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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Making Yoshi disappear | | | |
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Kailieann Koopa Level: 11 Posts: 23/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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As usual, I'm having trouble with my assembly. I'm trying to create a block that, when riding Yoshi, will make Yoshi disappear. I already checked the memory map, and I set the 'riding Yoshi' flag (7E187A) to 0, and the 'loose Yoshi' flag (7E18E2), and just for the hell of it, Yoshi's color (7E13C7), too. And yet, Mario keeps on riding Yoshi. Does anyone know of any other Yoshi-related values that may be the culprit? By the by, in case I screwed up the actual code, here's.. the code: AD 7A 18 C9 00 D0 01 60 A9 00 8D 7A 18 8D C7 13 8D E2 18 60 LDA $187A ; Load Riding Yoshi flag to accumulator CMP #$00 ; Compare with 0 BNE 01 ; Skip next instruction if not equal RTS ; Exit subroutine LDA #$00 ; Load 0 to accumulator STA $187A ; Store accumulator to Riding Yoshi flag STA $13C7 ; Store accumulator to Yoshi's color STA $18E2 ; Store accumulator to Loose Yoshi flag RTS ; Exit subroutine Grrr... go away you silly dinosaur. |
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jp Micro-Goomba Level: 4 Posts: 5/12 EXP: 196 For next: 83 Since: 10-11-05 From: Montevideo, Uruguay Since last post: 13 days Last activity: 8 days |
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I think the problem is those values may not control Yoshi's sprite. They probably are there only for internal use by the engine. To make Yoshi disappear you need to find his sprite's data. It could be either in fixed RAM addresses like Mario or in sprite tables. Anyone has some info? |
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Kailieann Koopa Level: 11 Posts: 28/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Hmm.. I found 49 yoshi and/or sprite and/or miscellaneous values I can test. But more importantly, it occurred to me that I should test it with a level exit, see if that changes anything. Nope, exit doesn't help. At least not with the original. Guess I'll have to screw around with all 49 values after work, unless someone else comes up with a solution. ZSNES really needs a 'change value' button for their cheat system. Having to type the code in from scratch every time is a massive pain. (edited by Kailieann on 10-12-05 09:36 AM) |
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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: 7629/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Instead of LDA #$00, STA xxxx, you can do STZ xxxx. Won't fix this, but it makes the code smaller. | |||
Skreename Koopa Level: 18 Posts: 91/107 EXP: 27049 For next: 2848 Since: 03-15-04 Since last post: 1 day Last activity: 3 hours |
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To change the value in ZSNES, all you do is put in the new value and hit return. Don't hit Add, just return. | |||
Kailieann Koopa Level: 11 Posts: 29/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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You'd think they'd, like... document that. Or something. Oh well. After a fairly extensive test, I came up dry. I can make Yoshi disappear, but only by exiting to the overworld, which needless to say is not what I had in mind. In case this benefits anyone else with greater skills than I, my intention was to create a 'Yoshi Storage block', which, if hit while Mario was riding Yoshi, would remove the Yoshi being ridden (which, again, doesn't work), and place a spare in the reserve box. Guess I'll just have to stick with regular Yoshi -> reserve blocks in no-Yoshi levels. (edited by Kailieann on 10-12-05 11:38 PM) |
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Acmlm's Board - I2 Archive - Super Mario World hacking - Making Yoshi disappear | | | |