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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by DisruptiveIdiot
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DisruptiveIdiot

Paratroopa
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Posted on 06-01-05 07:07 AM, in Super Mariotroid Link
Originally posted by HyperHacker
Yes, there's so much we could do if we knew how to calculate a block's Map16 address and/or coordinates.

I'm pretty sure it doesn't actually use 2 frames, just flips one back and forth.


Edit: Here's a picture!


I'm 100% sure it's 2 frames because I replaced it with a glowing star that twinkles instead of turns as it bounces.


(edited by DisruptiveIdiot on 05-31-05 02:11 PM)
DisruptiveIdiot

Paratroopa
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Posts: 102/147
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Since: 04-09-04

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Posted on 06-04-05 05:34 AM, in Super Mario Explorer (Idea) Link
Originally posted by HyperHacker
BMF made a patch once that only displays the 'Time Up' message if the time limit wasn't 0 to start with. I dunno where though.

Anyway I've thought of this idea a lot, and it's more than feasible but will require a good deal of ASM hacking. The biggest thing is how to, at any point in time, load a specific level... I managed to hack the level loading code so it would always load a certain level, but I couldn't get it to load on demand. However, the 'action register' ($7E0100) can probably be used for this... If you, at any time in the game, write a certain value to it it will load the overworld, a level, the intro etc. The game probably uses this to load the overworld when you die/exit/whatever (in fact, somewhere in my notes, I have written down exactly where you would be able to change it for pause+select). It'd be trivial to hack all instances that the game writes 'load overworld' and change them to 'load level'. The only problem is we need to figure out how to say which level. (IIRC it just loads whatever level you're at on the overworld.)


Could you possibly find out where the game stores the current level on the overworld data and then make it change that data before executing the load level routine?
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 103/147
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Since: 04-09-04

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Posted on 06-04-05 08:34 AM, in My first hack!! Link
Originally posted by Luigi-San
Bump=No-No


He posted a demo, that's not a bump.
DisruptiveIdiot

Paratroopa
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Posts: 104/147
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Since: 04-09-04

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Posted on 06-08-05 04:31 AM, in Uh...help... Link
Originally posted by mvent2
I have an idea but I don't know if it'll work. I set the layer 2 to level with layer 2 interaction on. I put the block which gives the item on object layer and put the goal block in the same position on layer 2. That way they'll hit both blocks simultaneously, though it'll be at the cost of a good background, which will leave me open to criticism from some people (*looks at people accusingly* )


You could use objects in layer 2 with background gfx to make one, just make them all behave as walkthrough dirt.
DisruptiveIdiot

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Posted on 06-08-05 07:13 AM, in Uh...help... Link
Originally posted by Cirvante

Maybe you should enable side exits. That's what FuSoYa did in DWTLC.


Then he'd have to somehow disable the other items, Fu just gave you a bunch of items, this guy only wants one given to you.
DisruptiveIdiot

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Posted on 06-15-05 06:29 AM, in My hack needs a good name!!! Link
Make it a single abstract word like I did. My hack is titled "woot" and thats it.
DisruptiveIdiot

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Posted on 06-17-05 02:42 AM, in Changing Fire Mario's Fire Link
Originally posted by BrooklynMario
Does anyone know the address to change what Mario shoots out of his had when he is fire Mario so it's not fire?


What do you mean? Do you want to change the object he shoots or just change the graphic so it doesn't look like fire?
DisruptiveIdiot

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Posted on 06-17-05 07:36 PM, in Changing Fire Mario's Fire Link
Originally posted by Smallhacker
It would appear in front of Mario and fall towards the ground. When it touches the ground, it will... (Drumroll) Do nothing!


Perhaps you can add a routine in pressing the B button to trigger the fireball that would make the shell think mario kicked it, so if you changed the sprite from a fireball to a shell the shell would slide forward instead of do nothing.
DisruptiveIdiot

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Posted on 06-18-05 06:56 AM, in Kicking Koopa Shell Link
Originally posted by Smallhacker
I'm pretty sure that fireballs aren't (what Lunar Magic calls) a sprite. Fireballs are their own categoty, like Mario. Therefore, it's not as easy as changing byte or two. You have to edit the fireball code to generate a sprite instead of a fireball.


It shouldn't be too hard to edit the code, of course, first we'd have to figure out exactly how sprite generators work, then the rest is just gravy. Of course it might turn out that the generator code won't function properly if used as a fireball code.

Hey, wait, how many of the subroutines required to do this are known?

Shell kick routine, where mario hits a shell and it slides forward, is that known?

Sprite generator routines, has it been figured out how they work?

Fireball routine, we know how to change the physics settings but are those part of the routine itself or is that address just referenced by the routine?


