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Acmlm's Board - I2 Archive - - Posts by DisruptiveIdiot |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 101/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by HyperHacker 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) |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 102/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by HyperHacker 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? |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 103/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Luigi-San He posted a demo, that's not a bump. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 104/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by mvent2 You could use objects in layer 2 with background gfx to make one, just make them all behave as walkthrough dirt. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 105/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Cirvante 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. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 106/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Make it a single abstract word like I did. My hack is titled "woot" and thats it. ![]() |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 107/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by BrooklynMario 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? |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 108/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Smallhacker 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. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 109/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Smallhacker 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) |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 110/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by UnsurpassedDarkness |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 111/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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) |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 112/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 113/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by d4sOriginally posted by DisruptiveIdiot 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. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 114/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by HyperHacker O_o indeed. That must mean it's hardcoded to only have at most 2 fireballs on the screen at once. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 115/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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) |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 116/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by smweditOriginally posted by DarkflightI 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. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 117/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 118/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Make it a layered cake! Those look so good. | |||
DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 119/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Smallhacker 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. |
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DisruptiveIdiot![]() Paratroopa Level: 21 Posts: 120/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Kario 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 |