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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 - 3 ASM questions
  
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HyperLamer
Posts: 6155/8210
You should try looking for the existing function. The game translates the coin counter to a decimal value, you could probably hijack that code.

Though if you can find (or write) code to do division and modulus, writing such a function is way easy.
Sukasa
Posts: 1473/1981
Originally posted by Ice Man
Well, he isn't drunk, he is stupid.
@Darkflight: You have to trace the code for the message box or else you won't be able to edit it.


*Runs off to try to get his damn tracer to work for the first time ever*

Anyways, I have a good Idea of what i could do- Just add in a JSL in the middle of the code just before the drawing of the next tile, then at the new segment, CMP the tile # to be drawn to see if it is $F0 or over. If it is, then I'd carry out the action that I coded in for that tile, and then change the tile number to the {space}, otherwise do nothing. After that, RTL back.
beneficii
Posts: 373/567
Originally posted by peter_ac
Ignore him Darkflight, he doesn't even know what he's talking about. As Keikonium said, he might be drunk.


Well, considering his e-mail address is registered at beer.com, he probably is.
ExKay
Posts: 840/1114
Well, he isn't drunk, he is stupid.
@Darkflight: You have to trace the code for the message box or else you won't be able to edit it.

BTW: I request a ban for Red_Oxygen.
XPeter
Posts: 661/963
You better show some respect around here, especially to one of the best SMW hackers on the board, and watch your language too, keep it up and you'll be banned in no time. If I were an admin you'd be banned already.
Red_Oxygen
Posts: 47/53
[Removed]
XPeter
Posts: 659/963
Ignore him Darkflight, he doesn't even know what he's talking about. As Keikonium said, he might be drunk.
Sukasa
Posts: 1466/1981
What are you talking about? I never mentioned pointers, did I?
Red_Oxygen
Posts: 40/53
by using pointers can I basically clone addresses and alter one of them.
Sukasa
Posts: 1451/1981
Simple, all I'd do is check the ammo amount with a CMP, and only break to the fireball code (and also decrement the counter by $01) if it's above $00. If it's $00, I'd break instead to code that plays a "wrong" sound, and doesn't fire the fireball.

EDIT: Kanji beat me to the explanation
Kanji
Posts: 29/47
Originally posted by Red_Oxygen
thats what I said....but how are you going to make it go backwards and trigger fireball.

I suppose you would have to add code in the fireball to check if the ammo counter is not zero, and if it isn't, then shoot a fireball and subtract one from the counter.
Red_Oxygen
Posts: 38/53
thats what I said....but how are you going to make it go backwards and trigger fireball.
Sukasa
Posts: 1449/1981
I would love to, but since I cannot get a tracer to work for me, I have no idea of where to look in the ROM for the code for them.
Kanji
Posts: 28/47
For the ammo counter, I don't know if this will help much, but have you looked at the way the coin counters work, and use that code?
Red_Oxygen
Posts: 35/53
theoretically

you could expand the rom

declare new variables in ASM

copy the coins counter but make it backwards

define what causes the counter to go down

somehow connect said countdown to controller input

do a palette swap of the fireball's spite

Just trying to help.
Sukasa
Posts: 1444/1981
OK, I'd like to see if it would be possible to rewrite the message box code a bit. Does anyone know where the code segment for it is? I an thinking of adding simple commands to it (added with the LM editor), that I could use to modify certain RAM variables with the message box code, mainly the status bar settings.

Secondly, is there code in RAM that can convert a hex number into decimal, or would I need to make my own? I'm converting the fireball, making them into bulllets. The only thing I need now is to make it so they have an ammo counter, and setting it so you press the X button to fire them, so you could fire bullets while floating down with the cape. Would anyone be able to help me out here, by helping me change the way the fireballs work?
Acmlm's Board - I2 Archive - Super Mario World hacking - 3 ASM questions


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