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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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Knight of Time

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Posted on 07-16-05 08:47 PM Link | Quote
Originally posted by Glyph Phoenix
There already is a block that only can be destroyed by Yoshi's fireballs, so why not just take that block and make it look like a block of ice?

Unless you're looking for coins and such to come out, in which case I still can't help you because I haven't figured out how to create sprites or even change the graphics of a block during Blocktool block code.


No, I'm not looking for anything to be revealed from the destruction of this kind of block except for a cleared path (simple as that). Can you post the data for this block please?

Thanks in advance.
Glyph Phoenix

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Posted on 07-16-05 11:49 PM Link | Quote
Asking for a block before looking to see whether or not it is included with Blocktool makes Baby Mario cry.
Smallhacker

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Posted on 07-16-05 11:53 PM Link | Quote
Originally posted by Glyph Phoenix
Asking for a block before looking to see whether or not it is included with Blocktool makes Baby Mario cry.


As far as I know, no such block comes with Block Tool. The closest one is the Yoshi Fireballs block which gives Fire Mario the ability to shoot them.
Glyph Phoenix

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Posted on 07-17-05 12:22 AM Link | Quote
I got pwned.

I thought I had used the "Yoshi Fireball block" before but it was the "No pass Yoshi" block that I used in... Illiad, maybe?

But until I figure out how to make blocks permanently change to some other sort of block it's probably better if I don't take a shot at making this one. Really, though, is there like a reference for Blocktool stuff? Because I only stumbled on the "high byte of the block type is in Y register" thing by chance and that's pretty much all I know.
Knight of Time

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Posted on 07-17-05 01:09 AM Link | Quote
Originally posted by Glyph Phoenix
I got pwned.

I thought I had used the "Yoshi Fireball block" before but it was the "No pass Yoshi" block that I used in... Illiad, maybe?

But until I figure out how to make blocks permanently change to some other sort of block it's probably better if I don't take a shot at making this one. Really, though, is there like a reference for Blocktool stuff? Because I only stumbled on the "high byte of the block type is in Y register" thing by chance and that's pretty much all I know.


Hold on a second.

Glyph Phoenix, have you been to the custom block workshop site (I can give you the URL by PM if you haven't)?

I never said anything about this block having to be in Block Tool right now, nor for it to permanently replace another custom block.

Anyway, is there an address for Yoshi's fireballs?
Glyph Phoenix

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Posted on 07-17-05 01:25 AM Link | Quote
Since it's not here and that's the only good place, I guess not a publicly known one. Maybe by studying the Yoshi Fireball routine that the Blocktool block Yoshi Fireball points to you could find the actual address if there is one.

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 07-17-05 02:11 AM Link | Quote
Originally posted by Knight of Time
I never said anything about this block having to be in Block Tool right now, nor for it to permanently replace another custom block.

When the block disappears in the game, it has to replace itself with an 'empty' block (#25). Nobody who knows how to do that is willing to share the info, the greedy bastards.
Glyph Phoenix

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Posted on 07-17-05 02:30 AM Link | Quote
You know your way around a custom block, right, HH? Well, try screwing around with direct page indexing (and while you're at it, explain it to me. ). I learned from the Music.bin block that somehow direct page 03 is the low byte of the position of the block in Map16.

That means if you had a block that was in the fifth position of page 3, the value would be 3. Maybe. I'm not really sure about this one because I don't understand direct addressing.
Keikonium
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Posted on 07-19-05 01:29 AM Link | Quote
*Request*

Idea taken from Smallhacker:

"An invisible and passable block around a message block which changes the current level number and thereby, changes which text to show."

So, a block that will change the level number which would enable multiple message boxes in a level. This would involve ALOT of blocks for each level tho.
Sukasa

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Posted on 07-19-05 01:36 AM Link | Quote
That would be nice- I'd be able to use that by copying the code into custom sprites and make townspeople that say more than one thing throughout the game.
Smallhacker

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Posted on 07-19-05 02:20 AM Link | Quote
I decided to make the block which changes level number since it would be easy.

Here it is

You need one block for each level number to change into, so don't overuse these new powers.

Notes:
To choose which level number to change into, change the 2nd byte (a 00) in the .bin to the level nuber you want.
If the level number is above $24, you have to subtract it by $DC
I recommend that you change back to the normal level number before pipes, doors, goals and such.
ExKeeper

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Posted on 07-19-05 02:32 AM Link | Quote
can I put that in my custom block workshop?
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 07-19-05 02:50 AM Link | Quote
I need it made so that pipes in bonus stages don't lead back to the start of the bonus stage.
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 07-19-05 06:54 AM Link | Quote
I just thought of a useful one... Make the red triangle work no matter what you put it on.
Pikachu025

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Posted on 07-19-05 07:39 PM Link | Quote
Originally posted by HyperHacker
I just thought of a useful one... Make the red triangle work no matter what you put it on.
While the idea is good, you could just make a block with the graphics you want the block below the triangle to be and set it to act like 1EB.

Of course, the idea saves the time of creating useless blocks. <.<
Glyph Phoenix

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Posted on 07-20-05 12:41 AM Link | Quote
I don't know how to do any of these things. I'd have to find the code for the pipes or find exactly what part of SMW causes the bug where you have to have a certain block before the triangle wall walking block and I'm not experienced enough with the debugger or any such to locate those things.
yop

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Posted on 07-20-05 11:30 PM Link | Quote
Hi.


I have an ASM hack request. There's two things:


First and foremost, I would like for Mario and Yoshi's ability to fly via the cape to be disabled, while still retaining the ability to fload slowly to the ground, you know?


Second, I don't quite know how to phrase this; I'll put it this way (for example):

In a regular Mario game, Small Mario < Super Mario < Fire Mario

Ultimately, I hope to have a hack such that Super Mario < Cape Mario < Cape Mario + Yoshi


If it's possible, I mean.


Please help if you can. Thanks...


(edited by yop on 07-20-05 02:32 PM)
(edited by yop on 07-20-05 03:47 PM)
Glyph Phoenix

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Posted on 07-21-05 01:35 AM Link | Quote
Change 00586F from 90 to 80 to disable cape flight.

MikeyK found this little piece of data. But I'm not so sure about the powerups. Messing with the hurt subroutine a little might yield results but I've already got too many projects on my hands right now. So I have a lot slacking off and not doing them to do.
yop

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Posted on 07-21-05 03:07 AM Link | Quote
Awesome! Thanks. If only I knew how to use that information
Oh well, I'll figure it out.
Glyph Phoenix

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Posted on 07-21-05 10:44 AM Link | Quote
It's an address in ROM. Go to x586F in, like, a Goto box and change the number stored there from 90 to 80.
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