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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 - objects in a boss | |
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Yoshi Master

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Posted on 08-02-05 08:08 AM Link | Quote
Is it possible to have certain sprites or objects come out of a boss when you have beaten him? Don't give me the "anything is possible with asm",crap unless you can actually help.


(edited by yoshi master on 08-01-05 11:55 PM)
Dark Ludwig

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Posted on 08-02-05 09:12 AM Link | Quote
Yes! It's possible with ASM!

Ok, I was just trying to get at ya.

Yes, but it would probably not be very easy to do with a boss that requires a special level mode, but quite possible with bosses not requiring a particular level mode.

You see, right now I'm trying to make it so you can advance in the level I'm making once you have beaten the big boo boss. If you can find it's data and the JSL it uses leading to the "End of level" sequence, you could just redirect it to your own code and have it do anything you want. Although finding that JSL is the tricky part, I've yet to figure out how people find this stuff. I'm randomly looking for 22's, but there are so many that I've just about given up.

So yeah, generating sprites wouldn't be that easy, but maybe changing a certain map16 block into another one would be a nice thing to trigger instead of the level being passed. That way, you get a mid level boss. I'm 99% sure that modifying that JSL would work.
Yoshi Master

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Posted on 08-02-05 09:24 AM Link | Quote
Once you figure out the jsl stuff post it here because I need to know as much as you do. In the meantime I'll post here to if I figure anything out.


(edited by yoshi master on 08-02-05 12:25 AM)
Keikonium
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Posted on 08-02-05 10:12 AM Link | Quote
You guys could use Geiger's Snes9x Debugger and place a break when you beat the ghost or whatever boss. I'm not to sure how this thing works, but apparently it is good.

BTW, that is in .7z format (a type of zip). I couldn't find a .zip version.

It removes the header from your ROM so besure to make a backup or use SNESTool to re-add the header. LM can't open headerless roms.
Dark Ludwig

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Posted on 08-02-05 11:14 AM Link | Quote
Well I'm at least *trying* to use Geiger's debugger. I did figure out breakpoints, though. I always make a copy of my rom, then I use the debugger on it. And yes Keikonium, I set a breakpoint at 7E1493 because after defeating the big boo boss, it JSL's to the "End of level" sequence, and it writes 0xFF to 7E1493 in that sequence. The problem is, that when I set a breakpoint there and it breaked after I beat the big boo boss, it had already JSL'd, so I couldn't locate WHERE the JSL was. If anyone else maybe has some method of finding rom adresses with or without Geiger's debugger, please, do share! There are many rom adresses that I'd like to find.

Possibly, I could try it again and maybe hit the next operation button until an RTL shows up..... I'll edit my post with the results soon.

Edit: Forget it, I don't understand anything about how to use the debugger. I'll wait till someone posts how to find rom adresses in an easier manner, or at least how to do it with the debugger.


(edited by dark ludwig on 08-02-05 02:38 AM)
Keikonium
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Posted on 08-02-05 11:21 AM Link | Quote
Well, if it already JSL'd after you made a break, then do it before the JSL. You could do it when you start the battle if you wanted to. It would give you ALOT of data tho. Perhaps hit the big boo with the last block and set the break right then and there.

I don't do ASM, so Im not to sure what any of this means. I know a JSL is a jump to a location in a ROM tho. How do you know it's JSL anyway? Couldn't it be JMP or CALL?

You seem to know more about this then me. I don't think I can be of much help.
Dark Ludwig

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Posted on 08-02-05 11:49 AM Link | Quote
Actually, it JSL/JSR'd before the break I set took place, so I never saw the location of the JSL/JSR. I did the next operation button a few times and it came up with an RTS (then it kept going on at 03/A163 [SNES LoROM address]), so it must be a JSR, not a JSL. If this is the case, pointing to my own code might prove difficult, I'd need to find four bytes of free space in that same 32k block that I can stick a JSL and a RTS after it (would that work? JSR JSL RTL RTS?).

Again, this looks as if it might turn into a two-person discussion, so if you (Keikonium) have any insight, feel free to PM me.
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Posted on 08-02-05 12:49 PM Link | Quote
Originally posted by Keikonium
How do you know it's JSL anyway? Couldn't it be JMP or CALL?

SNES doesn't have Call, it has JSR.
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