Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - My Bullet Bill is really messed up | |
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
XPeter

Fuzz Ball
Level: 42

Posts: 765/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 08-24-05 08:39 PM Link | Quote
I don't understand why, but my Bullet Bill is really messed up in my hack, SMBDX. 90% of the time, the standard generator shoots fish instead of bullets which go diagonally, like the doomship cannons in SMB3 or something.

I opened both SMBDX and an original SMW rom with Mario World Reconfigurator, and I copied all of the code of the Bullet Bill and the three generators over to my rom, but it still didn't work. I think it must have something to do with the ASM of the sprites or something like that.

Could somebody please help me fix this and change the Bullet Bill and it's generators back to normal?
Sketchie

Mole
Level: 28

Posts: 335/356
EXP: 118351
For next: 12987

Since: 12-27-04

Since last post: 7 days
Last activity: 10 hours
Posted on 08-24-05 08:45 PM Link | Quote
I can't help you out there, but I just wanted to let you know it would be kind of interesting to see the bullet bill tower shoot out fish diagonally.
AP

Panser
Level: 22

Posts: 52/333
EXP: 56817
For next: 1533

Since: 08-07-05

Since last post: 6 hours
Last activity: 6 hours
Posted on 08-24-05 08:51 PM Link | Quote
I'm guessing that it might be mikeyk's Hammer Brother code, but I never seriously hacked SMW, so I'm not really sure.
EDIT: If you are able to get offsets of which sprites are launched by the generators, then maybe you can analyze those offsets.


(edited by AP on 08-24-05 11:56 AM)
Bio

Buster Beetle
Level: 27

Posts: 219/458
EXP: 107144
For next: 9015

Since: 07-06-05
From: a laboratory somewhere... Waiting to be completed

Since last post: 8 hours
Last activity: 5 hours
Posted on 08-24-05 09:59 PM Link | Quote
Don't use mario world reconfigurator for code, use it to find the offset of the sprite and copy the code via hex edit, Mario world reconfigurator don't show all code maybe this corruption come from the rest of the data
Glyph Phoenix

Level: 39

Posts: 474/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-24-05 11:09 PM Link | Quote
Hey. The tables MarioWorldReconfigurer use do not contain the sprite's code. It contains a pointer to the sprite's code and a couple variables like whether or not Mario can jump on the sprite, but lots of the main code is contained at the space that the sprite points to.
Bio

Buster Beetle
Level: 27

Posts: 221/458
EXP: 107144
For next: 9015

Since: 07-06-05
From: a laboratory somewhere... Waiting to be completed

Since last post: 8 hours
Last activity: 5 hours
Posted on 08-24-05 11:19 PM Link | Quote
Originally posted by Glyph Phoenix
Hey. The tables MarioWorldReconfigurer use do not contain the sprite's code. It contains a pointer to the sprite's code and a couple variables like whether or not Mario can jump on the sprite, but lots of the main code is contained at the space that the sprite points to.

this What I was talking about, Personally, I used It only to find the sprite offset, Its written in the ASM pointer box,Peter_ac, just look at the ASM pointer box for bullet bill generator, open a hex editor go to the offset, and now copy the code from the original(I just hope there no JMP/JML oppcode this can make the task harder)or make an ExGFX that will make them look like bullet


(edited by Bio on 08-24-05 02:20 PM)
(edited by Bio on 08-24-05 02:24 PM)
(edited by Bio on 08-24-05 02:27 PM)
AP

Panser
Level: 22

Posts: 58/333
EXP: 56817
For next: 1533

Since: 08-07-05

Since last post: 6 hours
Last activity: 6 hours
Posted on 08-24-05 11:45 PM Link | Quote
Originally posted by Bio
or make an ExGFX that will make them look like bullet

You could do that if the generated fish couldn't be killed by fireballs, like regular bullets. Otherwise, that wouldn't be good.
XPeter

Fuzz Ball
Level: 42

Posts: 766/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 08-25-05 02:39 AM Link | Quote
Well it's based off mikeyk's hack (with my own adjustments to bring back cape mario), so the generated sprite actually acts like a cannon, but still, changing the GFX wouldn't be good.

