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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Disable the item box
  
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BMF98567
Posts: 839/1261
Originally posted by Juggi-Wan Kenobi
I'd rather see someone disable that little extra life trick I discovered a while ago. You know, the whole passing the goal while the last 2 digits of your time match the last digit of your star points. To be honest, though, how many of you even knew about it before now (or my last post)?
I knew about it, but didn't know exactly what caused it until the first time you explained it. I thought I was just getting random 1-ups.

Anyway, I disabled it quite some time ago, since my hack has no timer. I may root through the ROM tomorrow and try to find what I changed. If I find it, I'll put the info here.
Smallhacker
Posts: 1554/2273
Thanks, but no thanks, since next to all code in the program is preprogrammed and it would be (next to) impossible to tell the difference between it and my code.

I'm planning on rewriting the programs and bunch them together with some new stuff into a large program. Project name: Tellus Simplicity. However, all I've done so far on it is the graphics for a few buttons. Rewriting the 4bpp graphics loading routine will be a pain.
d4s
Posts: 197/325
Originally posted by Darkflight
Originally posted by Smallhacker
Originally posted by Darkflight
So, SH, will you add this to SMWSBE?

No. I lost the source code together with everything else.


A freind of mine has a disasembler. would you like me to get it for you, or rip thew source myself and send it to you?


having sourcecode and having a disassembly are two completely different things.
think about it.
if disassembling a rom would give us back the source, we would have the complete sourcecode of smw by now.

a disassembler gives you _some_ code, but its neither labelled nor formatted.
the next issue thats exclusive to the snes is that youre able to change the accumulator and index size by setting cpu flags.
you'll have to actively pursue each jump if you want to find out the correct cpu flag setting for each routine and even if you do this, youd still be stuck with indirect jumps.
no current disassembler does this for the snes, anyway.

what you can do is trace the game with an emu such as geigers debugger.
that way, you'll only get whats actually executed, however.
Sukasa
Posts: 502/1981
Originally posted by Smallhacker
Originally posted by Darkflight
So, SH, will you add this to SMWSBE?

No. I lost the source code together with everything else.


A freind of mine has a disasembler. would you like me to get it for you, or rip thew source myself and send it to you?
hhallahh
Posts: 558/607
Originally posted by cpubasic13
Originally posted by hhallahh
Originally posted by BMF3PO
I wonder how one would go about preventing a powerup from appearing when you cross the goal while carrying an item, though?


Why would you have to do that? This seems like a completely seperate issue.


Ummm... no, it is the same issue. If you cross the goal with a shell (or something else) as super, cape, or fire Mario, a powerup would appear. Without an item box, the item would seem... very very useless...

Now if it were a coin, that would be a different story.


Unless you needed the powerup?

And who cares about extra lives? Unless you're making a hack where green mushrooms do something else.
Xkeeper 2.0
Posts: 424/1091
Originally posted by RT-55J
I am never going to do this because I don't want my SMW ROM to get infected with the evil of EA.


Um... I don't see a point to that post O_o

Plus, there are plenty of EA bytes in the ROM already
RT-55J
Posts: 56/240
I am never going to do this because I don't want my SMW ROM to get infected with the evil of EA.
Xkeeper 2.0
Posts: 423/1091
I knew of it, JJ.

I really need this to be disabled if I'm going to remove the timer from my hack... :\ Free 1ups at the end of every level = very easy to get as many lives as you want...

What about blocks putting items in the item box, however? :\
Juggling Joker
Posts: 796/1033
I'd rather see someone disable that little extra life trick I discovered a while ago. You know, the whole passing the goal while the last 2 digits of your time match the last digit of your star points. To be honest, though, how many of you even knew about it before now (or my last post)?
cpubasic13
Posts: 991/1346
Originally posted by hhallahh
Originally posted by BMF3PO
I wonder how one would go about preventing a powerup from appearing when you cross the goal while carrying an item, though?


Why would you have to do that? This seems like a completely seperate issue.


Ummm... no, it is the same issue. If you cross the goal with a shell (or something else) as super, cape, or fire Mario, a powerup would appear. Without an item box, the item would seem... very very useless...

Now if it were a coin, that would be a different story.
hhallahh
Posts: 557/607
Originally posted by BMF3PO
I wonder how one would go about preventing a powerup from appearing when you cross the goal while carrying an item, though?


Why would you have to do that? This seems like a completely seperate issue.
cpubasic13
Posts: 990/1346
That's pretty neat to know. I don't know about entirly removing the item box, though... I would still want to use it...

But that is cool to know... this could be used to make a hack more... difficult... unless you make Cape/Fire Mario change to Super Mario first and then just Mario... which then it would be useful.

Good work, Smallhacker.
BMF98567
Posts: 837/1261


Dude, that's awesome. I'm tempted to remove the item box now...either that, or leave it there, but make the items available only through Toad's Item Shop.

I wonder how one would go about preventing a powerup from appearing when you cross the goal while carrying an item, though?
Smallhacker
Posts: 1549/2273
Originally posted by Darkflight
So, SH, will you add this to SMWSBE?

No. I lost the source code together with everything else.
Sukasa
Posts: 501/1981
So, SH, will you add this to SMWSBE? It is a good find, too. I'll bet some people around here are going to be more then happy to remove the ite box now.
hhallahh
Posts: 556/607
Originally posted by Smallhacker
I did a quick breakpoint thingie and located the code where the data is written to the item box byte in RAM and NOPed it out.

In other words, I removed the code that stores the item in the box.

This means that custom blocks that gives you items will still work like before.


Wow, that's cool. All hacks should implement this. I'm not a fan of the item box. And if a hacker really wants you to have to use an item/powerup, then yea.. he can use the custom blocks that automatically add items to the item block.
Smallhacker
Posts: 1548/2273
That is correct. I'll see if I can find some time tomorrow to search for that code... But right now, I need some sleep...
Pikachu025
Posts: 51/96
That also means that when you're big and get hit, the stored item would still fall out of it correct?
Any ideas how to disable this?
Smallhacker
Posts: 1547/2273
I did a quick breakpoint thingie and located the code where the data is written to the item box byte in RAM and NOPed it out.

In other words, I removed the code that stores the item in the box.

This means that custom blocks that gives you items will still work like before.
Juggling Joker
Posts: 792/1033
Does this just disable the display of the item box or it's functionality entirely?
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Super Mario World hacking - Disable the item box


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