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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 - Castle and GhostHouse Entrance levels?
  
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FuSoYa
Posts: 189/255
Originally posted by cpubasic13
you really can't do much because there are no way to use ExGFX... or at least I don't think...


The Super GFX bypass is based on level number as well. The old bypass might still work though...
Smallhacker
Posts: 1551/2273
Originally posted by cpubasic13
...wait, if Lunar Magic moves the level, wouldn't you have to modify Lunar Magic to always save in the same place?

No. Like I said, LM may move the level to a new location. Therefore, you should use the program every time you edit something.

Originally posted by cpubasic13
Wait a minute, why not just when saving the level in Lunar Magic, save the long way and always choose that address? That could work...

You can't decide where exactly to save the level.

Originally posted by cpubasic13
And yes, I plan on using the No Yoshi Sign intro...

Damn.
cpubasic13
Posts: 989/1346
Originally posted by Smallhacker
The only limitation is that you have to repoint it again if you modify the level since LM may move it around. The only way to fix this is to make an ASM hack.


...wait, if Lunar Magic moves the level, wouldn't you have to modify Lunar Magic to always save in the same place? Wait a minute, why not just when saving the level in Lunar Magic, save the long way and always choose that address? That could work...

Anyway, so far the only thing that I have done with these levels is move a bush up one... you really can't do much because there are no way to use ExGFX... or at least I don't think...

And yes, I plan on using the No Yoshi Sign intro...
Smallhacker
Posts: 1550/2273
Like Kyouji said, I'm working on a castle/ghost house repointing program. (Is anyone accually using the No Yoshi Sign intro?)

All you have to do is to design a level in LM, remember the level number and enter it to my program and the intro will be repointed to that level.

The only limitation is that you have to repoint it again if you modify the level since LM may move it around. The only way to fix this is to make an ASM hack.
FuSoYa
Posts: 188/255
IIRC, LM's custom palette ASM is based on level number, meaning it's not activated for castle or ghost house entrance levels anyway.
XPeter
Posts: 422/963
Gees all i want to do is give each of those levels a custom palette...
cpubasic13
Posts: 987/1346
Funny thing you should mention this... I was just playing around with this.

In the help file it gives the offsets for those places. Go to those places in a hex editor AND in Lunar Magic (to see the results clearer). Edit a byte in the hex editor, save in editor, reopen level in LM to see what happens.

I played around with that... yet I don't know how to deal with pointers... so that is as far as I can help you...
Tweaker
Posts: 37/57
Originally posted by peter_ac
Great, i don't even know what a pointer is...

Your hack is amazing. I'm suprised you don't know.

To put it simply, a pointer is a string of hex numbers that point to a specific offset in the ROM (and in some cases, RAM) to locate data from. On the SNES, pointers are byteswapped, and read backwards from the norm. This is because the SNES's main processor is a little endian processor. Let me give you an example...

Let's say that I wanted to insert the mushroom art at a different location than it originally was. Let's also say that the location of this art was at offset 004567. Our standard 32-bit pointer would read this as 674500. So let's say I wanted to move the art to offset 012569. First you would move the art to this location. Then, we take our location and swap the bytes. So our modified pointer now reads 69501. You can do this for any data, providing there is a pointer for it. In reality, every piece of data has a pointer, otherwise the game would be unable to locate the correct data when it needs it. There are many other types of pointers than my examples though. I suggest you look for yourself.

I hope this helped you.
XPeter
Posts: 421/963
Great, i don't even know what a pointer is...
Alastor the Stylish
Posts: 6320/7620
Smallhacker says he's releasing a program designed with editing the entrances in mind, though, so I wouldn't worry about that.
Juggling Joker
Posts: 793/1033
Open the LM help file section on opening levels by address. It has them listed there. Keep in mind that saving them back to those locations after editting will probably funk things up royal. What I recommend is letting LM save it to whatever address it wants, make sure you note what that address is, and change the pointers. This will take hex editting, as I don't think those locations have been added to that one program that Smallhacker released.
Rainbow Yoshi
Posts: 110/496
I think you can't I think they are built in unchangeable you will probably have to use ASM.Unless it's a hidden level Lunar Magic doesen't show.
XPeter
Posts: 420/963
How can I edit them? Anyone know?
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