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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 - Help Wanted! [GFX ASM Issue] | |
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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

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

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Posted on 09-05-04 11:35 AM Link | Quote
I need some help with a few ASM-related things in SMW:

1) Where is the exit ASM (code for exiting to another level), and when modifying it how would I determine the destination level?

2) How do the Level Passed flags work? I know they're at $1EA2, but which are for which level? Are they a bitstream or is each byte just 0 or 1?

3) Where's some free SRAM space, and how much? How do I write to it? Is it possible to expand to, say, 128K of SRAM?

4) Where is the ASM for loading levels and loading the overworld?

5) How can I force the game to save?

6) Where are the graphics for the dotted lines for ! blocks? I deleted them and want them back.

7) Where is the VRAM and how can I write to it?
Keikonium
Banned
Level: NAN

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Since: 04-02-04

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Posted on 09-05-04 10:54 PM Link | Quote
Not Sure about any of those except number 6. Open up your graphics file in a tile editing program and go down to where the pipes, gray cement block, yoshi coin, bullet bill shooter etc are stored. The lines are over to the right in this area. If you open LM and look at this file, you will see where this section ends.

BTW, you could have opened up an unedited SMW rom and looked

And if your looking for where they are stored in the rom (hex or whaterver) I have no clue.


About the save thing:

In my hack, I made a level with some custom graphics, blocks etc and made it so you have to hit a block so that it saves your game. The only thing with this is it does the completed level SFX. If only I had a block that when touched would exit the level (as if you pressed start and select) and then the black save box would come up...
Alaric

Paragoomba
Level: 15

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Since: 03-15-04

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Posted on 09-06-04 01:21 AM Link | Quote
You're the one that i made the One-player hack for, right?
If so... in the IPS file for it ( link at http://alaric.shyper.com/content.php?id=asmhack ),
i had to go to the overworld loading code by pushing it onto the stack and returning. (Otherwise it was glitchy.. and all there was was.. the BONUS LEVEL OF DOOOOOOOMMMMMMM!). Hope that helps.
I've also asked about where the free SRAM space was, but to no avail/response.
Good luck.

[EDIT] Yeah.


(edited by Alaric on 09-05-04 04:24 PM)
FuSoYa
Defender of Relm
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Since: 03-15-04
From: Moon

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Posted on 09-07-04 02:48 AM Link | Quote
1) Eh? Didn't you just post about figuring out the exits?
2) High bit is level passed flag, 1 byte per level, in OV level order.
3) Increasing SRAM size is just a matter of changing a byte in the header AFAIK... never tried it myself.
4) In a number of places. Best to do a trace to find the part you want.
5) Just do a trace and look for writes to SRAM, and hopefully it's in a separate routine you can call.
7) VRAM is accessed using the appropriate SNES hardware registers ($2116 for address, $2118 for data).
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