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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 - Disabling the Fade-out? | |
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XPeter

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Posted on 08-15-05 01:18 AM Link | Quote
Would anyone be willing to make a patch which will completely disable the level-end fade-out? I want none of the colours to go black. Thanks.
Luigi-San

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Posted on 08-15-05 06:13 AM Link | Quote
IIRC, the Goal Point Question Sphere doesn't fade any of the colors.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 08-15-05 07:13 AM Link | Quote
Luigi-San, you're... always wrong.


(edited by Kyouji Craw on 08-14-05 10:14 PM)
(edited by Kyouji Craw on 08-17-05 02:17 PM)
Luigi-San

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Posted on 08-15-05 07:22 AM Link | Quote
At least I didn't spam

Maybe there's some way to edit the pallette fading in hex...
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 08-15-05 07:43 AM Link | Quote
You posted a pointless message without bothering to check if it was correct or not, thus contributing nothing to the thread. That is in fact spam. And the "Maybe there's some way to edit the pallette fading in hex..." comment is pretty much the equivalent of "Maybe ASM can help;" that is, yes, we know that, that's horribly obvious, but knowing that in no way helps.


(edited by Kyouji Craw on 08-14-05 10:45 PM)
(edited by Kyouji Craw on 08-17-05 02:17 PM)
BMF98567
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GO!

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Posted on 08-15-05 08:06 AM Link | Quote
Change $3139 to #$80. This will bypass the entire routine (it normally slows down the fadeout by performing and AND #$03 on the frame counter and branching past the routine if the result is not zero; this simply changes the BNE to BRA, so it always branches).
XPeter

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Posted on 08-15-05 12:33 PM Link | Quote
Thanks BMF, it worked.
Smallhacker

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Posted on 08-15-05 03:38 PM Link | Quote
Originally posted by Kyouji Craw
Luigi-San, you're... always wrong.


Wrong. He's right... Half right, at least. It doesn't fade out if the Goal Point Question Sphere is placed in a vertical level.
XPeter

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Posted on 08-15-05 04:50 PM Link | Quote
Ah, so that's how it works...
Yoshi Master

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Posted on 08-16-05 12:05 AM Link | Quote
didn't link 2004 make a patch for that?
XPeter

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Posted on 08-16-05 01:51 AM Link | Quote
I doubt that.
Rain Man

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Posted on 08-16-05 03:35 AM Link | Quote
I did some research on Link2004, and...

*drumroll*

No, he didnt.

Alastor the Stylish
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Posted on 08-16-05 11:03 AM Link | Quote
Originally posted by Smallhacker
Originally posted by Kyouji Craw
Luigi-San, you're... always wrong.


Wrong. He's right... Half right, at least. It doesn't fade out if the Goal Point Question Sphere is placed in a vertical level.
Irrelevant. peter_ac asked how to COMPLETELY disable it, which is something the Goal Point question sphere does not do. As there are far more horizontal levels than vertical ones, I would say he's less than half right. Regardless, however, half right is also half wrong, and half wrong is still wrong, thus the statement stands.


(edited by Kyouji Craw on 08-16-05 02:13 AM)
(edited by Kyouji Craw on 08-17-05 02:18 PM)
Keikonium
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Posted on 08-16-05 12:25 PM Link | Quote
Once again, logic fails for Luigi-San.

However, was the goal point sphere not ONLY in a vertical level in the original game? Anyone who hasn't hacked the game (or put one in a horizontal level) would think it wouldn't fade out at all.

Anyway, a patch would be very easy to make wouldn't it? A fresh ROM with byte $3139 changed to #$80 then made into an IPS patch. Simple I would think.
Glyph Phoenix

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Posted on 08-16-05 01:23 PM Link | Quote
Just in case anyone wanted to know, Kyouji Craw was dead wrong about the question block sphere and now he's just trying to weasel his way out of his earlier comment. Trust me, folks, it may look like he knew what he was talking about with the vertical sphere thing, but he doesn't.

I know because neither of us knew the vertical level rule. I was originally going to post something hateful after Luigi-san. But then I decided to convince Kyouji to do it instead because if we turned out to be wrong he'd get the blame.
Ghettoyouth

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Posted on 08-16-05 01:57 PM Link | Quote
hmm, this doesn't work right. after beating a boss the game freeze!
XPeter

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Posted on 08-16-05 05:58 PM Link | Quote
Good thing you don't fight Bowser's kids in SMB1 then. [spam] @Glyph: lol [/spam]
Alastor the Stylish
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Posted on 08-16-05 07:33 PM Link | Quote
Surprisingly, I actually did know this time, Glyph, as I've rather recently been using them in a vertical bonus level.


(edited by Kyouji Craw on 08-17-05 02:18 PM)
BMF98567
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Posted on 08-17-05 03:25 PM Link | Quote
BLARGH. Of course the bosses have to do things differently...

Anyway, I've figured it out, but the fix is a bit more complex. I'll probably make an IPS patch later, but for now, change $3139 back to #$D0, and then change the following:

$3135: 4C 91 B0 EA
$3291: AD C6 13 F0 FA A5 13 29 03 4C 39 AF

This code checks whether or not a boss has just been defeated (I'm assuming that's what $13C6 is for), and if so, jumps to the fadeout code (you have to fade out the boss arenas, otherwise they'll simply disappear when the bonus tally appears).
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