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 - hex, eh? | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Yoshi Master

Red Koopa
Level: 17

Posts: 17/138
EXP: 23333
For next: 1410

Since: 04-09-05
From: I don't know...

Since last post: 2 days
Last activity: 3 hours
Posted on 06-24-05 09:16 AM Link | Quote
First I need to know how to identify which hexes make certaint enemies.

I also came up with a theory... a theory to me anyway, but if I used the same hex code for wart and moved it onto mario world would it make a sprite that acts like wart?
The Kins

Kodondo
Level: 38

Posts: 522/595
EXP: 354733
For next: 15714

Since: 03-15-04
From: Melbourne, VIC, Australia

Since last post: 2 days
Last activity: 9 hours
Posted on 06-24-05 09:48 AM Link | Quote
Originally posted by yoshi master
First I need to know how to identify which hexes make certaint enemies.

I also came up with a theory... a theory to me anyway, but if I used the same hex code for wart and moved it onto mario world would it make a sprite that acts like wart?
You have Hex and ASM confused.

And if you moved the Wart code to SMW without any mods I'd be surprised if the game even booted up.
Yoshi Master

Red Koopa
Level: 17

Posts: 19/138
EXP: 23333
For next: 1410

Since: 04-09-05
From: I don't know...

Since last post: 2 days
Last activity: 3 hours
Posted on 06-24-05 09:51 AM Link | Quote
ok thanks any way...
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: 5230/8210
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 06-24-05 10:22 AM Link | Quote
Besides graphics (and in some cases music) you can't just copy something from one game into another. The code for wart is programmed to work with the Super Mario Bros 2 code and the NES hardware. It wouldn't work at all in SMW code or SNES hardware. You would have to re-write it all.
Yoshi Master

Red Koopa
Level: 17

Posts: 20/138
EXP: 23333
For next: 1410

Since: 04-09-05
From: I don't know...

Since last post: 2 days
Last activity: 3 hours
Posted on 06-24-05 11:00 AM Link | Quote
What about super maro all-stars. Wart is on that.
richyawyingtmv

Koopa
Level: 15

Posts: 7/116
EXP: 14829
For next: 1555

Since: 06-14-05

Since last post: 15 hours
Last activity: 14 hours
Posted on 06-24-05 11:18 AM Link | Quote
If I remember correctly, Super Mario Allstars, apart from the music engine, uses mostly the same engine and basic programming as the NES originals. Therefore making no difference at all. And still, its a totally different game to SMW.


(edited by richyawyingtmv on 06-24-05 02:19 AM)
Dark Ludwig

Red Paratroopa
Level: 21

Posts: 40/172
EXP: 45740
For next: 4203

Since: 09-17-04
From: Georgia

Since last post: 9 days
Last activity: 2 days
Posted on 06-24-05 01:16 PM Link | Quote
Well, allow me explain...

Hexes are not the code for Wart, ASM is. You seem to have the two things mixed up. ASM is short for assembly, which is the type of coding that all games use. Every game uses ASM, and every game uses a different type of ASM.

In SMW, the game has a certain method of telling the emulator how to play the game, while Allstars tell the emulator to play it similarly, but it has a very unique, different method of telling it to do so.

Here's an easy way to put it:

SMW uses ASM.
Allstars uses ASM.
They both use different types of ASM.
Therefore, ASM codes from either game are simply not interchangeable with one another.

If you pasted the data from Wart's sprite in Allstars to SMW, SMW would tell the emulator to do different stuff than you would have wanted it to do. It most likely wouldn't even load.

To do something like this, you'd have to know how the ASM works in Allstars and in SMW, see how the Wart sprite works in Allstars, then write it differently to SMW.

Learning ASM is not something that comes overnight, and not even in a week for that matter. And learning how two different ASM types work and doing something like this would require tons of hard work, and it's probably not worth it, because Wart's such an easy boss.

Hope that sheds light on it!


(edited by dark ludwig on 06-24-05 04:20 AM)
(edited by dark ludwig on 06-24-05 04:22 AM)
dan

Snap Dragon
Level: 43

Posts: 619/782
EXP: 534516
For next: 30530

Since: 03-15-04

Since last post: 20 hours
Last activity: 14 hours
Posted on 06-24-05 04:12 PM Link | Quote
Originally posted by dark ludwig
Here's an easy way to put it:

SMW uses ASM.
Allstars uses ASM.
They both use different types of ASM.


No, they don't. They both use the same base assembly language. They are coded differently (using different memory locations for things), that's all.
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 738/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 06-24-05 06:18 PM Link | Quote
Originally posted by dark ludwig
SMW uses ASM.
Allstars uses ASM.
They both use different types of ASM.
Therefore, ASM codes from either game are simply not interchangeable with one another.

They are. Assembler code is machine, not game specific.
It's just like, it's extremely improbable SMAS uses the same locations for sprite tables in RAM, helper routines, or even the same parametrization for the sprite handler codes. You sure could try to port it, but you'd need to change all calls/LDAs and STAs to work with SMW.
Yoshi Master

Red Koopa
Level: 17

Posts: 21/138
EXP: 23333
For next: 1410

Since: 04-09-05
From: I don't know...

Since last post: 2 days
Last activity: 3 hours
Posted on 06-25-05 12:25 AM Link | Quote
I will learn asm and eventually make an awesome hack.

I'm just worried how long this will take...
Dark Ludwig

Red Paratroopa
Level: 21

Posts: 41/172
EXP: 45740
For next: 4203

Since: 09-17-04
From: Georgia

Since last post: 9 days
Last activity: 2 days
Posted on 06-25-05 08:14 AM Link | Quote
Originally posted by blackhole89
Originally posted by dark ludwig
SMW uses ASM.
Allstars uses ASM.
They both use different types of ASM.
Therefore, ASM codes from either game are simply not interchangeable with one another.

They are. Assembler code is machine, not game specific.
It's just like, it's extremely improbable SMAS uses the same locations for sprite tables in RAM, helper routines, or even the same parametrization for the sprite handler codes. You sure could try to port it, but you'd need to change all calls/LDAs and STAs to work with SMW.
Augh, I kinda knew that, I just didn't put it properly. Like they both use 65C816 assembly, but Allstars and SMW use different RAM adresses for storing information... I tried to make it simple so yoshi master would understand, but seeing as that I left that part out, I am looking back on what I said and can't believe how incredibly stupid I sounded.
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - hex, eh? | |


ABII


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



Page rendered in 0.017 seconds.