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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Kicking Koopa Shell | | | |
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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 |
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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 |
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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 |
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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 |
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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) |
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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 |
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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. |
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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 |
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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 |
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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 |
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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 |
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Originally posted by Clockworkz 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 |
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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 |
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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 |
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Originally posted by Clockworkz Look at the very first post in the ROM Address thread. |
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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 |
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Originally posted by Smallhacker 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) |
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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 |
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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 |
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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 |
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Originally posted by ClockworkzWuh? 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 (edited by Kyouji Craw on 06-18-05 03:36 AM) (edited by Kyouji Craw on 06-18-05 03:52 AM) |
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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 |
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- 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... |
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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 |
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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 |
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Originally posted by UnsurpassedDarkness |
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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 |
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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 |
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Originally posted by Glyph Phoenix 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... |
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Acmlm's Board - I2 Archive - Super Mario World hacking - Kicking Koopa Shell | | | |