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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 - Luigi's Gravity Controls | |
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XPeter

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Posted on 03-02-05 12:57 PM Link | Quote
I need some help adjusting the player's controls on The Lost Levels.

I need to make him jump higher,
And i need to make him harder to stop after running.

Can anyone help me?

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(edited by peter_ac on 03-03-05 03:47 AM)
(edited by peter_ac on 03-03-05 03:48 AM)
Kario

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Posted on 03-02-05 06:01 PM Link | Quote
Why did you post pictures?
Jesper
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Posted on 03-02-05 06:55 PM Link | Quote
Maybe to get across the relative change he's looking for, if it involves editing a hex value - knowing what I know, it probably won't and will require an ASM hack since it'd make no sense to store two copies of the jump height physics when they're identical in both Mario and Luigi in the original SMW.
XPeter

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Posted on 03-02-05 07:11 PM Link | Quote
Actually it doesn't really matter. The mario in SMW jumps a lot higher that the mario in SMB anyway.
Simon

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Posted on 03-02-05 09:53 PM Link | Quote
I found this in among some old notes, I think it's a rom adress that controls the jumping height:
59A6 - 03 - jumping byte, lower number, higher he jumps
XPeter

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Posted on 03-02-05 10:41 PM Link | Quote
Now i just have to figure out how to use a hex editor...
Karadur

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Posted on 03-02-05 11:28 PM Link | Quote
Originally posted by peter_ac
Now i just have to figure out how to use a hex editor...


All you really have to do is open your ROM in whatever hex editor you use, look through the menus for a 'Go to Offset', or 'Find' or some similar function, and type in the value Simon gave you (which is 59A6). Note that since that is a hex address, you might have to add an 'x' before the value so the editor interprets it correctly.

Click 'Find' or whatever the button is labelled, and it should highlight two digits. Those are what you want to change, so if you wanted Luigi to jump the highest he could, you'd most likely put in '00' put it could be '01'.
Atma X

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Posted on 03-03-05 12:00 AM Link | Quote
Originally posted by Karadur
Originally posted by peter_ac
Now i just have to figure out how to use a hex editor...


Note that since that is a hex address, you might have to add an 'x' before the value so the editor interprets it correctly.



No need, people just like to write it that way (the Hex Editor only understands numbers,... Hexedecimal numbers that is,... unless the Hex Editor being used allows change your view settings so that you can type in Decimal, Octal, Bin, or Ascii)


(edited by Atma X on 03-02-05 03:01 PM)
XPeter

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Posted on 03-03-05 12:17 AM Link | Quote
Ah cool! It works thanks! How did ya find where that address was? I mean is it easy? If it is might have a look for the address which changes his ability to stop after running?
Simon

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Posted on 03-03-05 01:22 AM Link | Quote
I didn't find that adress and I'm not taking any credit for it, I think someone made a thread on it at the old board a looong time ago. As far as I know, the method used for finding these offsets is to corrupt a part of the rom using a rom corruptor and looking at the effects. You can then narrow the corrupted area down until you've found the offset you're looking for.


(edited by Simon on 03-02-05 04:31 PM)
XPeter

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Posted on 03-03-05 12:44 PM Link | Quote
okay thanks i'll try that.

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DahrkDaiz

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Posted on 03-04-05 01:43 AM Link | Quote
I won't look for it myself in SMW's asm, but I'll tell you the best method to get the Luigi control effects:

Rather than have him "jump higher", find the byte that controls his upward velocity. Like, find the mathematical routine that decreases his velocity as he goes up. Once he reaches a certain velocity (becoming slower as he goes up) his velocity slows down at a slower rate... example:

His velocity may start out as C0 (going up)
Then it goes to D4 to D8 to DC and so on...
until it reaches F8 then rather than going by 4, it may start going by 2, so the next valye us FA, FC then slows down to going by 1.

I'm not saying this is definitely the way it works, but I'm 100% positive it works similiarly. So anyways, what you might wanna do, is change the point that his velocity changes. Make it happen at say... FE rather than F8, that way he jumps higher, but he becomes "floaty".

Then using the similiar method for his fall down, he'll have a "max" fall velocity. Just lower the max fall slightly so that he falls down at a slightly slower rate.

This will give Luigi floatier controls.

Now, as for his ground movement. A VERY simple ASM hack will solve this. I assume there's a byte in RAM that says you're on Ice ground or not. All you need to do is find where the game resets this address to 0 and just have it write in 1, that way, it feels like he's always on ice.


I can't really do this myself because I lack any experience with 65c816, but this is how I got Luigi style controls in SMB3 and I'd hope SMW uses a similiar engine for it's physics.
XPeter

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Posted on 03-04-05 02:19 AM Link | Quote
Or i could just make every level an ice level, right? But then again, walking on ice, and playing as Luigi don't handle the same. I think i'll just try and find the address for his "brakes". In a day, i was already able to find a few (useless) addresses by practicing with the corruptor, like changing the music played upon dying and stuff like that. Thanks for that about the velocity change thing by the way.
HyperLamer
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Sesshomaru
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Posted on 03-04-05 11:57 AM Link | Quote
Originally posted by Kario
Why did you post pictures?

Originally posted by peter_ac
There are some new backgrounds on my site!
Click on the link below to get them.

I assume that's why. Though there was absolutely no need to post them twice...
XPeter

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Posted on 03-04-05 12:28 PM Link | Quote
no HH i had some pictures on there to show what i meant about his controls, but they were BMPs so i took them down.
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