User | Post |
mikeyk
Posts: 89/110 |
someguy: the block was posted not to long ago... http://board.acmlm.org/thread.php?id=14842&page=0 |
Someguy
Posts: 350/397 |
I wonder if it'd be too hard to make it so when it is kicked/lands from a kick it calls the ground pound routine? Also, has anyone made a POW block that goes to the next Map 16 yet?(Sorry to jump in on someone else's question after it's finished, but it is related and I just remembered about the POW block thing) |
hamtaro126
Posts: 33/83 |
Thanks for your help, now i can add it to my game! (now can anyone please close/stickie it!) |
mikeyk
Posts: 88/110 |
Here's the simple way that changes both POW switches to SMB2 style. Open a hex editor and make the following changes.
changes sound effect... ACFE = 09 AD00 = FC disables music switch... AD09 = EA AD0A = EA AD0B = EA calls ground pound routine... AD1A = 22 AD1B = C1 AD1C = 94 AD1D = 02 AD1E = 60 |
hamtaro126
Posts: 32/83 |
Just by request, Mikeyk. Also for me, i dont know how to ADD asm! but I can overwrite it simply! like in the asm threads! |
mikeyk
Posts: 87/110 |
there's a pretty simple way that just invloves changing a few bytes of hex, but you'll have to entirely sacrifice both the blue and silver POW switches. If you want to retain either the silver or blue switch it'll take a bit more asm, but it is pretty easy as well. I can post data for either method at your request |
HyperLamer
Posts: 5846/8210 |
You can activate the P switch by just writing to their timers in RAM, and play the sound effect through another RAM address. I'm not sure about the music, though. I know you can just change it the same way as with the sound effects, but I don't know if it'll change back. |
hamtaro126
Posts: 31/83 |
In one of my posts, I now know where the address where the explode routine is, but ONE problem:
I don't know where the p.switch location is! sorry,
either make a patch (i already have the original powblock patch, but this is diffrent!) or give me the address to where it is!
Thanks, -hamtaro126
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