Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - Kicking Koopa Shell | |
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
BrooklynMario

Koopa
Level: 17

Posts: 82/110
EXP: 23769
For next: 974

Since: 09-04-04
From: Brooklyn, NY

Since last post: 19 hours
Last activity: 45 days
Posted on 06-17-05 09:20 PM Link | Quote
Does anyone know the adress in which Mario Kicks the Koopa Shell? Like the adress for Mario kicking and what he kicks.
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1729/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 06-17-05 10:24 PM Link | Quote
Are you talking about the subroutine location?
BrooklynMario

Koopa
Level: 17

Posts: 83/110
EXP: 23769
For next: 974

Since: 09-04-04
From: Brooklyn, NY

Since last post: 19 hours
Last activity: 45 days
Posted on 06-18-05 12:49 AM Link | Quote
Anyone have the hex address I seek?
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1733/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 06-18-05 12:53 AM Link | Quote
I have absolutely no idea what you're asking for. Can you describe it a bit better?


(edited by Smallhacker on 06-17-05 03:53 PM)
BrooklynMario

Koopa
Level: 17

Posts: 84/110
EXP: 23769
For next: 974

Since: 09-04-04
From: Brooklyn, NY

Since last post: 19 hours
Last activity: 45 days
Posted on 06-18-05 12:56 AM Link | Quote
Ok. What I would like to know is the ROM address for Mario kicking a shell.

The reason I want this is because I want to see if I can use it to replace fire marios routine.

I will make a powerup where Mario goes around and kicks shells instead of shooting fireballs.

I have these ideas from Dhark Daiz Mario 3 hacks where he used other objects.
Clockworkz

Birdo

"Hoargh! Take your shoes off!"
Level: 64

Posts: 1552/2002
EXP: 2188320
For next: 25777

Since: 03-15-04
From: Undisclosed

Since last post: 12 hours
Last activity: 12 hours
Posted on 06-18-05 01:01 AM Link | Quote
Wait, I think what you want is the sprite address to change the sprite that Mario fires (fireballs) to Shells, so when wever you press the Y button, you spit a shell out... am I close?
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1734/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 06-18-05 01:07 AM Link | Quote
I'm pretty sure that fireballs aren't (what Lunar Magic calls) a sprite. Fireballs are their own categoty, like Mario. Therefore, it's not as easy as changing byte or two. You have to edit the fireball code to generate a sprite instead of a fireball.
BrooklynMario

Koopa
Level: 17

Posts: 85/110
EXP: 23769
For next: 974

Since: 09-04-04
From: Brooklyn, NY

Since last post: 19 hours
Last activity: 45 days
Posted on 06-18-05 01:15 AM Link | Quote
ohh....ehhh....damn. Well atleast you guys understand what I am saying.
Surlent
サーレント
Level: 49

Posts: 883/1077
EXP: 863920
For next: 19963

Since: 03-15-04
From: Tower of Lezard Valeth

Since last post: 16 hours
Last activity: 1 hour
Posted on 06-18-05 01:42 AM Link | Quote
Originally posted by Clockworkz
Wait, I think what you want is the sprite address to change the sprite that Mario fires (fireballs) to Shells, so when wever you press the Y button, you spit a shell out... am I close?

I suppose he means to make shells appear which travel along with its physics (falling down lower terrain, hitting obstacles, coming back when hitting a solid tile and so on) - that would be a weird thing if just changed the fireball's "graphics".

And since the fireballs turn, it might be very weird to see turning shells
Clockworkz

Birdo

"Hoargh! Take your shoes off!"
Level: 64

Posts: 1554/2002
EXP: 2188320
For next: 25777

Since: 03-15-04
From: Undisclosed

Since last post: 12 hours
Last activity: 12 hours
Posted on 06-18-05 01:56 AM Link | Quote
I didn't mean the graphics; Example: A while back, Kyouji found a way to make Lakitu's through fire by changing a hex address (which I can't remember; can someone tell me what it is again?). If you change the hex address for what sprite Mario fires, it's possible to spawn a shell, I believe...
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1736/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 06-18-05 02:01 AM Link | Quote
Originally posted by Clockworkz
(which I can't remember; can someone tell me what it is again?)


