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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 - ASM hack requests | |
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Glyph Phoenix

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Posted on 06-15-05 12:11 AM Link | Quote
Okay, so I'm not actually for hire and I'm not even that good at ASM hacking, but I'm taking requests. If you've ever wanted your hack to have Mario lose all his coins instead of losing a life or a specially made custom block, now would be the time to ask.

Even if I can't help you, if the problem has a simple solution somebody who knows how might. Just keep in mind that I'm not guaranteeing any actual progress.
Keikonium
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Posted on 06-15-05 12:16 AM Link | Quote
So you're saying that you can make it so when mario gets hit, he loses coins instead of lives! Kinda like Wario Land 2 on the GBC? Or sonic? He loses rings, but if he gets hit once when he has 0 rings he dies. That would be a cool ASM hack. If you could do that and make a patch that would be really awesome.

Mario would have like 10 coins, get hit, and those 10 coins would scatter around him avaliable for pick up again until they fade away.
ExKeeper

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Posted on 06-15-05 12:22 AM Link | Quote
request: a coin that acts like a SMB3 brick when a blue pow is hit
Glyph Phoenix

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Posted on 06-15-05 12:39 AM Link | Quote
The reason I picked "lose all coins instead of lives" is because it's one of the easiest ASM hacks ever.

********************

Break out your hex editor.

At offset x52D8 you should see the numbers CE, BE.

Change them to 9C, BF.

Tada. Mario loses all his coins instead of losing a life.

********************

As for the SMB3 brick thing, I might look into it. If my natural laziness doesn't take over.
Pikachu025

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Posted on 06-15-05 12:58 AM Link | Quote
Request: Custom block that, when touched from above, activates both P-Switches for 16 (I think that's the normal time a P-Switch is long...) seconds, changes into the next Map16-block, plays the P-Switch activation-soundeffect and plays the POW-Music for the time the P is active. Hope that isn't too hard, you'd just have to call the blue P-Routine (if possible) and then set the silver one to be active.

Tanookirby

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Posted on 06-15-05 02:01 AM Link | Quote
Here are some of my ideas.

1. The yellow exclamation blocks hold mushrooms, the green ones hold feathers, and the red and blue ones hold nothing. Is it possible to change what those blocks give to you (i.e. have the red blocks give you flowers)?

2. When editing a Lakitu so that it throws bob-ombs, can those bob-ombs be set to explode one or two seconds after appearing?

3. Can you make a koopa without a shell turn around when it touches a shell instead of hopping into the shell? I've seen hacks where these koops without shell are changed to traditional goombas. Goombas should not be hopping into shells and turning into koopas.
mvent2

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Posted on 06-15-05 03:18 AM Link | Quote
Are you working on blocks for block tool? My ideas:

1. ? block which puts a Yoshi egg in your item box. Make one for each colour.
2. ? block which puts a P-switch in your item box. Make one for both switches.

I could come up with more ideas later.
mikepjr

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Posted on 06-15-05 03:34 AM Link | Quote
Damn dude.
Your about to be flooded with more then you can handle.
You should have set a limit to how many requests you were takeing.
Nap

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Posted on 06-15-05 04:56 AM Link | Quote
Originally posted by Glyph Phoenix
The reason I picked "lose all coins instead of lives" is because it's one of the easiest ASM hacks ever.

********************

Break out your hex editor.

At offset x52D8 you should see the numbers CE, BE.

Change them to 9C, BF.

Tada. Mario loses all his coins instead of losing a life.



didn't work...

edit: whoops. sorry. i was thinking mario would not die at all, just lose coins; as opposed to dying, losing coins, but losing no lives. #_#


(edited by Nap on 06-14-05 08:00 PM)
Glyph Phoenix

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Posted on 06-15-05 05:05 AM Link | Quote
@mikepjr: Ah, but I had an even better solution. With my little disclaimer up, I don't actually have to actually make any progress.

Just so you guys know, I'm not going to do any of those item box hacks. Those suck. The item doesn't actually blink and fall down for you to catch, like mushrooms, flowers, or feathers. They just fall from the sky and often get stuck on various obstacles.
HyperLamer
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Posted on 06-15-05 09:53 AM Link | Quote
Simple bug fixes would be nice. Things like not turning silver POWs blue when they go through a pipe, fading all the colours at the end, etc.
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Posted on 06-15-05 01:21 PM Link | Quote
Originally posted by HyperHacker
Simple bug fixes would be nice. Things like not turning silver POWs blue when they go through a pipe, fading all the colours at the end, etc.
I take it you never saw this thread?

