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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - 3 ASM questions | | | |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1444/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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OK, I'd like to see if it would be possible to rewrite the message box code a bit. Does anyone know where the code segment for it is? I an thinking of adding simple commands to it (added with the LM editor), that I could use to modify certain RAM variables with the message box code, mainly the status bar settings. Secondly, is there code in RAM that can convert a hex number into decimal, or would I need to make my own? I'm converting the fireball, making them into bulllets. The only thing I need now is to make it so they have an ammo counter, and setting it so you press the X button to fire them, so you could fire bullets while floating down with the cape. Would anyone be able to help me out here, by helping me change the way the fireballs work? |
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Red_Oxygen Red Paragoomba Level: 10 Posts: 35/53 EXP: 3830 For next: 584 Since: 07-27-05 Since last post: 95 days Last activity: 93 days |
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theoretically you could expand the rom declare new variables in ASM copy the coins counter but make it backwards define what causes the counter to go down somehow connect said countdown to controller input do a palette swap of the fireball's spite Just trying to help. |
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Kanji Red Goomba Level: 12 Posts: 28/47 EXP: 7874 For next: 47 Since: 03-15-04 Since last post: 62 days Last activity: 19 days |
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For the ammo counter, I don't know if this will help much, but have you looked at the way the coin counters work, and use that code? | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1449/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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I would love to, but since I cannot get a tracer to work for me, I have no idea of where to look in the ROM for the code for them. | |||
Red_Oxygen Red Paragoomba Level: 10 Posts: 38/53 EXP: 3830 For next: 584 Since: 07-27-05 Since last post: 95 days Last activity: 93 days |
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thats what I said....but how are you going to make it go backwards and trigger fireball. | |||
Kanji Red Goomba Level: 12 Posts: 29/47 EXP: 7874 For next: 47 Since: 03-15-04 Since last post: 62 days Last activity: 19 days |
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Originally posted by Red_Oxygen I suppose you would have to add code in the fireball to check if the ammo counter is not zero, and if it isn't, then shoot a fireball and subtract one from the counter. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1451/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Simple, all I'd do is check the ammo amount with a CMP, and only break to the fireball code (and also decrement the counter by $01) if it's above $00. If it's $00, I'd break instead to code that plays a "wrong" sound, and doesn't fire the fireball. EDIT: Kanji beat me to the explanation (edited by Sukasa on 07-29-05 01:22 AM) |
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Red_Oxygen Red Paragoomba Level: 10 Posts: 40/53 EXP: 3830 For next: 584 Since: 07-27-05 Since last post: 95 days Last activity: 93 days |
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by using pointers can I basically clone addresses and alter one of them. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1466/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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What are you talking about? I never mentioned pointers, did I? | |||
XPeter Fuzz Ball Level: 42 Posts: 659/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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Ignore him Darkflight, he doesn't even know what he's talking about. As Keikonium said, he might be drunk. | |||
Red_Oxygen Red Paragoomba Level: 10 Posts: 47/53 EXP: 3830 For next: 584 Since: 07-27-05 Since last post: 95 days Last activity: 93 days |
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[Removed] (edited by Smallhacker on 07-29-05 08:20 AM) |
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XPeter Fuzz Ball Level: 42 Posts: 661/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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You better show some respect around here, especially to one of the best SMW hackers on the board, and watch your language too, keep it up and you'll be banned in no time. If I were an admin you'd be banned already. | |||
ExKay Somebody set up us the bomb! Level: 50 Posts: 840/1114 EXP: 908268 For next: 39049 Since: 03-15-04 From: Hannover, Germany Since last post: 14 hours Last activity: 1 hour |
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Well, he isn't drunk, he is stupid. @Darkflight: You have to trace the code for the message box or else you won't be able to edit it. BTW: I request a ban for Red_Oxygen. |
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beneficii Lakitu Level: 36 Posts: 373/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by peter_ac Well, considering his e-mail address is registered at beer.com, he probably is. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1473/1981 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 Ice Man *Runs off to try to get his damn tracer to work for the first time ever* Anyways, I have a good Idea of what i could do- Just add in a JSL in the middle of the code just before the drawing of the next tile, then at the new segment, CMP the tile # to be drawn to see if it is $F0 or over. If it is, then I'd carry out the action that I coded in for that tile, and then change the tile number to the {space}, otherwise do nothing. After that, RTL back. |
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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: 6155/8210 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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You should try looking for the existing function. The game translates the coin counter to a decimal value, you could probably hijack that code. Though if you can find (or write) code to do division and modulus, writing such a function is way easy. |
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