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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - The timer... | | | |
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tuna ... Level: 3 Posts: 284/2 EXP: 51 For next: 77 Since: 12-02-04 Since last post: 1 day Last activity: 1 day |
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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... |
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Atma X Bandit Level: 43 Posts: 729/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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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) |
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Pikachu025 Shyguy Level: 17 Posts: 34/96 EXP: 21989 For next: 2754 Since: 05-05-04 Since last post: 75 days Last activity: 11 days |
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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 <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3529/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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) |
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Xkeeper The required libraries have not been defined. Level: NAN Posts: -2429/-863 EXP: NAN For next: 0 Since: 03-15-04 Since last post: 2 hours Last activity: -753366 sec. |
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Originally posted by HyperHackerWhat 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 |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 104/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Hey! That would be kickass. |
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Xkeeper The required libraries have not been defined. Level: NAN Posts: -2421/-863 EXP: NAN For next: 0 Since: 03-15-04 Since last post: 2 hours Last activity: -753366 sec. |
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Originally posted by HyperHackerYet no information on where the offset is |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3572/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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.) | |||
Xkeeper The required libraries have not been defined. Level: NAN Posts: -2405/-863 EXP: NAN For next: 0 Since: 03-15-04 Since last post: 2 hours Last activity: -753366 sec. |
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Originally posted by HyperHackerIt's 7E0F30. So... any idea how to modify the initial value? |
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