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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 Ninji Saga - DEMO | |
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The Kins

Kodondo
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Posted on 03-16-05 10:11 AM Link | Quote
Originally posted by HyperHacker
How did you go about making midway points work anyway? Or did you just not use any?
None in the demo, due to levels being small.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 03-16-05 11:05 AM Link | Quote
Odd... I didn't notice the lack of midway points must've been well-done, or something.
Shyguy
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Posted on 03-16-05 12:31 PM Link | Quote
Midway points make you Big Mario anyway.
The Kins

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Posted on 03-16-05 01:11 PM Link | Quote
Originally posted by Master M
Midway points make you Big Mario anyway.
I believe I could do "invisible" midway points with BlockTool.
Shyguy
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Posted on 03-16-05 01:40 PM Link | Quote
Block tool is the shiz-night, huh.... I might download it.....
Smallhacker

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Posted on 03-16-05 06:09 PM Link | Quote
Originally posted by Trashykins
If there's a block in the game that acts like 130 but one giving collusions for the first eight pixels up, I'll fix it.


Just make that one block fully passable. Try it! It's not going to look like crap. Trust me.
Juggling Joker

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Yeah, JAMH is still being worked on.
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Posted on 03-16-05 07:04 PM Link | Quote
Or use a slope tile, probably one of the gradual slopes.
Sukasa

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Posted on 03-16-05 11:53 PM Link | Quote
Originally posted by Trashykins
I believe I could do "invisible" midway points with BlockTool.


That would work. Also, why not place them in as "powerups"?
The Kins

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Posted on 03-17-05 08:33 AM Link | Quote
Originally posted by Darkflight
Originally posted by Trashykins
I believe I could do "invisible" midway points with BlockTool.


That would work. Also, why not place them in as "powerups"?
Now there's an idea - Make Fire Flowers always come out of their blocks instead of mushrooms regardless of Mario's status, and make them play a sound and set the "Got Midway Point" flag or whatever when obtained. Anyone know ASM?
Xkeeper 2.0

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Again... :P
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Posted on 03-17-05 08:48 AM Link | Quote
SMWReconfigurator may be able to help. I'm not sure, but it's worth a try.
Shyguy
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Posted on 03-17-05 08:55 AM Link | Quote
I noticed something while riding yoshi and beating a level. The little top knick on the mario sprite goes back a little bit. I don't know how to explain this, and I don't want to give away my character just to show an example.....
HyperLamer
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Sesshomaru
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Posted on 03-17-05 09:39 AM Link | Quote
Originally posted by Trashykins
I believe I could do "invisible" midway points with BlockTool.

Or you could change file address 0x74E2 to 0x80, which would prevent it from giving you a powerup when you hit the midway point.
The Kins

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Posted on 03-17-05 09:45 AM Link | Quote
Originally posted by HyperHacker
Originally posted by Trashykins
I believe I could do "invisible" midway points with BlockTool.

Or you could change file address 0x74E2 to 0x80, which would prevent it from giving you a powerup when you hit the midway point.
Thanks for that!
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 03-17-05 09:47 AM Link | Quote
Thank Geiger. His program made finding that about 6 clicks worth of effort, rather than the traditional search-through-an-800MB-log-file method.
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Posted on 03-17-05 04:54 PM Link | Quote
Originally posted by Master M
Midway points make you Big Mario anyway.
Big Mario with Purple trousers.
Ice Ranger

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Posted on 03-18-05 01:14 AM Link | Quote
This is one of the best concepts I've seen in awhile. Level 2 - Generations surprised me by being a combonation of 1-1 from Mario 1 and 3. I don't think I've seen anything like that before.

Since power-ups won't be used, will you be planning to use the extra space for other things now? I'm sure with some of the guys around here, you could add a health meter instead and have different power-ups give different amounts of heath.
Escherial

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Posted on 03-18-05 02:13 AM Link | Quote
Speaking of that, I'm looking for the offsets where the player's granted a powerup in hopes of redirecting it to a health counter (I'm not going to implement it myself, but I'd love to see it in Ninji ).

Anyhow, I've managed to find $00D156, which is the address of the INC instruction that increments $7E0019 (the powerup value). I'm currently trying to jump to some safe place in the ROM to do some stuff and then jump back; this is working, but I'm running into strange freezes later down the road (for instance, upon exiting a pipe). I'll keep you all posted on any discoveries.


(edited by Escherial on 03-17-05 05:13 PM)
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 03-18-05 08:01 AM Link | Quote
Check the sticky ROM Addresses thread, I posted a bunch of powerup-related info there. Mushrooms, unfortunately, don't just write a specific value to your power address; they just increment it. You should be able to hook the 'shroom code no problem, but I suggest leaving 7E0019 alone and using some unused address for the health counter.
Kario

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Posted on 03-18-05 08:05 AM Link | Quote
Originally posted by Master M
I noticed something while riding yoshi and beating a level. The little top knick on the mario sprite goes back a little bit. I don't know how to explain this, and I don't want to give away my character just to show an example.....


Yoshi is in the Demo?!?!?!?!
Shyguy
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Posted on 03-19-05 09:43 AM Link | Quote
No! I use a goomba in my edit. I'm just precautioning.
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