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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 06-16-05 01:57 AM Link | Quote
I don't think it would look terribly weird as long as it's got the earthquake effect to back it up. Besides, Some sprites such as the ball 'n chain or the platform don't have death effects, and UD wants those gone as well.

This seems plausable and I understand ASM well enough to do this, so I'll go ahead and work on this one. But you guys know ASM far better than I, so it would probably end up better if one of you guys did it.
mikeyk

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Posted on 06-16-05 02:15 AM Link | Quote
UD: This block is the same as the one I posted earlier in the thread, but it clears all sprites from the screen. Try it out here.

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


(edited by mikeyk on 06-15-05 05:17 PM)
Glyph Phoenix

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Posted on 06-16-05 02:21 AM Link | Quote
Awesome. A new and awesome block to use, and I didn't even have to code anything!

Since mikeyk handled that one, I'll start looking into the other requests.
Keikonium
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Posted on 06-16-05 03:00 AM Link | Quote
One thing I have always wanted in SMW that I think would be fairly easy to create is a block that can be picked up, but disappears into a puff of smoke and you can walk on the area the block once was. Also have it passable from every side except the top. *Thinks of the sand levels in SMB2
mikeyk

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Posted on 06-16-05 04:26 AM Link | Quote
Maybe someone can answer this for me, as I haven't done a lot with blocks since I got into hacking SMW. Is there a simple way (maybe just a single address that I can write to) to make a block disappear. Something like the sensitive brick, but even more basic (I don't need the brick to break into 4 pieces, but rather just disappear)
Glyph Phoenix

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Posted on 06-16-05 05:28 AM Link | Quote
Blocks don't 'disappear', they just turn from whatever block they are to "25", the blank block. And even then I think the tiles that make up the block have to be changed.
mikeyk

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Posted on 06-16-05 11:07 AM Link | Quote
I think I'm gonna give the SMB3 style pipes a try tomorrow. To anyone who has tried in the past, what kinds of problems did you come across? If I hear some problems that have been encountered, hopefully I can try and avoid them. Anyone with tips, suggestions, encouragement let me hear ya.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Posted on 06-16-05 02:25 PM Link | Quote
Hey, mikey, I don't suppose you could track down the sprite-killing routine that's called when you pass the goal tape, the one that turns sprites into coins? That's exactly what I want my POW block item to do.

(of course, it would be better to manually coin-ify the sprites, so I can exclude things like the goal tape and keyholes...but I'd at least like to examine the original code.)
mikeyk

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Posted on 06-16-05 02:58 PM Link | Quote
BMF: I believe the subroutine you're looking for is $00FA80. This is called at $01C128 if you needed to know
BMF98567
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Posted on 06-17-05 01:27 PM Link | Quote
Sweet! Thanks.

Uh...any idea why the coin is red and drops straight down when you manually coin-ify a sprite (by setting its status to 06)? Is there some other attribute that needs to be changed before you do that?
ExKeeper

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Posted on 06-18-05 09:01 PM Link | Quote
Originally posted by mikeyk
I think I'm gonna give the SMB3 style pipes a try tomorrow. To anyone who has tried in the past, what kinds of problems did you come across? If I hear some problems that have been encountered, hopefully I can try and avoid them. Anyone with tips, suggestions, encouragement let me hear ya.
try to make the "turns" like in DW and SMB3 that make a horizontal pipe turn to a vertical one. I will edit my post with a screen

Edit: here is a pic



(edited by smwedit on 06-18-05 12:02 PM)
(edited by smwedit on 06-18-05 01:37 PM)
(edited by smwedit on 06-18-05 01:37 PM)
(edited by smwedit on 06-18-05 01:39 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 06-19-05 06:46 AM Link | Quote
I know I've posted my theory on this a few times.
Sukasa

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Posted on 06-19-05 06:59 AM Link | Quote
This might be one place.
mikeyk

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Posted on 06-19-05 10:41 AM Link | Quote
smwedit: I've made some great progress on the SMB3 pipes, the turns are definitely included. There are a couple of things about the pipes that I want to redo and I have some bugs to work out, but it wont be long until they're done. I'm at my dad's house for until few days after father's day, and unfortunately I don't have any hacking stuff on his computer, but I'll resume work as soon as I can
KP9000

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Posted on 06-19-05 10:49 AM Link | Quote
I need to make the Mario Fireball GFX 8x16. Two 8x8 tiles wide. My intention for this is turning the fireball into a missile for my SM/SMW hack.

Also, if that isnt possible without some serious ASM, maybe this one could work.
Can you make the fireball gain speed? Or at least make the missile go faster than Mario? Samus can't run the same speed as her missiles, why should Mario be able to?
Sukasa

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Posted on 06-19-05 10:54 AM Link | Quote
Originally posted by mikeyk
smwedit: I've made some great progress on the SMB3 pipes, the turns are definitely included. There are a couple of things about the pipes that I want to redo and I have some bugs to work out, but it wont be long until they're done. I'm at my dad's house for until few days after father's day, and unfortunately I don't have any hacking stuff on his computer, but I'll resume work as soon as I can


Please please please just tell us that the pipes will not be as glitchy as the ones in DWTLC.
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 06-20-05 01:45 AM Link | Quote
Making the fireballs act like missiles isn't too hard, except for the 8x16 and accelleration ideas.

8094 - Initial fireball X speed facing left
8095 - Initial fireball X speed facing right
80B6 - Fireball sound effect
80C5 - Initial fireball Y speed
121D4 - Fireball fall speed
UnsurpassedDarkness

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Posted on 06-22-05 05:53 PM Link | Quote
Originally posted by mikeyk
UD: This block is the same as the one I posted earlier in the thread, but it clears all sprites from the screen. Try it out here.

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
It crashed my rom. Any chance you can make it a normal block, not Map16++?
Yoshi Master

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Posted on 06-30-05 10:07 AM Link | Quote
Request:I want a variety of suits like on mario bros. 3.
Glyph Phoenix

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Posted on 06-30-05 01:42 PM Link | Quote
Definately not going to happen. At least, not for like... months and months, and even if then it'll be because I want to. Making a new Mario suit is not a job you undertake because some newbie wants you to, because it's a job only the experienced could do and even then they'd need to really work at it. It would take a lot of experience to first change the ROM so it can handle new suits, and then of course ASM the new graphics and such.

First HabsoluteFate has to come out with that thing of his that makes it easier to add different power ups, and even then it'd take quite a long time for me to learn to use it and efficiently add powerups. If ever either actually comes to pass.
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