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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 - Custom Block idea: Gravity Blocks | |
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Keikonium
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Posted on 06-01-04 05:37 AM Link | Quote
Download the megaman 5 rom for the NES and check out gravity man's level. There are arrows that when you pass them is flips mario upside and makes him fly to the ceiling. Now I don't really know to much about ASM or hex hack for roms but would it be possible to find the hex code for the flip in megaman and then apply it to smw? Just a thought so I don't really know if it would work. If anyone does get a gravity block I NEED IT!!!! I have an awsome level that could use it.
Atma X

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Posted on 06-01-04 06:44 AM Link | Quote
I doubt it (ripping the programming from MM5), because the SNES uses a different Assembly Language than the NES (maybe, though, because the SNES is backwards compatible with the NES,... well actually, only the Japanesse consols are) The American Consols were going to be backwards compatible, but there was some kind of complication, and they didn't end up doing it (I don't know what the main reason was, but Sega didn't help, because they had already released their system, which limited Nintendo's time to work on the compatiblity issues)

(Brief definition for non programmers)
Backwards Compatible: It means that a later version of a program, (or a new program all together, like the Famicom and Super Famicom) can open/read data that is created by an older version of that program.

Example: Lunar Magic 1.62 can read/open SMW Hacks that were Edited by Lunar Magic 1.50.


(edited by Atma X on 05-31-04 09:45 PM)
knuck

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Posted on 06-01-04 07:36 AM Link | Quote
Atma, compability isn't the only problem (if it is one at all). The problem is that the memory address from MM5 ROM are completely different from the ones in SMW. Say, like, D7A6 isn't megaman jumps controller in MM5 ROM.
Atma X

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Posted on 06-01-04 07:52 AM Link | Quote
I think I see what you mean by that,... Mega Man is programmed in a completely different way than Mario, so ripping some of MegaMan's programming wouldn't do shit for Mario, because it would be instructing Mario to do something that doesn't correspond correctly with his current programming (right?)


(edited by Atma X on 05-31-04 10:56 PM)
Emptyeye
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Posted on 06-01-04 08:00 AM Link | Quote
That's right.

Putting it as simply as possible, Mega Man 5, for instance, has code that says basically "When button A is pressed, look at Point F (Random letter for this example) for instructions". It then takes the instructions from Point F.

The problem with porting this into the SMW code (Well, besides the more basic problem of button B being the basic jump, and A being the spin jump), is that when Button A is pressed and SMW tries to look at Point F for the instructions on what it's supposed to do, it's likely going to have no idea what the hell to do with what it finds at Point F, and crash the ROM.

Hopefully I'm not confusing you even more with this.
Alastor the Stylish
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Posted on 06-01-04 08:28 AM Link | Quote
Originally posted by JJ64
Originally posted by Kyouji "Kagami" Craw
___________________________________________________________________
When you think about it, what? You know, when you think about it I need to shut up? You know, when you think about it I'm right? What?
___________________________________________________________________

I think it would take a lot of work and ASM hacking to alter gravity.


Heh, heh, heh. If all altering gravity required was ASM, I'd actually devote time to it, instead of mastering the art of improvization. (*Kyouji "Kagami" Craw applies the thought of altering gravity with ASM to more than videogames) Sure, it's a longshot, but there are theories related to superstring theory out there that state that our universe may be someone's dream, or even a computer program run by someone else... So maybe...

I just went way off-topic, didn't I?
Atma X

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Posted on 06-01-04 09:34 AM Link | Quote
Emptyeye: That actually helps a lot. I'm starting to learn ASM, so I'm also starting to understand a little more on how programming works.


(edited by Atma X on 06-01-04 12:34 AM)
HyperLamer
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Sesshomaru
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Posted on 06-01-04 10:46 PM Link | Quote
Originally posted by playstation3
Download the megaman 5 rom for the NES and check out gravity man's level. There are arrows that when you pass them is flips mario

Mario was in MM5?