Look at the very first post in the ROM Address thread.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 109/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 06-18-05 06:56 AM Link | Quote
Originally posted by Smallhacker
I'm pretty sure that fireballs aren't (what Lunar Magic calls) a sprite. Fireballs are their own categoty, like Mario. Therefore, it's not as easy as changing byte or two. You have to edit the fireball code to generate a sprite instead of a fireball.


It shouldn't be too hard to edit the code, of course, first we'd have to figure out exactly how sprite generators work, then the rest is just gravy. Of course it might turn out that the generator code won't function properly if used as a fireball code.

Hey, wait, how many of the subroutines required to do this are known?

Shell kick routine, where mario hits a shell and it slides forward, is that known?

Sprite generator routines, has it been figured out how they work?

Fireball routine, we know how to change the physics settings but are those part of the routine itself or is that address just referenced by the routine?


(edited by DisruptiveIdiot on 06-17-05 10:01 PM)
(edited by DisruptiveIdiot on 06-17-05 10:03 PM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 869/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 06-18-05 09:01 AM Link | Quote
As a sprite generator, look up the code for the bullet bill shooter, or the torpedo ted shooter. If you trace their code, you should be able to find out how to generate a sprite and set it's direction.
Glyph Phoenix

Level: 39

Posts: 292/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-18-05 12:26 PM Link | Quote
You might not even need to trace it - Mario World Reconfigurer can tell you where each sprite's ASM pointer is. I think. I still haven't figured out how to translate the pointer into a hex offset.
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.


Level: 114

Posts: 6649/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-18-05 12:34 PM Link | Quote
Originally posted by Clockworkz
I didn't mean the graphics; Example: A while back, Kyouji found a way to make Lakitu's through fire by changing a hex address (which I can't remember; can someone tell me what it is again?). If you change the hex address for what sprite Mario fires, it's possible to spawn a shell, I believe...
Wuh? That wasn't me, that was BMF. I'm pretty sure asking for someone else to find something doesn't count as finding something. And besides, IIRC the fireballs themselves are part of Mario, so it's not as simple as that, and simply making use of existing sprite generation code probably wouldn't help you too much (yeah sorry guys ). You'd most likely need to write your own code.


(edited by Kyouji Craw on 06-18-05 03:36 AM)
(edited by Kyouji Craw on 06-18-05 03:52 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 933/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 06-18-05 01:15 PM Link | Quote
- Fireballs don't count as regular sprites, they're separate entities.
- Mario wouldn't be able to shoot any shells if there are already 12 sprites on-screen, maybe less depending on the sprite memory setting (and believe me, if he starts shooting shells willy-nilly, they're gonna add up quick), thus making the powerup useless. Fireballs, being separate entities, are exempt from this limitation. Also, if too many shells were spawned right before the goal tape/sphere, it might not appear.

I believe a hack of this magnitude is beyond the current abilities of just about everyone on this forum. It involves a LOT more than just attaching the sprite generator code to the fireball routine...
UnsurpassedDarkness

Melon Bug
Level: 39

Posts: 587/746
EXP: 391555
For next: 13216

Since: 10-29-04
From: Λtlantıs.
All your base are belong to us.

Since last post: 12 days
Last activity: 2 days
Posted on 06-19-05 08:13 PM Link | Quote
You could just set a limit to how many shells you can shoot at once, can
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 110/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 06-19-05 09:11 PM Link | Quote
Originally posted by UnsurpassedDarkness
You could just set a limit to how many shells you can shoot at once, can
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 5100/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-20-05 01:31 AM Link | Quote
Actually, I was screwing around with the fireball code a bit and did manage to remove the limit, but any more than 2 just appear as a white spot in a random place and disappear.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 890/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 06-20-05 03:21 AM Link | Quote
Originally posted by Glyph Phoenix
You might not even need to trace it - Mario World Reconfigurer can tell you where each sprite's ASM pointer is. I think. I still haven't figured out how to translate the pointer into a hex offset.


No, that's just the pointer to a handler rountine, usually. By that I mean it would point to something like this:

cmp #$01
beq xxxxxx
cmp #$02
beq xxxxxx

etc...
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Kicking Koopa Shell | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.022 seconds.