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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Subrountnie questions [ASM ISSUE] | | | |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 206/1981 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! I was wondering if anyone could tell me the locations of/how to call certain subroutines in SMW. 1. "Mushroom gained" subroutine 2. "1UP" subroutine 3. "3-UP moon gained" subroutine 4. "fire flower gained" subroutine 5. "feather gained" subroutine These are for an "Item Shoppe" Idea I am getting around to. Also, can subroutines/CMP-BEQ/BNE/etc... be used in custom block coding easily with blocktool? |
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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: 3776/8210 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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They can, sure. Also I posted a metric assload of ASM traces here (and more to come), some of those might help. But really I don't think you need those subroutines. Mushroom/Flower/Feather: Write their value to $19, and the proper sound effect number to the SPC700 ports. (You'll need to experiment to find the right port and number. They're at $1DF9 - $1DFC.) 1up: Get the value of $0DB3 (tells whether you're Mario or Luigi) into X. Get a byte from $0DB4 + X. If it's 99 or more, abort. Increment it, play the 1up sound, write it back to the same address, and increment $0DBE (fake lives counter). 3up: Same idea but add 3. Of course make sure you don't go over 99 if they have 97 or 98. (edited by HyperHacker on 03-17-05 12:58 AM) |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 212/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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OK, thanks. I'm pretty dure there was a thread around here somewhere that listed what sound effects to write to each SPC700 I\O port, but, what about the powerup animations? If I knew what to do I would look for myself, but I don't. BTW, does anyone know how to disable giving a coin to the player when he eats an enemy or berry with yoshi or grabs a yoshi coin? |
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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: 3782/8210 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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Sounds: There's an archived thread here that lists a few. Some useful ones ($1DFC): 01=Coin 05=1up 0B=Getting a powerup you already have 29="right" 2A="wrong" 38=Shrink 41=Get Cape Disabling coins: Not without disabling all coins. 05B34A is a subroutine for 'getting regular coins', which I assume means it gives you a coin, so if you looked for calls to it you could probably disable individual ones. 1ups: Write the number of lives you want to give to 7E18E4; it'll handle everything but the '1up' sprite. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 217/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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OK. Thanks a ton HH |
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