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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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yop

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Posted on 07-21-05 09:21 PM Link | Quote
Thanks again Glyph Phoenix. Hopefully, I can release a decent hack sometime in the future now. It won't be anything too flashy, but it should be fun at least.
KawaiiImoto-e

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Posted on 07-21-05 11:54 PM Link | Quote
Would it be possible, to play another tune when the goal point is visible? Like in Wario Land II?
Glyph Phoenix

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Posted on 07-22-05 01:39 AM Link | Quote
That'd actually be quite easy. See, in ram there are values 7E1DF9 - 7E1DFC which you can write to to play music.

I tried writing a blocktool block that would do the job, but I'm not really sure if it would work since this is one of those where I don't have the equipment to test on one computer and stuff.

A9 1E 8D FB 1D 60

This code loads 1E into the accumulator which is then stored at FB 1D, which activates a sound effect. 60 is a RTS opcode that you use to end blocktool blocks.

1E is the Chuck's whistle, but there are a bunch more sounds to pick from here.

If you gave these properties to a block in LM set to 25 it should do something. But that something might be to play the sound once every frame or to crash the game because too many sounds are playing. I honestly don't know about that one. Sorry.
KP9000

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Posted on 07-22-05 02:57 AM Link | Quote
Well, another thing... I need a block that would make itself and blocks above it change to the next tile in the Map16 page (when touched) then go to the next block after that.

Maybe you can improve my idea.... I am trying to make a functioning Super Metroid door for my hack. whenever mario (or something) touches it, it "opens"...I wanted to do a series of on/off switches right before and after the door so as to create a proximity switch for it, but that didnt work as well...
Keikonium
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Posted on 07-22-05 03:59 AM Link | Quote
REQUEST:

I need a gravity altering block. When touched by Mario it doubles his jump height, and makes his fall half as fast. Basically like Luigi in SMB2. It needs to be a passble un-solid block.

Also, one that reverses this effect. But when touched reverts to the first one. Make sense?


Touch the gravity block, mario jumps higher (provided he had his ORIGINAL jump height unless the anti-gravity block was previously touched). It becomes the anti-gravity block upon untouch.

Touch the anti-gravity block, mario jumps lower (provided he had his ORIGINAL jump height unless gravity block was previously touched). It becomes the gravity block upon untouch.


Do you think you could do that? It is essential to my hack. I HAVE to have this. Thank you.
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 07-23-05 01:45 AM Link | Quote
The gravity block was made a while ago. I forget who did it but I've uploaded it here.
yop

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Posted on 08-04-05 05:03 PM Link | Quote
I would like to know how to prevent the player from exiting a level, that's already been completed, by hitting start + select. Help please, if anybody can?
Smallhacker

Green Birdo

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Posted on 08-04-05 05:16 PM Link | Quote
Go to LMs OW editor. Overworld > Extra Options.
yop

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Posted on 08-04-05 05:38 PM Link | Quote
Thank you much.
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 08-04-05 10:01 PM Link | Quote
I dunno if these have been suggested, but:
  • Disable L/R scrolling. The current method doesn't seem to work.
  • Force the game to load a level's message box text whenever you enter the level from another. (Eg if I start in level 105, and exit to level 106, it loads 106's text.)
  • Multiple midway points, starting Mario at the most recent one and not going back to the first area of the level.
Smallhacker

Green Birdo

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Posted on 08-04-05 10:09 PM Link | Quote
Originally posted by The Crimson Chin
Force the game to load a level's message box text whenever you enter the level from another. (Eg if I start in level 105, and exit to level 106, it loads 106's text.)

1) Does anyone know where the current level number is stored? The closest thing I know about is 7E13BF, which is the level number of the level you entered from the overworld.
2) Are the messages loaded on demand or together with the level? If the first one, then all you have to do is to change 7E13BF in the loading code to the address where the level number is stored.
Insomnia DMX

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Posted on 08-12-05 10:59 PM Link | Quote
Can anybody give me help in making Green Yoshi always shoot fireballs when you press Y? Also, make him always fly.
Big Al 214

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Posted on 08-12-05 11:41 PM Link | Quote
Hey guys! I'm not sure if this was made already but I was wondering if someone made an invisble question block that has a powerup like in the Super Mario All Stars Lost Levels? I think that would be a nice one. If anyone knows where it is (if it exists) can you please help me find it? Thanks.
Glyph Phoenix

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Posted on 08-13-05 05:10 AM Link | Quote
This one is actually pretty easy. Just take a new page in the map16, set its graphical tiles all to F8, and set the "Block acts like setting" to whatever powerup block you want. The only nasty problem with this one is that you should still be able to jump on it, even though it's invisible.

In order to fix this you can make a blocktool block with the following code (I just made it up on the spot so it might not work. Heh.)

A0 XX A9 YY 8D 93 16 60

XX should be the first number of the powerup block you want. IE. 1 if you want your block to act like 130, 0 if you want it to act like 030. YY is the next two digits. Set the blocktool settings to -1 for everything except Below, which should be 0.

Now it should act like whatever the LM setting is until you hit it from below at which point it will act like whatever your code is supposed to set it to. The only problem is that if you jump directly on it from above it may turn into a solid block and kill you. See, this is why you're really better off just making a regular block invisible. Because I don't know what I'm talking about.
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 08-22-05 06:45 AM Link | Quote
Bah, I got one for you. (Hell, I may end up doing it myself.) Make a hack to specify any value for FG/BG positions on secondary (and maybe level) entrances, instead of this 60/90/C0 crap that makes it impossible to use backgrounds in vertical levels. (Or one that makes the BGs taller so there would be more background image at the bottom instead of animated crud.)


(edited by HyperHacker on 08-21-05 09:46 PM)
Glyph Phoenix

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Posted on 08-22-05 12:52 PM Link | Quote
I am much more likely to cause more glitches attempting any of those things than to actually fix any.

But, on the BG thing... I have to wonder... doesn't the game just read the next data directly after the BG data? Could you reserve that space and manually hex edit the data after it to be the background data you want?

Because if you're looking for any other kind of solution I probably can't help you with it.
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 08-22-05 11:09 PM Link | Quote
I'm pretty sure that's all it does, but I dunno how you'd go about reserving that space.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Posted on 08-23-05 01:24 PM Link | Quote
Making an invisible block is easy; I created one for SMO a long time ago. You just need to check Mario's Y speed and see if he's moving upwards when he hits it, so it doesn't appear when he falls through it from above. Use the following code:

A5 7D 30 01 60 A0 01 A9 xx 8D 93 16 60

(where xx is the lower 2 numbers of the block you want to appear)

In Block Tool, set the Below Offset to 0, and all the rest to -1. In LM, set the block to act like #25. That's all there is to it!
Glyph Phoenix

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Posted on 08-24-05 06:49 PM Link | Quote
Jeebus. All the RAM number crunching must be getting to me; I can't believe I didn't see a solution like "Check for Y speed". Good job, though.

But what if you run at it from the side? You might end up being trapped within the box and Mario dies.
JaCory

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Posted on 08-24-05 08:45 PM Link | Quote
Heres a request, how about a hack that doesn't give you a 1-up after you've found 100 coions, instead it just keeps on counting them.
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