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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 - Disabling level Timer | |
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Atma X

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From: Derrière vous!!!

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Posted on 03-02-05 09:10 AM Link | Quote
I think I'm just going to write the whole Routine from scratch (it would actually be less work, and it would make it easier not to miss anything by accident,... and I think it would be more fun to write my own Routine rather than just edit someone else's).


(edited by Atma X on 03-02-05 12:11 AM)
(edited by Atma X on 03-02-05 12:12 AM)
(edited by Atma X on 03-02-05 12:14 AM)
Sukasa

Boomboom
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Posted on 03-02-05 10:11 AM Link | Quote
Hey!
Thanks Atma. Now I can get my game the way I would like it.

Now to find out about a few sprite wuestions and program a new final boss...
Atma X

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Posted on 03-02-05 11:30 AM Link | Quote
I'll help you with those as well. Not yet, because I may not be ready for that just quite yet, but I'll be ready sometime with in a few months for sure (probably less than that even).
(and no need to worry, I won't crap out on you somewhere along the line like most people do).

Also, I'll help you with other things on your hack as they come along.


(edited by Atma X on 03-02-05 02:32 AM)
(edited by Atma X on 03-02-05 02:40 AM)
(edited by Atma X on 03-02-05 02:41 AM)
(edited by Atma X on 03-02-05 09:46 AM)
Xkeeper 2.0

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Again... :P
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Posted on 03-03-05 12:15 AM Link | Quote
Originally posted by Atma X

(and no need to worry, I won't crap out on you somewhere along the line like most people do).



Like you did with those Skyblazer GFX?

Smallhacker's method seems to change the timer's appearance, but it was at 393 when I finished my level...
Atma X

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Posted on 03-03-05 12:57 AM Link | Quote
Hmm, yea about those gfx...
I got tired of inserting Gfx,... I did way too much of it in my hack,... and so I got really sick of doing Gfx work.

But anyway, programming is a lot more fun,... I won't get tired of that.


(edited by Atma X on 03-02-05 03:57 PM)
(edited by Atma X on 03-05-05 02:25 AM)
Sukasa

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Posted on 03-03-05 01:11 AM Link | Quote
Hey!

Originally posted by skateboarder11
Smallhacker's method seems to change the timer's appearance, but it was at 393 when I finished my level...


Smallhacker's method only hid the timer, not disabled it.
Xkeeper 2.0

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Posted on 03-03-05 01:20 AM Link | Quote
Originally posted by Darkflight
Hey!

Originally posted by skateboarder11
Smallhacker's method seems to change the timer's appearance, but it was at 393 when I finished my level...


Smallhacker's method only hid the timer, not disabled it.


It made it say [][]0 for me. (with [] being a completely black tile) and it didn't change.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-04-05 12:19 PM Link | Quote
I think his edit just disables the code that updates the timer graphics, so you could draw over them. The timer still counts down though.

Atma: What are you saying exactly? You want the timer to loop and not show up, so you get the bonuses for certain finishing times without having it speed up the music and kill you? Just find and disable the part that counts down the hundreds digit, and give each level at least 200 seconds, it'll loop from 200 to 299. Though the bonus at the end of the level does present a problem...
Smallhacker

Green Birdo

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Posted on 03-04-05 09:48 PM Link | Quote
Let me explain. The status bar consists of two things: Static tiles and Counters. The static tiles are the stuff that never changes, like the frame around the item reserve. The Counters are stuff that changes. The address I gave you removes the time counter. However, for some reason, the SMW programmers put three static tiles there that normally are overwritten by the timer. When the timer counter is removed, there's nothing left to overwrite those tiles.

Note: Editing the status bar will be much easier very, VERY soon. *hint* Ooops. I've said too much... again...
Glyph Phoenix

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Posted on 03-04-05 10:30 PM Link | Quote
So that's the big project you were working on. I can only imagine how I could totally kick Layer 3's ass with a program like that...
Sukasa

Boomboom
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Posted on 03-05-05 09:32 AM Link | Quote
Hey!

So after diabling and hiding the counter, how do I remove the static garbage tiles underneath? I would like them to be transparent.
Atma X

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Posted on 03-05-05 11:17 AM Link | Quote
Originally posted by HyperHacker
Just find and disable the part that counts down the hundreds digit, and give each level at least 200 seconds, it'll loop from 200 to 299. Though the bonus at the end of the level does present a problem...


Well that works as well (doesn't matter which method you use, as long as it works,... I just happend to be going the harder route with that )
Smallhacker

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Posted on 03-05-05 12:00 PM Link | Quote
In order to hide the static tiles behind the timer, change the following addresses into FC: 0EE1, 0EE3, 0EE5. If you would like to hide the text "TIME", change 0EAB, 0EAD and 0EAF into FC.
Sukasa

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Posted on 03-06-05 08:27 AM Link | Quote
Hey!

This seemed like a good place to post my next questions.

1. Would I then be able to change those addresses to replace the L3 tiles to something else?, and

2. The bytes in between the entries you posted, are they palette/flip/priority flag holders?
Smallhacker

Green Birdo

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Posted on 03-06-05 03:14 PM Link | Quote
Originally posted by Darkflight
1. Would I then be able to change those addresses to replace the L3 tiles to something else?, and

2. The bytes in between the entries you posted, are they palette/flip/priority flag holders?


1: Yes. The tile numbers are the same as in LM's title screen editor.
2: Yes. The byte is in this format:
(Left)
7 Flip Y
6 Flip X
5 Priority
4 Palette
3 Palette
2 Palette
1 ???
0 Tile bit #8
(Right)
Sukasa

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Posted on 03-08-05 02:16 AM Link | Quote
OK. Thanks
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