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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 - How do you hack the game by ASM? Is there an ASM SMW related program?
  
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infidelity
Posts: 66/164
WOO HOO!!!!

It worked!! I shoot at the coin, and it turns into a block!!! And what's even cooller, I can't touch the coins at all. All you can do is shoot at them!! Very cool!! Karadur, I honestly can't thank you enough for taking the time to help me out! I just wish there were more guys here like you that understand that some of us need a little guidence and shown what to do. Man this is great!! Thank You!
Karadur
Posts: 13/1192
In Blktool, click 'Blocks', and the 'Edit Block Data'. You may want to make a new block, and just copy the settings from the old one over. These are the settings I used:

ASM File Name: smb32.bin
Below Offset: -1
Above Offset: -1
Sides Offset: -1
Spr UD Offset: -1
Spr LR Offset: -1
Cape Offset: -1
Fireball Offset: 773
Reloc Offsets: 154,221,277,2AC,2DA,300,31C,37B,3B0,3C3,3D6,3E9,40D,414,482,491,49D,4A9,4B5,4C1,4DF,501,523,545,567,58F,5B7,5DF,607,62F,

Like I said in my last post, that'll make a block that, when hit by Mario's fireball, turns into the next block in the Map16, but while it looks like a coin, it acts like a 45
infidelity
Posts: 65/164
Ok, I did the whole Map16 block thing, I've got it to change into something else when I touch it. Now, this offset thing. I have no idea what that means, where to find it, or how to accomplish this. Could someone explain what I must do for a fireball to change the coin into a frozen block? Thanks!!!!
Karadur
Posts: 12/1192
Originally posted by Atma X
-1 = Non Solid (If you put the Cape or Fireball offset to 0, it won't activate Block's effects when you use a Fireball or Cape on it)

0 = Solid (If you put the Cape or Fireball offset to 0, it will activate Block's effects when you use a Fireball or Cape on it)

Any other # may cause some odd or even cool effects (but most #'s makes it freeze)


Okay. I was lucky then. I think I put 773 or something in the fireball offset box I tried setting the above / below / sides to -1, and now when the block still looks like a coin, it acts like a hill
Atma X
Posts: 625/801
-1 = Non Solid (If you put the Cape or Fireball offset to 0, it won't activate Block's effects when you use a Fireball or Cape on it)

0 = Solid (If you put the Cape or Fireball offset to 0, it will activate Block's effects when you use a Fireball or Cape on it)

Any other # may cause some odd or even cool effects (but most #'s makes it freeze)
Karadur
Posts: 11/1192
The closest I found are blocks 69 and 70, but they change into the next map16 block when mario hits them. Not when they're hit by mario's fire. I'm not sure, but I wonder if changing the fireball offset for those blocks will make them do what you want. Even if that was the case, I wouldn't know what value to put in there anyways

Edit: taking a wild guess here, but I notice the above / below / sides offsets are all the same. Maybe put that in the fireball offset box. Alright. I just tried it and it works, except I could go right through the block after it changed

Edit 2: Found out I could go through them 'cause I had the 'Make block act like' setting at 151 or something
HyperLamer
Posts: 1989/8210
Are there blocks that change to the next Map16 when you shoot them? You could make one that acts like a coin, but when shot, turns into one that acts like a solid block.
Karadur
Posts: 8/1192
It doesn't look like those blocks are there. The exact opposites are, so unless you can figure our some way to reverse the effect, you'll basically have to make the whole block yourself.
infidelity
Posts: 64/164
Awesome! The BlockTool thing worked! I've gotten some great ideas from that trick. Thank You!! Also, does block tool have the feature where you shoot a fireball at a coin, it will turn into ice? That was an awesome feature in Demo World!! Is that in BlockTool? :-) Thanks for all the helpful info!! :-)
Karadur
Posts: 7/1192
I'm pretty sure those pipes in demo world were custom made by FuSoYa. I don't see anywhere in the program that'd allow you to make the pipes act like that. As far as walking behind the background, I think blocks 221 and 222 (and possibly 223 - 226) in Blktool are what you want
infidelity
Posts: 63/164
I've tinkered with Mario World Configurator a little bit, I'll be using this application in my hack. Does anybody know if this program can make you do those awesome pipe tricks like in Demo World? I've also noticed SMB3 style backrounds where you walk behind backround images? Is that ASM based as well?
cds113089
Posts: 23/46
Have you tried the Mario World Reconfigurator? It can do a lot of things like that and you don't need ANY asm! I don't know any programming languages at all and I can use the MWR just fine.
Karadur
Posts: 6/1192
infidelity: you're quite welcome

cpubasic13: I found that site you were talking about, and I hope it's alright if I put it in here. If not, I'll take it out http://arock.redirectme.net/news.jsp
cpubasic13
Posts: 710/1346
First off, those references are the closest things to a tutorial. Why? Simple. Each game has different data, thus would be impossible to make a tutorial to help you with general ASM.

Second, start slow. Learn what does what. I would also suggest taking a tracer (Evil Peer's is one of the best) and playing around with the data seeing what does what.

As for a program, simple. It is called SPASM... or something similar to that. I know you can get it at where the open source thing for SMW is, so I would suggest looking through old threads for something about SMW Open Source Project". It might be on Zophar, but I am not sure. This program helps a deal when dealing with jumps... well, it does to me.
infidelity
Posts: 62/164
Karadur. 2 words. Thank You.

I'll start researching this right away. Thank You for showing me this, in the most respectful, and polite way. Thank You. :-) This is extremely appreciated!!
Karadur
Posts: 5/1192
The only place I know to look into SNES ASM is here. I'm just starting to look into it myself as well, so sorry if that's not the stuff you're looking for.

As far as (dis)assemblers go, I can only suggest using google. The only relevant thing I found in a quick search is TRaCER at this site.

An SMW ASM-specific program would be nice, but I don't see it happening any time soon. I hope those help somehow.
DisruptiveIdiot
Posts: 47/147
Wait... you want someone to work hard and figure out the exact code for you and spoon feed it to you?

Uh...
infidelity
Posts: 60/164
I wish someone would just tell me where to go and what to type. How hard is that? That's all I ask. What program to use, what address to find, what to type. For christ's sakes, I have multiple rom copies. If I fuck up, I fuck up. Just tell me what to do. PLEASE
Juggling Joker
Posts: 327/1033
You don't *need* an ASM compiler to change the ASM of a game, it just makes it a ton easier.
infidelity
Posts: 59/164
I wish someone would just tell me where to go and what to type. How hard is that? That's all I ask. What program to use, what address to find, what to type. For christ's sakes, I have multiple rom copies. If I fuck up, I fuck up. Just tell me what to do. PLEASE Why do you people make this situation so taboo. Just tell me what to PLEASE
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Acmlm's Board - I2 Archive - Super Mario World hacking - How do you hack the game by ASM? Is there an ASM SMW related program?


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