Acmlm's Board - I2 Archive - Super Mario World hacking - How would I go about making my own custom blocks?
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blackhole89
Posts: 363/971 |
That's fairly simple (means, if you are capable of ASM ). You just have to code the corresponding "what happens if you hit the block from below" code in 65c816 (=SNES) ASM, save it in one of the block inserter's code files, create a block inserter DB entry for it which contains "0" in the block hit from below and "-1" in all the other jump entries and insert the block. I would do it for you, but I seriously have to leave now, for I have to give up a more or less important letter before noon (it is 11:02 over here, and the post office is fairly far away ). If you still need it, ask me later during the day, or, even better, tomorrow.
~Blacky. |
Atma X
Posts: 563/801 |
I believe it would be best to use a disassembler such as SNASM (which doesn't seem to Run on Windows XP,... well it didn't for me).
There's also another disassembler that looks like it might be really good (it's even professionally designed), and it's called Hackman Disassembler (it comes in a package with "Hackman Hex Editor"). I have this program, but I've never done any reprogramming (in ASM), so I can't say which program is best.
Here's the homepage if anyone want's to take a look at it. Hackman If you need a crack to register it (I can send it to you though a PM or E-Mail) or just search Google (that's how I found one)
Here's a list of the currently supported Processors:
Intel 8086/80286/80386/80486 * Intel Pentium/Pro/MMX/II/III/P4 * AMD 3DNow! * 1802* 6502/6510/8500/8502 65816 65C02/65SC02 65CE02 Motorola 6800/6802/6808* Motorola 6801/6803* Motorola 6805/146805* Hitachi 6809/6309 8085 Zilog Z80 Gameboy CPU Java Bytecode
Mario Maniac
Posts: 230/281 |
I guess there's two ways to do it: 1-you can program it directly onto the game; 2-you may have to create a file, like that ones BT open to install the blocks, in ASM, and change its properties in BT window. That's just what I think, I don't know almost anything about ASM programming. |
Keikonium
Posts: 742/-2459 |
First off I want to know if this is possible: I want to make a block that will at first just be a normal multi-coin block but at the end of the coins, a power-up will pop out. If possible, the power-up will depend on the amount of coins poped out.
So mario stands under the block, hits it 2 times to make two coins pop out. This would result in a fire flower (0= nothing, 1= mushroom 2= fire flower 3= leaf 4= star 5= my custom power-up 6= nothing 7= nothing etc).
So it would be like a cross between the changing item and the coin block.
The only thing is, I know it requires ASM, but where do I program it? Do I use that menu in block tool? Do I start from scratch in a hex editor?
And are there any docs that explain how to create custom blocks? Thanks |
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