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 - Two-player SMW: Worth keeping in? | |
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
How useful is two-player mode in SMW hacks?
I never play 2-Player
 
42.9%, 21 votes
I usually won't bother to play 2P with hacks
 
16.3%, 8 votes
I, on occasion, play hacks in 2P
 
34.7%, 17 votes
I play 2-player more than 1-player
 
4.1%, 2 votes
I never play 1-player, only 2
 
2.0%, 1 vote
Multi-voting is disabled.

User Post
SoNotNormal

Fuzzy
Level: 34

Posts: 616/793
EXP: 248340
For next: 5311

Since: 07-01-05
From: Canada, eh?

Since last post: 6 hours
Last activity: 6 hours
Posted on 10-13-05 04:25 AM Link | Quote
I'd say yes on the 2P. If you're like me, and you've beaten the original SMW 1000 times, and beat it with a friend 500 times, you'd love to see something new. I know my friend would love it if I brought over a copy of my hack in 2P! Heck, we'd play it til we beat it.

So yeah for 2P, I recommend it
Kailieann

Koopa
Level: 11

Posts: 31/106
EXP: 5320
For next: 665

Since: 10-09-05

Since last post: 2 hours
Last activity: 2 hours
Posted on 10-13-05 04:42 AM Link | Quote
Originally posted by HyperFapper
As for freeing up RAM, you wouldn't save a whole lot, but there isn't a whole lot available to begin with.


According to the memory map, there's 2397 unused addresses under 7E, and over 11 thousand under 7F.

As for Luigi's RAM addresses.. there's nine on the list.
Glyph Phoenix

Level: 39

Posts: 669/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 10-13-05 07:05 AM Link | Quote
Most of them are actually used. I happen to know that the first "Empty" block is used by the overworld for events, and nobody knows what's going on over in Bank 7F. I get the feeling that "one 00 in the middle" part may have something to do with finished levels.

I'd delete the first Empty from the memory map, but 'edit' doesn't seem to work for me.
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: 7665/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 10-13-05 06:24 PM Link | Quote
Yeah, might be a good idea to compare a save state from the beginning with one from the end, and see which of these 'unused' addresses are really just 'not used yet'.
Kailieann

Koopa
Level: 11

Posts: 34/106
EXP: 5320
For next: 665

Since: 10-09-05

Since last post: 2 hours
Last activity: 2 hours
Posted on 10-13-05 06:33 PM Link | Quote
I suppose if you really wanted to find out which addresses are used, you could just disassemble the rom and look at all the load/store instructions.
zeck
Newcomer
Level: 3

Posts: 3/5
EXP: 49
For next: 79

Since: 10-13-05
From: Nagoya@Japan

Since last post: 11 days
Last activity: 17 hours
Posted on 10-15-05 06:57 AM Link | Quote
I play hacks with my keyboard, thus I've never play on 2P side.

As SMB Lost Level, instead of 2P play, it is better one can choose to use Mario or Luigi.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1915/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-15-05 07:29 AM Link | Quote
GP, neither edit nor delete work because whoever wrote the code never added in support for the functions. Go them.

Anyways, there are a good bunch of offsets in RAM that ARE unused, so for now I suppose experimentation is the only way to know for sure.
Glyph Phoenix

Level: 39

Posts: 670/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 10-15-05 10:48 AM Link | Quote
Either just trial-and-error, or, of course, deleting places where the game used existing addresses. Y'know, like if one were to carve out 2-player support from SMW, then you'd have all those addresses guaranteed not to be used.

Which was my original point.
Ragnara

Octorok
Level: 7

Posts: 28/28
EXP: 1265
For next: 183

Since: 08-21-05
From: Germany

Since last post: 17 days
Last activity: 13 hours
Posted on 10-15-05 04:43 PM Link | Quote
Originally posted by Kailieann
I suppose if you really wanted to find out which addresses are used, you could just disassemble the rom and look at all the load/store instructions.


Yeah, that sounds quite easy... but I wouldn't even think about it.
It could be veeeery easy to "disassemble the rom and look at all the load/store instructions" and you still would have some problems with that. Don't believe me?
What about this one:
LDA $30, x
This might give you a hard time as you would have to know all values x could have in that moment.
Lil Yosh-Yosh

Micro-Goomba
Level: 5

Posts: 17/18
EXP: 376
For next: 153

Since: 10-09-05

Since last post: 4 days
Last activity: 1 day
Posted on 10-17-05 08:45 AM Link | Quote
The only time i play two players is when i have a friend over. Other whise there is no reason to play two players to me.
Chris

Boo
Level: 46

Posts: 850/922
EXP: 663200
For next: 48574

Since: 04-20-04

Since last post: 7 hours
Last activity: 4 hours
Posted on 10-17-05 08:51 AM Link | Quote
I never play 2-players. So, I'm pretty sure you know what I've voted for.
Joshi

Goomba
Level: 7

Posts: 19/28
EXP: 1001
For next: 447

Since: 09-17-05
From: Southwell

Since last post: 8 days
Last activity: 8 days
Posted on 10-23-05 11:33 PM Link | Quote
I don't play 2 player that much but what's the point of getting rid of it??? None at all
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Two-player SMW: Worth keeping in? | |


ABII


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



Page rendered in 0.022 seconds.