Oh, my...
UnsurpassedDarkness

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Posted on 06-15-05 06:27 PM Link | Quote
Can you make a custom block I
Glyph Phoenix

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Posted on 06-15-05 09:43 PM Link | Quote
That sounds like a really awesome block, UD. Well, most of it. The earthquake routine and the sprite destruction. It shouldn't be that hard, either, I think... would simply clearing the sprite data table do the job?

But first I'd have to know where the earthquake routine is located and what parts of the sprite data table are okay to edit... I'm not sure about how the Mario sprite fits into all this. Not to mention the fact that there might be nasty effects when you delete a sprite while areas in RAM regarding it are still active. Not sure about this either.
d4s

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Posted on 06-15-05 11:04 PM Link | Quote
Originally posted by Glyph Phoenix
That sounds like a really awesome block, UD. Well, most of it. The earthquake routine and the sprite destruction. It shouldn't be that hard, either, I think... would simply clearing the sprite data table do the job?


nope.
the sprites are just the graphical representations of the enemys.
erasing the sprite of an enemy doesnt kill him.
if you wiped the sprite buffer, the sprites would reappear the next frame.
even if you permanently killed all enemy sprites, theyd still harm mario, despite being invisible.
what you have to do is find the routine thats executed when an enemy is killed.
the game most likely will cycle through all onscreen enemies every frame and check if it it was hit by mario or a fireball or whatever by comparing their positions.
insert a handler there that instantly kills an enemy depending on a certain variable.
then you can kill all enemies instantly by writing to that variable.
chances are that the kill routines are hardcoded for each enemy, thatd mean more work for you.

if theres a nice table in wram that contains the stats of all onscreen enemies, you could probably just wipe all their hitpoints there, that would be the easiest way for you.
really depends on how the enemies are implemented, though.





(edited by d4s on 06-15-05 02:05 PM)
Glyph Phoenix

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Posted on 06-15-05 11:42 PM Link | Quote
This is sounding quite a bit out of my range. I really shouldn't tackle a project like this just yet.

But I actually don't think the kill routine is hardcoded; Mario World Reconfigurer makes it seem like all sprites adhere to a pretty strict template. Well, almost all sprites, then there are ones like chuck or the keyhole that run quite a bit differently. But most of them seem to die using the same old "Poof" and "Fall off screen" routine.
mikeyk

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Posted on 06-16-05 01:00 AM Link | Quote
I made a POW block a while back that just calls the ground pound routine and turns to the next block in the Map16. If anyone is interested you can get it here. Feel free to build on it.

This block uses the MAP16++ routine by Kenny3900, so you must patch your rom using the Map16++ patch found here. For anyone concerned, the patch writes to the ROM addresses from 0xD0228 to 0xD038C
MathOnNapkins

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Posted on 06-16-05 01:07 AM Link | Quote
Originally posted by Glyph Phoenix
This is sounding quite a bit out of my range. I really shouldn't tackle a project like this just yet.

But I actually don't think the kill routine is hardcoded; Mario World Reconfigurer makes it seem like all sprites adhere to a pretty strict template. Well, almost all sprites, then there are ones like chuck or the keyhole that run quite a bit differently. But most of them seem to die using the same old "Poof" and "Fall off screen" routine.


There is more than likely a lot of shared code among different enemies. All you'd have to do is probably determine which enemies are on screen, and supply their data to the routine that kills them, and handle special cases. I don't think you'd want to kill keyholes or keys anyway, though. Some games do not differentiate between friendly or neutral objects, and hostile objects, so that might be the biggest problem of the hack.
ExKeeper

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Posted on 06-16-05 01:15 AM Link | Quote
I think (I don't know) that you can use snes9x tracer to find the earth quake routine, play super mario world, get a feather and crash down on the ground
mikeyk

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Posted on 06-16-05 01:40 AM Link | Quote
Glyph Phoenix: you're right when you asked if clearing the sprite table would do the job. RAM address 14C8 is the start of the sprite status table (8 bytes long). If you write 0 to any to these addresses it will destory the sprite in that slot... not just make it turn invisible, but destroy it completely. The only problem is that there's no death animation, and it looks a little odd for the sprite to be there one second and be gone the next.

smwedit: I posted the earthquake routine on the board a long time ago. It's at SNES $0294C1
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