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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 - Making Yoshi disappear
  
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Kailieann
Posts: 29/106
You'd think they'd, like... document that.
Or something.

Oh well. After a fairly extensive test, I came up dry. I can make Yoshi disappear, but only by exiting to the overworld, which needless to say is not what I had in mind.

In case this benefits anyone else with greater skills than I, my intention was to create a 'Yoshi Storage block', which, if hit while Mario was riding Yoshi, would remove the Yoshi being ridden (which, again, doesn't work), and place a spare in the reserve box.

Guess I'll just have to stick with regular Yoshi -> reserve blocks in no-Yoshi levels.
Skreename
Posts: 91/107
To change the value in ZSNES, all you do is put in the new value and hit return. Don't hit Add, just return.
HyperLamer
Posts: 7629/8210
Instead of LDA #$00, STA xxxx, you can do STZ xxxx. Won't fix this, but it makes the code smaller.
Kailieann
Posts: 28/106
Hmm.. I found 49 yoshi and/or sprite and/or miscellaneous values I can test.
But more importantly, it occurred to me that I should test it with a level exit, see if that changes anything.

Nope, exit doesn't help.
At least not with the original. Guess I'll have to screw around with all 49 values after work, unless someone else comes up with a solution.

ZSNES really needs a 'change value' button for their cheat system. Having to type the code in from scratch every time is a massive pain.
jp
Posts: 5/12
I think the problem is those values may not control Yoshi's sprite. They probably are there only for internal use by the engine.

To make Yoshi disappear you need to find his sprite's data.

It could be either in fixed RAM addresses like Mario or in sprite tables. Anyone has some info?
Kailieann
Posts: 23/106
As usual, I'm having trouble with my assembly. I'm trying to create a block that, when riding Yoshi, will make Yoshi disappear.

I already checked the memory map, and I set the 'riding Yoshi' flag (7E187A) to 0, and the 'loose Yoshi' flag (7E18E2), and just for the hell of it, Yoshi's color (7E13C7), too.

And yet, Mario keeps on riding Yoshi.

Does anyone know of any other Yoshi-related values that may be the culprit?

By the by, in case I screwed up the actual code, here's.. the code:
AD 7A 18 C9 00 D0 01 60 A9 00 8D 7A 18 8D C7 13 8D E2 18 60

LDA $187A ; Load Riding Yoshi flag to accumulator
CMP #$00 ; Compare with 0
BNE 01 ; Skip next instruction if not equal
RTS ; Exit subroutine
LDA #$00 ; Load 0 to accumulator
STA $187A ; Store accumulator to Riding Yoshi flag
STA $13C7 ; Store accumulator to Yoshi's color
STA $18E2 ; Store accumulator to Loose Yoshi flag
RTS ; Exit subroutine

Grrr... go away you silly dinosaur.
Acmlm's Board - I2 Archive - Super Mario World hacking - Making Yoshi disappear


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