(edited by DisruptiveIdiot on 06-17-05 10:01 PM)
(edited by DisruptiveIdiot on 06-17-05 10:03 PM)
DisruptiveIdiot

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Posted on 06-19-05 09:11 PM, in Kicking Koopa Shell Link
Originally posted by UnsurpassedDarkness
You could just set a limit to how many shells you can shoot at once, can
DisruptiveIdiot

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Posted on 06-19-05 09:36 PM, in [ASM] Saving more stuff to the sram. Link
Yeah, I want to make the game save some of my own memory adresses to the sram, can anyone give me a breakdown of what to do? Yes, I know all the essential asm stuff that I would need to know. I already know how to do stuff, I just don't know many specifics about smw.

Would I need to expand the sram size to accomodate more stuff or is there already enough room for one or two more variables?


(edited by DisruptiveIdiot on 06-19-05 12:37 PM)
DisruptiveIdiot

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Posted on 06-19-05 10:09 PM, in [ASM] Saving more stuff to the sram. Link
Ah yes, that helps very much.

Specifically, I'm planning on adding an ammo object for fireballs and it will be like those blue coins in odyssey and every time you shoot a fireball you lose 1 ammo unit, and you can't use it if you don't have any ammo. I intent for the game to keep track of the ammo because it would be annoying if you lost your ammo every time you reloaded the game.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 113/147
EXP: 42614
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Since: 04-09-04

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Posted on 06-19-05 10:56 PM, in [ASM] Saving more stuff to the sram. Link
Originally posted by d4s
Originally posted by DisruptiveIdiot
Ah yes, that helps very much.

Specifically, I'm planning on adding an ammo object for fireballs and it will be like those blue coins in odyssey and every time you shoot a fireball you lose 1 ammo unit, and you can't use it if you don't have any ammo. I intent for the game to keep track of the ammo because it would be annoying if you lost your ammo every time you reloaded the game.


you dont have to expand sram for that, that ammo-thingie means just one additional variable per saveslot.

a general advice:
keep in mind that lorom sram resides in banks $70-$7d, $8000-$ffff while
hirom sram is located at banks $20-$3F, $6000-$7FFF.
both have mirrors in the bank $f0(lorom) and bank $a0(hirom) ranges, keep that in mind when checking where the game writes.



Thanks for the advice. I was wondering about expanding the sram because I wasn't sure if it was all filled up or not. Thanks guys, this has been really informative.
DisruptiveIdiot

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Since: 04-09-04

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Posted on 06-20-05 04:11 AM, in Kicking Koopa Shell Link
Originally posted by HyperHacker
Actually, I was screwing around with the fireball code a bit and did manage to remove the limit, but any more than 2 just appear as a white spot in a random place and disappear.


O_o indeed. That must mean it's hardcoded to only have at most 2 fireballs on the screen at once.
DisruptiveIdiot

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Posted on 06-20-05 04:26 PM, in Read me. NOW. Link
Perhaps the first visit to this board should send you to the newbie help page and afterwards a cookie will make it so that you'll just go to the thread list afterwards. That way you can't possibly miss the newbie thread.


(edited by DisruptiveIdiot on 06-20-05 07:26 AM)
DisruptiveIdiot

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Posted on 06-21-05 06:08 AM, in Read me. NOW. Link
Originally posted by smwedit
Originally posted by Darkflight
I know few people by name who know what a help file is!
I know what a help file is, am I one of the people you know know what a help file is?


Spam.

There should be a reminded at every reply screen that asks:

"Did you know?

The Super Mario World hacking forum has its own set of reference files and resources! Check them out if you need help! "

For replies that have 'asm' with them and aren't longer than 200 characters, there should be a big bold red warning because that post is probably not useful.
DisruptiveIdiot

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Since: 04-09-04

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Posted on 06-21-05 07:33 AM, in Super Mario Era: Bowser's Revenge Overworld [ss] Link
Absolutely positively awesome!

That first screenshot is the first image on the internet to make me involuntarily say "Holy Fuck"!

I won't look for errors, but I must say, you kick ass.
DisruptiveIdiot

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Posted on 06-22-05 06:50 AM, in JAMH: Cake Cave Link
Make it a layered cake! Those look so good.
DisruptiveIdiot

Paratroopa
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Since: 04-09-04

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Posted on 06-24-05 03:26 AM, in i don't know if this has been asked before... Link
Originally posted by Smallhacker
If you're planning on replacing fireballs with hammers, you'd better give up, since there's a sprite amount limit.


Actually, if you changed the size of the fireball graphic from 8x8 to 16x16 and dug around for the offsets dictating the physics of the power up you could imitate the hammer.

Of course, this is just obvious basics, there are only a few offsets known that control fireball physics so someone would have to find others, if they even exist. It would take quite a while but anyone who is patient enough can do this. I'm not so sure about expanding the size of the graphic, I know BMF did it with the logo though.
DisruptiveIdiot

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Posted on 07-30-05 05:05 AM, in My first hack Link
Originally posted by Kario
The hack looks ok except for the palettes and level layout and graphics.


How can you judge level layout by screenshots? They're only one screen of level each O_o
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Acmlm's Board - I2 Archive - - Posts by DisruptiveIdiot


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