Rockman
Posts: 184/250 |
All the other ASM hacks I have done in the past were a piece of cake to do. With this ASM hack, I had to do a lot of work, which took me an hour to do the whole thing.
What the ASM hack does, is when you are a powerup other than Small Mario, you can do a flip when you jump on a noteblock!
First, I had to use FCEUXD's Trace Logger and Code/Data Logger to find the addresses for the bounce and flip routines. The bounce routine was easy to find. The flip routine was what took up a lot of time. I did trial and error with addresses to find the right one. Even with the closest address, I couldn't find it. I was looking at the SMB3 notes, and suddenly it hit me. I remember that sometimes data is found right next to each other. So, I opened up the hex editor, and found out that the star's flipping RAM address is right next to the Invincibility Timer, which is star power. So, I found the routines I needed. I went to where the bounce routine was, jumped to some free space, put my code, and voila! However, this is the first time I used CMP (Compare), otherwise it wouldn't have worked properly. You have to check to make sure that Mario isn't small, or the game will crash, because little Mario can't flip. So, I consider this ASM hack to be my first heavy ASM hack, as I had to find the data for myself, then properly code it. It works quite well, and I will be using it in my upcoming hack! |