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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 - Found code for gravity and jumping.
  
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HyperLamer
Posts: 1810/8210
When you say no gravity, do you mean 'hold B and you keep going up' or 'you never fall even if you jump and let go of B or walk off a cliff'? Because if it's the second one, w00t.
rubixcuber
Posts: 7/46
Actually, the space adventure wouldnt be too hard, the 79A5D7 to 79A2D7 modification I mentioned does almost that. Even though there's no gravity, you can control your direction by holding th jump button. It's not perfect though and with some work you could probably achieve a better version of it.
Alastor the Stylish
Posts: 2423/7620
Have you played Paper Mario 2? Make him team up with Grodus while at the moon
Keikonium
Posts: 746/-2459
You know what would be perfecty to do with this info? Super Mario Space Adventure!

I was actually making a hack with this kind of theme (thats why I was so interested in this info and asked someone to make me a block). With my first hack, SME (Super Mario Era), when bowser is beaten, he will fly to the moon and thats where the second story begins. It will probably be called SME2: BMB (Bowser's Moon Base) or something like that. Thats why low gravity is essential for my next project (which wont be for awhile).
blackhole89
Posts: 369/971
For that, you would have to add some vertical movement code (for gravity wouldn't work anymore...).

Actually, I was playing around with gravity already for a long while, but using a different method (BMF's palette hook installed subroutine applying its own gravity). Horizontal gravity could btw be used as wind (that's what I did with it,too).
Smallhacker
Posts: 669/2273
You know what would be perfecty to do with this info? Super Mario Space Adventure!
HyperLamer
Posts: 1792/8210
*drool*

You can do X/Y flips, but you'd have to do some TSA re-arrangement for it to look right. I dunno how he intends to do sideways, though. This'd be so cool... I'd do it if he wasn't.
gnkkwinrrul
Posts: 294/647
I believe all you would have to change would be some extra mario sprites that are him upside down...not all the graphics
Someguy
Posts: 102/397
Originally posted by rubixcuber
I'm working on rewriting the gravity and jumping code in the game to check a variable and change directions depending on the value, and you would be able to jump left if gravity is to the right, etc. As soon as I complete that, I intend to rotate mario's gfx as well. When all or part is complete, I'll post again, but no guarantees on how soon.


I thought that the SNES didn't naturally support rotating without certen modes, hence the need for rotated graphics for the triangle blocks. I may be wrong, or you may know of a way to add something like what YI used, or possibly just hack the whole animation system to allow a set for normal and sideways gravities.
blackhole89
Posts: 366/971
Concerning the jumps,

if there is any assembler that supports JML, DON'T USE THAT. Just jump means, your current address is not put into RAM. Use JSL (Jump Subroutine Long or JSR with a 24 bit parameter (depends on your current assembler)) and RTL (Return Subroutine Long).
In hex, your example (jump to 0B:BBBB) would be 22 BB BB 0B. Or, to make it even more clear, a jump to 0A:BCDE is 22 DE BC 0A. RTL, as you said, is 6B.

Have fun,
~Blacky.

Smallhacker
Posts: 654/2273
Yay! Really interesting. I'll play around with it later.
rubixcuber
Posts: 6/46
I'm working on rewriting the gravity and jumping code in the game to check a variable and change directions depending on the value, and you would be able to jump left if gravity is to the right, etc. As soon as I complete that, I intend to rotate mario's gfx as well. When all or part is complete, I'll post again, but no guarantees on how soon.
Alastor the Stylish
Posts: 2408/7620
Tell me. With gravity reversed will you be able to jump if the jump is set in reverse? That is to say, you would jump backwards... I think it would be possible to temporarily overwrite the data with what you've shown, but I'm not certain... Additionally, would it be possible to add graphics data for an upside-down Mario to be loaded when the gravity is flipped, or possibly just to flip the graphics over the x axis? Because it wouldn't be of much use if you couldn't jump and if you were standing on your head at the time, except for forcing Mario to move upward, and there are already blocks that do that.
rubixcuber
Posts: 5/46
to gnkkwinrrul: no, no, the things i describe work but i am trying to make a custom block to change the direction of gravity and was having problems with causing a black screen, if you just do the hacks as describe you can change gravity through the whole game

to Keikonium: i am working on a custom block and can make it public at some point. with the disabled gravity you can move horizontally, but when you jump you keep going up until you hit something
Alastor the Stylish
Posts: 2407/7620
Originally posted by Keikonium
So let me get this straight:
Pull horizontally makes mario move horizontally without or with moving him first? Or does it just make you go faster when moving?

For reverse gravity is that mean that up is down and down is up? If so SOMEONE MAKE IT A CUSTOM BLOCK FOR ME!!!

And for disabled gravity, can you move at all?
Pull horizontally makes him BE PULLED HORIZONTALLY BY GRAVITY. Could you possibly think a little? And of course reverse gravity does that, but it wouldn't affect graphics so you'd be upside down and it'd look hideous, and it may (not certain of this) screw with jumping even if you included the reverse the way you jump bit. Also. You want a custom block of it, make it yourself. I don't care if you don't know ASM, you need not be so damn greedy As for the disabled gravity: It doesn't affect your ability to move except that you don't fall. I'm not certain about the way jumping works, it may or may not have jumping propel you indefinitely...
Keikonium
Posts: 743/-2459
So let me get this straight:
Pull horizontally makes mario move horizontally without or with moving him first? Or does it just make you go faster when moving?

For reverse gravity is that mean that up is down and down is up? If so SOMEONE MAKE IT A CUSTOM BLOCK FOR ME!!!

And for disabled gravity, can you move at all?
gnkkwinrrul
Posts: 288/647
keep trying and tell us when you fix it
rubixcuber
Posts: 4/46
yah, i thought it was jml and rtl, but i havent gotten it to work. i'm editing directly in hex so i had tried something like 220B BBBB and then 6B to return, but the screen always goes black. i'll keep messing with it though
Escherial
Posts: 64/90
Use JML for "jump long" (can specify an absolute address, if you like); use RTL to return from a long jump (i.e. at the end of your code).
gnkkwinrrul
Posts: 284/647
whoamg. I'll have to use this
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Acmlm's Board - I2 Archive - Super Mario World hacking - Found code for gravity and jumping.


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