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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 - Save select screen [ASM issue] | |
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Sukasa

Boomboom
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From: *Shrug*

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Posted on 04-19-05 09:24 AM Link | Quote
Hey! I was working on my hack, but I need to disable the select save slot menu. can anyone help me skip it directly to the player number select screen?
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 04-19-05 09:32 AM Link | Quote
May I ask why you require this?
Sukasa

Boomboom
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From: *Shrug*

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Posted on 04-19-05 10:05 AM Link | Quote
Yes. I want to re-allocate the SRAM for different variables, and wouldn't want crashes /data corruption if a slot other than slot one was loaded, because the problem is that if I saved to slot one, the slot 2/3 data would be corrupted, and if I saved to slot 2/3, the slot 1 data would be corrupteed, and so on. I'd like to limit the player to one slot only, and prevent accidental data corruption.
Parasyte

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Posted on 04-20-05 10:37 AM Link | Quote
Here's how I did it:

At 0x001EBC, change two bytes to: B0 FF
At 0x001EDD, change three bytes to: A2 00 EA
At 0x0081B0, change nine bytes to: 5A A0 12 84 12 7A 4C 17 94

I can also create an IPS, if it's really required. :\


This is an odd hack, Under normal circumstances, only the second patch would have been needed. However, the menu graphics drawn after you press start are hard-coded to show the save select menu. The effect is, without the other two patches, you get to see the save select menu for a few frames before the player select menu is actually drawn. Therefore, the other two patches are needed to display the player select, and get rid of such an annoyance.


(edited by Parasyte on 04-19-05 05:38 PM)
(edited by Parasyte on 04-19-05 05:46 PM)
d4s

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Posted on 04-20-05 11:11 AM Link | Quote
disabling 2 save slots to save sram space is a bad idea.

did you know you can increase the sram size by changing one byte in the internal nintendo header?
obviously not...


afair, smw doenst even use any sram mirrors so you can directly use and access the new sram space without additional hacking.



(edited by d4s on 04-19-05 06:16 PM)
Parasyte

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Posted on 04-20-05 09:53 PM Link | Quote
That's a given. Though I must admit, skipping the save select is rather interesting. Especially if you need more than 64Kbit for who-knows-what-reason. ;P
Graviteh

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Posted on 04-20-05 11:54 PM Link | Quote
Why can't you not choose to not pop up the save screen in the level properties?
Sukasa

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From: *Shrug*

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Posted on 04-21-05 12:13 AM Link | Quote
Thanks, guys. I just wanted to do something idfferent, and didn't really know how much save space was actually available for a few extra bytes for each save slot, and only really wanted one save slot anyways. Thanks guys. BTW, where is the routine to save variables to SRAM? I'd like to add a few new variables to those saved. I don't need the IPS though. thanks anyways.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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From: Blobaria
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Posted on 04-21-05 01:16 AM Link | Quote
With all three save slots filled, you have 761 bytes of free SRAM space (starting at $507), which should be enough for...well, pretty much anything.

As for the save routine, look for writes to $700xxx.
Sukasa

Boomboom
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Posted on 04-21-05 01:24 AM Link | Quote
OK, thanks BMF. Now just to figure out geiger's debugger.
Time to credit you now.
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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LOL FAD

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Posted on 04-21-05 03:44 AM Link | Quote
Originally posted by GRAVITEH
Why can't you not choose to not pop up the save screen in the level properties?

Because that's not what he wants.
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