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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 timer... | |
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tuna
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Posted on 02-28-05 02:31 PM Link | Quote
Was just wondering, I thought I remembered someone having found the offset for the timer speed...

...looking through the memory/ROM addresses didn't help, as some of them are dead and the others ddon't have it.

I was just wondering if anyone knew it...
Atma X

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Posted on 03-01-05 06:22 AM Link | Quote
I'll be working on it in a little bit.
There was a request in another Thread to disable it, so when I get around to doing that, I'll give you the Address to change the speed.


(edited by Atma X on 02-28-05 09:23 PM)
Pikachu025

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Posted on 03-01-05 10:02 PM Link | Quote
Changing the timer speed? For what? The only thing I can think of is making it faster and removing the "Die-When-Timer-at-zero"-Routine, so that it's a only a "bouns-point-counter". Hmm... good idea, actually. I'll try to do that in my hack.
HyperLamer
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Sesshomaru
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Posted on 03-02-05 07:43 AM Link | Quote
I know right next to the timer's value in RAM (one byte before or after) there's a frame-counter byte, which counts the number of frames before the timer is decremented. (Can be anything from 0-127.) If you looked for writes to this when decrementing the timer (IE anything that isn't just decrementing the frame counter) you should be able to find its initial value. Put in something bigger, and the timer slows down. (Though if you put in anything above 0x80, it speeds way up, because the counter's signed for some reason. )


(edited by HyperHacker on 03-04-05 02:43 AM)
Xkeeper
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Posted on 03-04-05 09:31 AM Link | Quote
Originally posted by HyperHacker
I know right next to the timer's value in RAM (one byte before or after) there's a frame-counter byte, which counts the number of frames before the timer is decremented. (Can be anything from 0-128.) If you looked for writes to this when decrementing the timer (IE anything that isn't just decrementing the frame counter) you should be able to find its initial value. Put in something bigger, and the timer slows down. (Though if you put in anything above 0x80, it speeds way up, because the counter's signed for some reason. )
What I was thinking of doing would be speeding the counter up to double its speed and raising the time limits accordingly, as it'd really make things fast-paced in terms of how long you have left (that, and I don't really like how slow it goes)

Now if there was a way to add a 4th digit to the timer in both display and function, that'd be kickass
Sukasa

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Posted on 03-04-05 08:42 PM Link | Quote
Hey!

That would be kickass.
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Posted on 03-05-05 12:57 AM Link | Quote
Originally posted by HyperHacker
I know right next to the timer's value in RAM (one byte before or after) there's a frame-counter byte, which counts the number of frames before the timer is decremented. (Can be anything from 0-127.) If you looked for writes to this when decrementing the timer (IE anything that isn't just decrementing the frame counter) you should be able to find its initial value. Put in something bigger, and the timer slows down. (Though if you put in anything above 0x80, it speeds way up, because the counter's signed for some reason. )
Yet no information on where the offset is
HyperLamer
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Posted on 03-07-05 10:34 AM Link | Quote
Well if you must know it's either 7E0F30 or 7E0F33. One of them will modify one of the timer digits, the other will modify the frame counter. (Set it to FF; if it's the timer, the time will show a glitched number, if it's the frame counter it'll count down way fast.)
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Posted on 03-11-05 01:23 AM Link | Quote
Originally posted by HyperHacker
Well if you must know it's either 7E0F30 or 7E0F33. One of them will modify one of the timer digits, the other will modify the frame counter. (Set it to FF; if it's the timer, the time will show a glitched number, if it's the frame counter it'll count down way fast.)
It's 7E0F30.

So... any idea how to modify the initial value?
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