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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - End of the game . . | | | |
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SoNotNormal Fuzzy Level: 34 Posts: 113/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Is it possible to edit the end of the game animations? Like, when Mario is walking and all the eggs and the princess are following him? If not, is it possible to edit where is shows the cast of enemies? I am going to assume no for both, but want to clarify. | |||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 833/971 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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[standard reply no. 53453123] Yes, if you use assembler. |
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beneficii Lakitu Level: 36 Posts: 377/567 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 SoNotNormal Of course, it's possible, though it may involve ASM editing. |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1920/2273 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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Speaking of the enemy names part... Does anyone know if the levels and sprites are stored in an actual level format or as a raw tilemap? My guess is the latter one, since Chargin' Chuck (and Dry Bones, if I recall correctly) uses his beta palette. | |||
SoNotNormal Fuzzy Level: 34 Posts: 114/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Hmm . . ASM required? Forget it, don't feel like learning ASM don't think I could anyway, well, thanks | |||
Cruel Justice XD Level: 55 Posts: 1046/1384 EXP: 1253266 For next: 60923 Since: 03-20-04 From: Darkwoods Penetentiary Since last post: 11 hours Last activity: 7 hours |
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Originally posted by Smallhacker Yeah! I noticed that too! Chuck is blue and Drybones is a teal. If there are indeed beta palettes, that would be interesting to discover. |
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Keikonium Banned Level: NAN Posts: 2167/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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Are you sure it's beta palettes and not just a mistake on Nintendo's part? In SMAS SMB2 section, the credits that show the enemies list a few secrets. First off, an enemy called Subcon? Isn't that the world entered thru the doors you find in the ground? Also, some enemies use a different look in the credits then they do in game. One looks like the SMW form when it shouldn't (I forget what enemy) And lots of spelling mistakes and such.Originally posted by Smallhacker Planning a new editor? |
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Juggling Joker Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 966/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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Didn't mikeyk post something about the ending data once upon a time? | |||
Ikuzou Cheep-cheep Level: 19 Posts: 156/181 EXP: 30977 For next: 4800 Since: 05-24-05 From: Japan Since last post: 64 days Last activity: 3 days |
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> Is it possible to edit the end of the game animations? Like, when Mario is walking and all the eggs and the princess are following him? You can edit the credits if you didn't know it. > If not, is it possible to edit where is shows the cast of enemies? I am going to assume no for both, but want to clarify. Smallhacker made a tool to edit the enemy names, but nobody made one for the enemy casts. --------- + ----------- + ---------- If anybody is going to make an editor for it, I found hints for it: ([]) The foreground and the enemy moves together, but the background moves like it is "split", it moves left on the upper scroll but right in the down scroll. ([]) When you turn off HDMA emulation, the enemy names just stay in one place, and the two enemy scrolls both move left. ([]) In addition to that, the sprites in the down(second) scroll, the sprites just stay there but the BG and the FG moves. The upper scroll sprites moves with it even if HDMA is off. ([]) Also the data has to be in one part per screen, because ghost lakitu(or whatever it's called)'s fire gets diveded by two but is in one sprite. ([]) All the enemies are comsidered as sprites. Plus, "Thank You", and "THE END" part's Mario are considered as sprites. Interesting fact: Sumo Bros.'s "Used" blocks are sprites. There are turn blocks beneath it. I hope it helped... |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1924/2273 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 looked through the rom and couldn't find something which looked like any part of the enemy names ending in normal tilemap format. It probably uses MAP16 tile format or something. Also, here's data accessed when the screen faded from black to the first page of the enemy names ending: 000A16 000A4D (56) 001313 001321 (15) 003158 0031A7 (80) 003250 0032DB (140) 003318 00332F (24) 003674 00369D (42) 0281BB 0281FA (64) 02B93B 02B98B (81) 046231 047551 (4897) 050910 051347 (2616) 051AE8 052373 (2188) 053BE4 05437F (1948) 062C29 062C3D (21) 06320D 0632A5 (153) 066C82 066F7F (766) 068980 06898F (16) 068AB0 068ACF (32) 069BC8 069D3F (376) 06B0F8 06B101 (10) 06B15C 06B179 (30) 06F300 06FCD9 (2522) (Start address, End address, Amount of bytes in dec) Note that everything with less than 10 bytes has been filtered away. |
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