You can't just rip the code from Mega Man, it's completely different. What would need to be done is find ALL gravity-related code and make it add instead of subtract or vice-versa.
Keikonium
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Posted on 06-02-04 07:23 AM Link | Quote
it was just a thought, I do know that NES and SNES codes are different, but well anyway. Okay I was trying to beat bowser today on my hack and he flips upside down. So would it be possible (don't flame if I'm wrong) to get the coding that allows him to do that and apply it to mario and the gravity blocks? I'm no ASM hacker so im just throughing out random ideas that sound like they might work to me.
Escherial

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Posted on 06-02-04 08:04 AM Link | Quote
Originally posted by Kyouji "Kagami" Craw
there are theories related to superstring theory out there that state that our universe may be someone's dream, or even a computer program run by someone else... So maybe...
Heh, really? I'd like to hear these superstring-related theories of yours. You certainly must have a strange brand of superstring theory...

As far as hacking the gravity goes, I think it'd be more trouble than it's worth. I mean, you're going to have to either a) find the code where gravity's applied and hack it there or b) manually simulate gravity using palette ASM.

Seems that most people are thinking of option A, but I think B is more likely, if only because we have some idea of the flow of control there. I think we know the address for Mario's velocity, so it should be trivial to apply a little upward push every frame or so...


(edited by Escherial on 06-01-04 11:04 PM)
(edited by Escherial on 06-01-04 11:04 PM)
(edited by Escherial on 06-01-04 11:05 PM)
Squash Monster

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Posted on 06-02-04 09:13 AM Link | Quote
For those who like the idea of bringing the code in from elsewhere: Our resident uberhackers already have a good idea of how to code it, they just need to know where the code they need to mess with is. Finding the code for something similar would be doing the hard part twice to help with the easy part.

The pallet assembly version is an interesting approach to the problem, Escherial.
Maticolotto
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Posted on 06-06-04 08:16 AM Link | Quote
For that you'd still need one more memory address.

Just check it out. Grab D7A6 (or 59A6 on the ROM) and change it to FD or whatever, then hold the button. It's the thing I used on SMW_Flyer. You can see that's what it adds when you hold A.

If you did it with a palette, you would have to find the initial impulse (which you will probably find one way or the other) but actually switching the collision settings so that Mario acts like standing on the ground when hitting the top can't be done with just palettes. You actually need to find a good way to do this, probably with custom blocks, but you need the flipping too. The best way to do this thing is probably using Escherial's option A. And then, you'd have to unleash around 500 subroutines if you see a byte is 01 or not, determined by a palette or not. If you did it like Escherial says on option B, it would seem completely antinatural.


Actually, there is a quite interesting way of doing it. Have Mario enter and through a palette or custom block, flip his GFX, and change that impulse variable and that gravity, and all the things that should be stored in a nice place in RAM that doesn't get altered at all, for which we should edit the main core slightly. And the ceiling custom blocks can just set Mario available for jumping. I've seen this on my own hack, with the Honey Blocks: you can jump from the sides. If you did get me, then you will understand it's quite a bit of work, but it will come out perfectly natural and possibly great.
Smallhacker

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Posted on 06-06-04 04:48 PM Link | Quote
In my hack, I've got a level that changes gravity. It's not really ASM, but works just as well, and it's 249 times easier.
1: Make a level
2: Copy the level
3: Make the copy upside down
I'm using doors to link the two levels together, but you could use a teleport block that activates when hit from below.

99% the same result (the 1% is the fact that blocks will be reset when flipping).
Keikonium
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Posted on 06-06-04 10:53 PM Link | Quote
How do you make the copy upside down? When I tried this, it just copied as normal, rightside up.


I think someone (not me) should make a tileset that uses the 'normal' GFX from SMW and flip them so they are upside down. Including a BG because that would complete the effect. And is there a custom block that has a vine but when you hit it the vine goes down insted of up? Because that would be REALLY useful in one of my levels. Thanks
HyperLamer
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Sesshomaru
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Posted on 06-07-04 08:45 AM Link | Quote
He meant just make a copy, but do it upside-down. Great idea, but not really the same effect.
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