User | Post |
FloBo
Posts: 91/101 |
exactly. here it is:
AI:
AI pointer table: 0x201cb, 2 byte pointers, bank C6(hirom), 24 pointers format: XX YY SS, XX = X position on map, Y = position on map, S = speed
note: these are more or less checkpoints wich lead the cpu drivers around the track. terminated with FF.
didn't check this so far, though |
dan
Posts: 733/782 |
Yeah, I believe it was in d4s's Super Mario Kart hacking document on how to do it. |
interdpth
Posts: 517/527 |
Don't you just need to find the track coordinates and stuff I think it'd be similar to the level data. o.O |
Skie The Fox
Posts: 88/114 |
Alright, I see where this is going, but how do I ASM hack the rom? Okay, maybe I should just wait and then get help from one of the pros here... |
Chaos Force
Posts: 324/332 |
Lots and lots of ASM. And as far as I know, know one has yet to do it. |
Skie The Fox
Posts: 86/114 |
Okay, guys. I have just started on a hack of Super Mario Kart, and I have a quickie question. you can trash this as soon as the question is answered, I don't care. Okay, here goes. After I am finished changing the track, how do I make it so that the racers actually follow the design of the track? Thanks. |