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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 - I found this by accident- really neat | | Thread closed
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Sukasa

Boomboom
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Since: 02-06-05
From: *Shrug*

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Posted on 04-30-05 11:10 AM Link
Hey!

I was working on my hack, and found a glitch with one of the sprites I was working on. because of it, I found lightning routine that is already present in the ROM. It is pretty good, too, because it flashes EVERYTHING on layer two, but does not affect andthing else. It also plays the lightning sound effect from the OW, and I believe it is the same routine from the OW because the flash patterns match. I don't have an AVI yet, but I can tell you how to mimic it if you want to experiment.

1. Copy the sprite code (using MWR) from the falling spike sprite into sprite number 0x36, and
2. Add the sprite manually.

It had some other neat effects, too.
mikeyk

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Posted on 04-30-05 12:04 PM Link
Without actually opening up LM or MWR, I'm going to go out on a limb and guess that the falling spike has an ASM pointer of 878E in MWR. I'm also guessing that the affect that you saw was something like the one talked about in this thread http://board.acmlm.org/thread.php?id=9554. If so, this effect can be seen by changing any sprite ASM pointer to 878E, provided it didn't originally use that pointer. What is happening is that the game goes though a bunch of code that tests for certain sprite numbers. If it's not one of the sprites that that routine handles, the code responsible for the bowser battle lightning is reached and run.
Smallhacker

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Posted on 04-30-05 12:29 PM Link
Yay! Sounds cool!
Shyguy
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Posted on 04-30-05 12:38 PM Link
Originally posted by Smallhacker
Yay! Sounds cool!
Agreed!
ExKeeper

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Posted on 04-30-05 05:14 PM Link
it would be cool if I could get MWR to work. wait, maybe it doesn't work on winXP, or my laptop is messed up.
Alastor the Stylish
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Posted on 04-30-05 08:21 PM Link
READ THE FUCKING README



I've always wanted to say that.
ExKeeper

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Posted on 04-30-05 11:32 PM Link
I did, it doesn't say anything why it won't work and I do have the latest VB runtime files
BMF98567
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GO!

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From: Blobaria
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Posted on 05-01-05 01:05 AM Link
It would help if you told us exactly what it's doing (or, in this case, not doing). "it doesn't work" could mean any number of things, from an incorrect ROM version to an overheating CPU.
ExKeeper

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Posted on 05-01-05 03:34 AM Link
I tried it on three computers, each with a different error:

1. (IBM thinkpad a20m) System Error &H8007007E (-2147024770). The specified object could not be found.

2. (virtual PC running on a macintosh with MAC OS X 10.3.9) MarioWorldReconfigurator.exe is not a valid Win32 application

3. (2.5 GHZ desktop PC) 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid
Alastor the Stylish
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Posted on 05-01-05 03:41 AM Link
Yeah, comdlg32.ocx is common for many programs. If you don't have it, you should be able to find a download by googling it.
ExKeeper

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Posted on 05-01-05 03:59 AM Link
ok, it finally works


Edit: how do I know which one is sprite 36?


(edited by smwedit on 04-30-05 11:04 AM)
Alastor the Stylish
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Posted on 05-01-05 04:05 AM Link
Um... It says their sprite number to the left of the sprite name.
ExKeeper

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Posted on 05-01-05 04:08 AM Link
oh, I have to put the check that says to show sprite #
Sukasa

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Posted on 05-01-05 08:50 AM Link
Yea, it was ASM pointer 878E. The thing that intrigued me was that the BG was darkened, and the flash worked fine. The only problems were some messed up graphics at a certain height and all sprites going behind layer one tiles.


(edited by Darkflight on 04-30-05 03:51 PM)
Cruel Justice

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Posted on 05-01-05 11:41 AM Link
So it's not the same one with the hammers on the top of the screen?
If so, I'll give you all my gratitude for finding it out!
Sukasa

Boomboom
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From: *Shrug*

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Posted on 05-02-05 02:58 AM Link
Eh, sorry. It is one and the same. The hammers are sprite data set where the platform would be in the bowser battle.
ExKeeper

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Posted on 05-03-05 04:01 AM Link
oh, so I have to copy the asm pointer, not the whole code


(edited by smwedit on 05-02-05 11:02 AM)
Cruel Justice

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Posted on 05-03-05 04:17 AM Link
Old, I found this out ages ago.
Nice try though.
Sukasa

Boomboom
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From: *Shrug*

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Posted on 05-03-05 07:14 AM Link
Oh. I newver realized that. I thought what might help is if someone used this to isolate only the BG flash code. Then people could use lightning in their levels without too much extra ASM.
mikeyk

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Posted on 05-03-05 11:05 AM Link
I've definitely posted this several times before. The routine for Bowser's lightning is SNES $03DFCC. The only side effect of calling this routine is that It overwrites pallette 0 with the Bowser palette. It will work perfectly if you make the background use a pallette other than 0.
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