ld (pencol),a
ld (penrow),a
ld hl,Txt_Warning
bcall(_vputs)
bcall(_getkey)
cp kEnter
jp nz,OtherStuff
ld a,77h
out (04h),a
Exit:
bcall(_clrlcdfull)
bcall(_grbufclr)
ret

StoPortNum:
ld (Var_PortNum),a
ret

StoPortNumV:
ld (Var_PortOut),a
ret
Txt_Title:
.db "Adv. Controls",0

Txt_Display:
.db "1) Display Functions",0
Txt_Text:
.db "2) Text Functions",0
Txt_OutPort:
.db "3) Output to Port",0
Txt_Cursors:
.db "4) Cursor Settings",0
Txt_MiscSys:
.db "5) Other Settings",0

Txt_DispF:
.db "Disp. Functions",0

Txt_TextF:
.db "Text Functions",0

Txt_FCircOn:
.db "1) Fast circles on",0
Txt_FCircOff:
.db "2) Fast circles off",0
Txt_ScrShift:
.db "Up/Dn) Shift screen",0

Txt_LwrCaseOn:
.db "1) Lowercase on",0
Txt_LwrCaseOff:
.db "2) Lowercase off",0
Txt_InvOn:
.db "3) Inverse text on",0
Txt_InvOff:
.db "4) Inverse text off",0

Txt_PortOutTitle:
.db "Output to Port",0
Txt_SelPort:
.db "Select Port (Up/Down):",0
Txt_PortOutVal:
.db "Byte to send (Up/Down):",0
Txt_Blanker:
.db " ",0
Txt_Warning:
.db "Are you sure?",0
Txt_CursTitle:
.db "Cursor Settings",0

Txt_CFlashOn:
.db "1) Cursor flash on",0
Txt_CFlashOff:
.db "2) Cursor flash off",0
Txt_CVis:
.db "3) Show cursor",0
Txt_CInv:
.db "4) Hide cursor",0

Txt_OtherStuffTitle:
.db "Other Settings",0
Txt_RunOn:
.db "1) Run indicator on",0
Txt_RunOff:
.db "2) Run indicator off",0
Txt_APD:
.db "3) APD",0
Txt_RSet:
.db "4) Reset RAM",0

Var_ScrShift:
.byte 40h
Var_PortNum:
.byte 00h
Var_PortOut:
.byte 00h

Img_SplashScreen:
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $F3,$E3,$FF,$FF,$FF,$FC,$78,$BF,$FF,$FF,$FE,$3F
.db $F3,$F3,$FF,$FF,$FF,$FE,$73,$3F,$FF,$DF,$FF,$3F
.db $F1,$F3,$FF,$FF,$FF,$FE,$67,$BF,$FF,$DF,$FF,$3F
.db $E9,$C0,$48,$C1,$C6,$38,$67,$F1,$83,$00,$47,$31
.db $E1,$92,$56,$64,$94,$92,$67,$E4,$C9,$99,$13,$25
.db $DC,$92,$58,$64,$9C,$12,$67,$E4,$C9,$99,$93,$33
.db $DC,$93,$32,$64,$9C,$F2,$73,$A4,$C9,$99,$93,$29
.db $88,$41,$38,$04,$46,$18,$38,$71,$88,$80,$C6,$03
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$CF,$FF,$82,$3F,$3C,$7C,$33,$FF,$FF,$FF
.db $FF,$FF,$AF,$FF,$AB,$7E,$DB,$7E,$DB,$FF,$FF,$FF
.db $FF,$FF,$7F,$FF,$DE,$FE,$DE,$FD,$D7,$FF,$FF,$FF
.db $FF,$FE,$31,$2F,$DE,$FF,$39,$FD,$D4,$D9,$FF,$FF
.db $FF,$FF,$6D,$9F,$DE,$FC,$BE,$FC,$36,$DB,$FF,$FF
.db $FF,$FF,$5D,$BF,$DE,$8B,$BE,$FD,$F6,$DD,$FF,$FF
.db $FF,$FE,$DB,$7F,$BD,$FB,$BE,$FB,$ED,$B5,$FF,$FF
.db $FF,$FE,$C7,$7F,$18,$FC,$71,$F1,$E4,$13,$FF,$FF
.db $FF,$FA,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$F9,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$07,$F0
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$0B,$08
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$0C,$98
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$08,$68
.db $1E,$00,$08,$00,$10,$00,$F0,$00,$00,$00,$0F,$F8
.db $09,$00,$00,$00,$00,$00,$48,$00,$00,$00,$0A,$D8
.db $0E,$77,$9C,$6D,$33,$C0,$4E,$F2,$E3,$00,$0F,$A8
.db $09,$72,$44,$2A,$91,$20,$72,$92,$E2,$00,$0A,$D8
.db $09,$42,$44,$EA,$91,$20,$4A,$8C,$81,$00,$0F,$F8
.db $1E,$36,$44,$FA,$BB,$20,$E9,$0C,$66,$00,$0A,$A8
.db $00,$00,$04,$00,$00,$00,$01,$00,$00,$00,$0F,$F8
.db $00,$00,$1C,$00,$00,$00,$03,$00,$00,$00,$0A,$A8
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$0F,$F8
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$0A,$A8
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$07,$F0
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.end
END[/codebox]
EDIT: That code was a bit screwed up because of the way HTML and stuff is set up (removes multiple spaces and removes Tabs)


I could help figure something out biggrin.gif
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