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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Custom Block idea: Gravity Blocks | | | |
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Keikonium Banned Level: NAN Posts: 118/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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 Bandit Level: 43 Posts: 256/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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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) |
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knuck Hinox Banned until 19-58-5815: trolling, flaming, spamming, being a general fucktard... Level: 62 Posts: 330/1818 EXP: 1894574 For next: 90112 Since: 03-15-04 Since last post: 14 hours Last activity: 9 hours |
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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 Bandit Level: 43 Posts: 258/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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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) |
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Emptyeye Real American Level: 67 Posts: 82/2273 EXP: 2488421 For next: 104451 Since: 05-24-04 From: I DUNNOOOOOOOO!! Since last post: 9 hours Last activity: 4 hours |
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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. |
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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. Level: 114 Posts: 802/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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Originally posted by JJ64 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? |
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Atma X Bandit Level: 43 Posts: 261/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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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) |
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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: 856/8210 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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Originally posted by playstation3 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. |
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Keikonium Banned Level: NAN Posts: 123/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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 Shyguy Level: 17 Posts: 19/90 EXP: 20866 For next: 3877 Since: 03-15-04 From: Pasadena, CA Since last post: 202 days Last activity: 38 days |
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Originally posted by Kyouji "Kagami" CrawHeh, 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) |
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Squash Monster New Age Retro Hippie Togateiru Fohku Kohgeki!! GRUNGE no HAMSTER otona bite Peace love and turnpike! Level: 40 Posts: 120/677 EXP: 430507 For next: 10802 Since: 03-15-04 From: Maryland (of the Country Between Canada and Mexico) Since last post: 5 hours Last activity: 5 hours |
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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. |
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Maticolotto Newcomer Level: 6 Posts: 3/8 EXP: 552 For next: 355 Since: 03-16-04 Since last post: 478 days Last activity: 201 days |
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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. |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 187/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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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). |
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Keikonium Banned Level: NAN Posts: 127/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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 |
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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: 891/8210 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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He meant just make a copy, but do it upside-down. Great idea, but not really the same effect. |
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Acmlm's Board - I2 Archive - Super Mario World hacking - Custom Block idea: Gravity Blocks | | | |