I opened my hack with Mario World Reconfigurator to find that the ASM pointer of the generator was x1090, so I opened to that offset in a hex editor in both this and a SMW rom, but there weren't any differences anywhere near 1090. I also tried the ASM pointer with the generated bullet bill sprite, but same thing.
Glyph Phoenix

Level: 39

Posts: 475/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-25-05 04:24 AM Link | Quote
All generator sprites only work in their original positions. You can't make a new sprite with generator code for some reason. It would seem that cannons are the only ones known to follow that rule as of yet.
XPeter

Fuzz Ball
Level: 42

Posts: 769/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 08-25-05 05:05 AM Link | Quote
Glyph: I'm not sure you understand what I'm saying: The Bullet Bill generator occasionally generates mikeyk's cannons when it should generate Bullet Bills. Please, can anybody fix this?
AP

Panser
Level: 22

Posts: 63/333
EXP: 56817
For next: 1533

Since: 08-07-05

Since last post: 6 hours
Last activity: 6 hours
Posted on 08-25-05 05:19 AM Link | Quote
Maybe you should try to get rid of mikeyk's cannons? I'm not sure why you would need extra cannons for SMBDX, since its supposed to be like SMB, SMB hacks, and SMBTLL, when they don't use the doomship cannons from SMB3.... Or ask mikeyk.
XPeter

Fuzz Ball
Level: 42

Posts: 770/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 08-25-05 05:48 AM Link | Quote
AP, that's what I've been asking all along, I want to get rid of the cannons. mikeyk hasn't been on this board for weeks, and he hasn't replied to any of my e-mails. Usually when somebody just disappears like that, it means that person could be dead.
mikeyk

Koopa
Level: 18

Posts: 103/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 08-25-05 06:08 AM Link | Quote
In my hack I made the bullet bill generators be x/y dependent, so I could have cannons like SMB3. They still shoot bullet bills, but use the fish gfx which i changed to look like cannon balls in my hack. I don't remember precisely, but it goes something like an even x position will yield a normal generator. An odd x position with a even y position will yield a cannon that shoots up, an odd x position with an odd y position will yield a cannon that shoots down. I checked my notes, and with the following info you should be able to repair your problem this with a hex editor. Just change the values to match those of the original SMW.

bills/cannons
jumps at SNES locations:
$01/9F23
$01/8FFE
$02/B49D
$02/B4B1
y speed at ROM address:
0x91DF


(edited by mikeyk on 08-24-05 09:11 PM)
(edited by mikeyk on 08-24-05 09:12 PM)
AP

Panser
Level: 22

Posts: 65/333
EXP: 56817
For next: 1533

Since: 08-07-05

Since last post: 6 hours
Last activity: 6 hours
Posted on 08-25-05 06:16 AM Link | Quote
Originally posted by peter_ac
AP, that's what I've been asking all along, I want to get rid of the cannons. mikeyk hasn't been on this board for weeks, and he hasn't replied to any of my e-mails. Usually when somebody just disappears like that, it means that person could be dead.

Maybe he might be busy with personal life. This may be a crazy (and very confusing) idea, but maybe you can patch the mikeyk patch to a clean rom, compare that to the original rom with Transhexltion, and copy and paste the original rom data that is different from the mikeyk patch data to the hack, with trial and error. This may take a long time, though, depending on how many differences there are. I did something like this with a few of my patches when I used some other patch as a base.

EDIT: Mikeyk already posted while I was making this post...


(edited by AP on 08-24-05 09:17 PM)
XPeter

Fuzz Ball
Level: 42

Posts: 771/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 08-25-05 06:20 AM Link | Quote
HE'S ALIVE!!! Thanks, but eh, what's a SNES location? Can you just give me the offsets in hex please?
AP

Panser
Level: 22

Posts: 66/333
EXP: 56817
For next: 1533

Since: 08-07-05

Since last post: 6 hours
Last activity: 6 hours
Posted on 08-25-05 06:36 AM Link | Quote
Originally posted by peter_ac
Can you just give me the offsets in hex please?

Maybe you can use Lunar Address to convert "SNES addresses", but I don't know if Lunar Address converts addresses to ROM file addresses.
XPeter

Fuzz Ball
Level: 42

Posts: 772/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 08-25-05 07:05 AM Link | Quote
Nope, it only converts it to PC addresses, and I haven't got a clue what those are so I'm not gonna go mess with it. I'll just wait for mikeyk to post the offsets in hex.
Mattrizzle

Paragoomba
Level: 14

Posts: 33/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 08-25-05 07:15 AM Link | Quote
Just so you know, PC addresses are ROM addresses.
XPeter

Fuzz Ball
Level: 42

Posts: 773/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 08-25-05 07:33 AM Link | Quote
What does it mean when it says $02: at the start of the PC address?
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 1098/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 08-25-05 03:16 PM Link | Quote
That's part of the address.

For example, $02:FD37 would be $2FD37.
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - My Bullet Bill is really messed up | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.023 seconds.