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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - hex, eh? | | | |
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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 |
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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? |
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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 |
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Originally posted by yoshi masterYou 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. |
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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 |
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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 |
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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 |
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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 |
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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) |
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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 |
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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) |
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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 |
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Originally posted by dark ludwig 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. |
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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 |
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Originally posted by dark ludwig 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. |
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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 |
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I will learn asm and eventually make an awesome hack. I'm just worried how long this will take... |
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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 |
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Originally posted by blackhole89Augh, 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.Originally posted by dark ludwig |
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