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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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Sukasa

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Posted on 08-24-05 11:02 PM Link | Quote
For that, change PC offset $112C to this sequence: 00 90 0C EA 18 AD BF 0D 38 A9 FF. That will make the coin counter not give you lives, but instead max out at FF, the maximun the counter can go to.
Glyph Phoenix

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Posted on 08-24-05 11:08 PM Link | Quote
We need some status bar expansion, then... we can't have Mario having A0 coins, can we?
Sukasa

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Posted on 08-24-05 11:45 PM Link | Quote
Nope. Dunno how you'd do that though...
BMF98567
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Posted on 08-25-05 05:25 AM Link | Quote
Originally posted by Glyph Phoenix
But what if you run at it from the side? You might end up being trapped within the box and Mario dies.
That's why you set everything but the "Below Offset" to -1, so it doesn't activate unless you a) hit it from below, and b) are moving upwards.
Glyph Phoenix

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Posted on 08-25-05 06:27 AM Link | Quote
OWNED.

Man, I need to think outside.. er... below the box more often.
Yoshi Master

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Posted on 08-26-05 11:57 PM Link | Quote
I want a block that mario can pic up but he can place it where ever he wants and won't break. I think that would rock!
Glyph Phoenix

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Posted on 08-27-05 12:19 AM Link | Quote
That would involve sprite hacking, since blocks turn into sprites for as long as Mario is holding them. I suppose if you hacked the blue sprite blocks to turn back into blue blocks if you let go, that would be cool... but I wouldn't know how to do that.
Yoshi Master

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Posted on 08-27-05 12:28 AM Link | Quote
Couldn't we just overwrite the unused charging chuck or any other unused sprite that doesn't affect the game, give it the throw block code, but when mario lets go it turns back into it's object form. It probably sounds easier than it actually is.(thinks for a second...) I'm positive it sounds easier than it actually is.
Glyph Phoenix

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Posted on 08-27-05 12:47 AM Link | Quote
Well, because of space constraints, 1-bank pointers, and sprite number-specific code, you're probably better off just overwriting the existing blue block. Now, if you can find the exact place where the "disappear" code is, you could probably redirect it to your new code place.

Now, finding and redirecting the code can be a lot of work, but it gets worse. If you actually do get to that point, you have to write code that locates a place and changes the map16 point from whatever it is to blue block. Keep in mind that there is nothing that will simply instantly change a sprite into an object, you have to locate the 16X16 area in the grid that you want to change into a blue block. And if you don't do it right your blue block could end up just anywhere. I imagine this to be the hardest part.

But wait! There's more! If you change an important platform from whatever it is to blue block, all kinds of glitches can occur. So now you can only place the block at space 25, or else when the block is removed you'll have a blank space instead of whatever was supposed to be there.

And the sad part is that compared to other hacks, doing this will be fairily easy.
Yoshi Master

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Posted on 08-27-05 01:10 AM Link | Quote
That's a little complicated for me. Could any body put this in blocktool any possible way? Please?
Smallhacker

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Posted on 08-27-05 01:18 AM Link | Quote
Blocktool only adds new block code. Nothing else. Like it has been said before, sprite editing would also be neccesary.
leonardompd

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Posted on 08-28-05 09:14 AM Link | Quote
Oh damn. I need ASM help.
And even worse, 3 requests.
I wish you have the time to help, because I really want to have this hack done. Well, now to what matters:
1. In my hack, the main characters aren't named Mario & Luigi. So I would like to remove the "MARIO START!" thing when you enter a level, like in Yoshi's House.
2. And the person they save isn't a princess, so I need to remove the heart-shaped firework as well. Maybe replacing them to a normal firework or possibly a star?
3. I changed the "THE END" sprite to a big picture with this pallete:

But I haven't found the three palletes used in the end. So, can I have a custom pallete here?

Thanks in advance.
Glyph Phoenix

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Posted on 08-28-05 08:28 PM Link | Quote
Can't help you with the rest, but here's a thread with a bunch of info regarding MARIO START. And here's another.
leonardompd

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Posted on 08-29-05 01:29 AM Link | Quote
Oh, thanks for trying, but that doesn't seems to solve my problem.
I don't want to change The pallete, I want to remove the text. But Keeping the GAME OVER, TIME UP! and BONUS GAME intact.
Smallhacker

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Posted on 08-29-05 01:32 AM Link | Quote
Originally posted by leonardompd
that doesn't seems to solve my problem.


Yes it does. What you have to do is to change the tilemap, and it's location can be found in both those threads.
Glyph Phoenix

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Posted on 08-29-05 01:33 AM Link | Quote
Uh, no. Those topics contained data that would allow you to change the tiles. You could remove the "MARIO" text and put whatever you wanted. Same with the "LUIGI" text. I don't know where you could bypass the whole sequence, but if character names are where your problem is at, there's a solution right there.
leonardompd

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Posted on 08-29-05 02:25 AM Link | Quote
Oh, thanks to explaining that. Since i don't know anything about ASM, I didn't understand what those numbers were about.

EDIT: Oh crap I almost forgot. I would also like to know how to change Mario's and Luigi's names in that screen where you can trade lives to their names in the level status bar... Yes they're layer3.


(edited by leonardompd on 08-28-05 06:43 PM)
Glyph Phoenix

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Posted on 08-29-05 07:15 AM Link | Quote
First off, it's not ASM... it's a table of data.

Next, just use Smallhacker's program. The one that lets you edit the status bar.
leonardompd

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Posted on 08-29-05 07:21 AM Link | Quote
Wait, I'm not talking about the Staus bar graphics. I mean the "trade-lives" screen. When you press L or R in the overworld during a 2-player game...
Smallhacker

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Posted on 08-29-05 10:00 AM Link | Quote
Those two names aren't supported by my program. I found them in the rom, but couldn't figure out where they were used. Too bad that when I finally figured it out, my HD was broken and the program's source code lost.
Remember kids:
Backup your stuff!!
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