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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 - The sprite hackers workshop!
  
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DisruptiveIdiot
Posts: 59/147
I was playing around with the standard/secret goal point

No Bonus Stars : 001E2082394298C065A0

No Bonus Stars : 001E20A2194298C065A0

No Bonus Stars Or Coin : 001E20A2394098C065A0

No Bonus Stars Or Coin : 001E20A2390298C065A0

001E20AA394298C265A0 : Cool, when the goal

point is spawned you are given 5 coins and 800

points.

001E20AA3942ABC565A0 : Awesome and weird!!! You

have to try it for yourself!

001E20AA394298F265A0 : Changes the graphic to a

fireball that is stationary and mario walks

behind.
UnsurpassedDarkness
Posts: 19/746
I guess you can use it
gnkkwinrrul
Posts: 457/647
Err...very nice

The thing that makes mario grow bigger when you touch the power ups is the asm pointer...checking the interact with mario box on it though makes wierd stuff happen
Rain Man
Posts: 213/378
Can I use that immortal chuck in my hack? Its so cool, and the pallete changes only makes things sweeter! (A very angry chuck)

Muahahaha! I got the 1111th view! Hahaha!
UnsurpassedDarkness
Posts: 18/746
The point of it?! Immortal enemies are cool! You can't just swing your cape to kill Chucks anymore! I think I'll call him Terminatin' Chuck, what do you think?

I found out that sometimes the
gnkkwinrrul
Posts: 449/647
LMAO, that is awesome...but what is the point of it? If you replace the bullet bill shooter with a torpedo ted generator, random stuff appears on the screen and fish get shot out of the bullet bill shooters I am trying to get torpedo teds to be shot out of them, but it isn't working...
UnsurpassedDarkness
Posts: 16/746
I made an immortal Chargin' Chuck: 0000097319486A888544
Put it in slot 96. It was a bit harder than checking a few boxes I found out. His arm is still blue though
Smallhacker
Posts: 878/2273
Originally posted by HyperHacker
Originally posted by gnkkwinrrul
Yea...sorry The don't interact with mario thingy doesn't stay checked.

Ah, I'll look at that.

Ironic that I would be the one to ask, but does anyone know what bank the ASM pointers point to?


I tried to find it after our IM conversation. Failed. The closest thing I found was that if you change $9290 (PC) into FF, it ruins some sprites' collision detection. Pretty fun to watch...
HyperLamer
Posts: 2028/8210
Originally posted by gnkkwinrrul
Yea...sorry The don't interact with mario thingy doesn't stay checked.

Ah, I'll look at that.

Ironic that I would be the one to ask, but does anyone know what bank the ASM pointers point to?
gnkkwinrrul
Posts: 423/647
Try changing the original key to that. All unused tiles have some kind of effect on the sprites that make them act oddly.
UnsurpassedDarkness
Posts: 15/746
Ack! FuSoYa said he didn
gnkkwinrrul
Posts: 420/647
Yea...sorry The don't interact with mario thingy doesn't stay checked.
HyperLamer
Posts: 1991/8210
I feel special now.
Originally posted by gnkkwinrrul
what it does in the mario sprite discombobulater (I know most of you would rather check boxes, but some of them will not stay checked

You mean my program? What boxes aren't working exactly?
gnkkwinrrul
Posts: 419/647
I may be able to find this...typing random codes into the thing Here are some sprites I found -

10F00673F70FF98FFFF - A very wierd sprite. It will float into a shell, and then shoot up to the top of the screen

857394738CDE748F004F - I think that this is the flame that hopping flames make. But there is no hopping flame and they just start appearing

0005874DEF5058DAC505 - Something that makes you fly extremely fast to the end of the level...most of the time it makes you go way past the goal point and off the last screen.

10101010101010101010 - Makes all layers dissappear except layer one. But it also kills mario
Xkeeper 2.0
Posts: 160/1091
I am in need of a sprite that drops when you walk on it, like the Donut Lifts in SMB3.

Sprite 12 is entirely unused, so it's safe to replace that.
gnkkwinrrul
Posts: 416/647
LMAO...I don't know how that would fit in there but...

I've gotten some weird sprites typing in random codes into the bottom. I got one thing that I can hit with a shell, but when it falls off the screen it jumps back up to the top and the game freezes.
UnsurpassedDarkness
Posts: 14/746
cpubasic13: Maybe you could make it so that Mario picked it up, and it acted like a blue turn block, but vanished in a split-second.

gnkkwinrrul: Oh, Sorry
gnkkwinrrul
Posts: 409/647
UnsurpassedDarkness, I was talking about the KEY.
cpubasic13
Posts: 709/1346
Just to let everyone know, I believe there are some more sprite data left to find. I can't make a sprite become 16x32 or 32x32 (Megamoles, Koopas, etc...) so it is probably another table somewhere that detirmines the size... probably... mikeyk probably found this already, but I am unsure...

As for the sand blocks... you could do it exactly like Unsurpassed said and it will work. Problem though... is the animation for when picking it up. You would have to code something to get that to work properly... otherwise it would:

1)Just disappear and not look like in SMB2.
2)Not dealing with animation, but how will Mario pick it up? Just press Y? That would look weird for Mario standing there and not doing anything...
UnsurpassedDarkness
Posts: 10/746
1. It
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