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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 - Two-player SMW: Worth keeping in?
  
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Joshi
Posts: 19/28
I don't play 2 player that much but what's the point of getting rid of it??? None at all
Chris
Posts: 850/922
I never play 2-players. So, I'm pretty sure you know what I've voted for.
Lil Yosh-Yosh
Posts: 17/18
The only time i play two players is when i have a friend over. Other whise there is no reason to play two players to me.
Ragnara
Posts: 28/28
Originally posted by Kailieann
I suppose if you really wanted to find out which addresses are used, you could just disassemble the rom and look at all the load/store instructions.


Yeah, that sounds quite easy... but I wouldn't even think about it.
It could be veeeery easy to "disassemble the rom and look at all the load/store instructions" and you still would have some problems with that. Don't believe me?
What about this one:
LDA $30, x
This might give you a hard time as you would have to know all values x could have in that moment.
Glyph Phoenix
Posts: 670/745
Either just trial-and-error, or, of course, deleting places where the game used existing addresses. Y'know, like if one were to carve out 2-player support from SMW, then you'd have all those addresses guaranteed not to be used.

Which was my original point.
Sukasa
Posts: 1915/1981
GP, neither edit nor delete work because whoever wrote the code never added in support for the functions. Go them.

Anyways, there are a good bunch of offsets in RAM that ARE unused, so for now I suppose experimentation is the only way to know for sure.
zeck
Posts: 3/5
I play hacks with my keyboard, thus I've never play on 2P side.

As SMB Lost Level, instead of 2P play, it is better one can choose to use Mario or Luigi.
Kailieann
Posts: 34/106
I suppose if you really wanted to find out which addresses are used, you could just disassemble the rom and look at all the load/store instructions.
HyperLamer
Posts: 7665/8210
Yeah, might be a good idea to compare a save state from the beginning with one from the end, and see which of these 'unused' addresses are really just 'not used yet'.
Glyph Phoenix
Posts: 669/745
Most of them are actually used. I happen to know that the first "Empty" block is used by the overworld for events, and nobody knows what's going on over in Bank 7F. I get the feeling that "one 00 in the middle" part may have something to do with finished levels.

I'd delete the first Empty from the memory map, but 'edit' doesn't seem to work for me.
Kailieann
Posts: 31/106
Originally posted by HyperFapper
As for freeing up RAM, you wouldn't save a whole lot, but there isn't a whole lot available to begin with.


According to the memory map, there's 2397 unused addresses under 7E, and over 11 thousand under 7F.

As for Luigi's RAM addresses.. there's nine on the list.
SoNotNormal
Posts: 616/793
I'd say yes on the 2P. If you're like me, and you've beaten the original SMW 1000 times, and beat it with a friend 500 times, you'd love to see something new. I know my friend would love it if I brought over a copy of my hack in 2P! Heck, we'd play it til we beat it.

So yeah for 2P, I recommend it
HyperLamer
Posts: 7639/8210
Originally posted by ZTaimat
Hmm.... I was thinking, for the 2P neederz, why not make a hack that only allows the selection of 1P on the main menu, but there will be several Mario to Luigi and Luigi to Mario BLKTOOL Blocks in it?

Fun for friends and siblings, or those who like to see both M and L more.


A good idea, but hard to implement. If Mario enters the level and Luigi exits (whether by victory or defeat), chaos ensues. You'd need to hack the overworld-loader code to change back to Mario.

As for freeing up RAM, you wouldn't save a whole lot, but there isn't a whole lot available to begin with.
Dylan Yoshi
Posts: 66/79
Originally posted by HyperFapper
SMW doesn't need to be 2-player, you can just take turns.


...But then you have to share lives.
Glyph Phoenix
Posts: 668/745
ZTiamat, one of the things I wanted to free up was plot by sticking with Mario the whole time. I wanted to put a plot in the game and to tailor to mario, but since my plot kinda sucked anyway, I'm tossing the hack out. Too many problems, not enough balance, just... not good.

Originally posted by MathOnNapkins
I'm curious... how much room could you actually save by axeing the 2P mode? I'm skeptical.


Well, it's just, I'd like to find the little places where 2player mode used RAM and where 2player code executed and change the code and memory entirely without the game messing up when you went 2-player.
ZTaimat
Posts: 128/128
Hmm.... I was thinking, for the 2P neederz, why not make a hack that only allows the selection of 1P on the main menu, but there will be several Mario to Luigi and Luigi to Mario BLKTOOL Blocks in it?

Fun for friends and siblings, or those who like to see both M and L more.
Spade
Posts: 36/51
I need the 2 Player Mode! Mario sucks, Luigi rules!
But I never really thought about really playing hacks with 2 players... Hmm... interesting...
I mean, there are no walkthroughs or anything in the net so you have to find everything by yourself. 2 players really come in handy there...
MathOnNapkins
Posts: 2172/2189
I'm curious... how much room could you actually save by axeing the 2P mode? I'm skeptical.
Kailieann
Posts: 17/106
Just because it's got a following doesn't mean you have to keep it in. It's your hack, after all.

I'm probably going to drop 2P support from mine, assuming I can figure out how.
Robin
Posts: 34/35
My friend and I always play the best hacks together on his Xbox. Bliss.
Loads better than playing alone, it really is.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Two-player SMW: Worth keeping in?


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