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

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-09-05 08:10 AM, in Screenshots of My Super Mario 3 part II Link
Looks aweseome! The original SMB3 is my favorite game of all time
HabsoluteFate

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Since: 03-15-04
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Posted on 03-10-05 06:35 PM, in Super Mario Bros. 3 Screenshots Link
Looks good although you might have problems with the different suits

Are you going to finish the Lost Levels? Seeing as you are re-doing everything are you planning on doing SMB2 as well as SMW2?
HabsoluteFate

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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-14-05 08:38 PM, in Super Mario Bros. 3 Screenshots Link
Are you going to have the warp zone?
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-15-05 07:52 AM, in Ultra Mario Link
Hi all,
I just thought I would give some news on a new mini project of mine. This one shouldn't take that long to do as I have a good chunk of it working already.

Anyways here is what the project is....I will add a new power up in the game, touching this new power up will have the following effect on Mario's Apperance & powers:

Ultra Mario will be of the size of small mario (gives him the same advantage as small mario in getting into small areas)
Ultra Mario's suit is red like Fire Mario's and he will be able to shoot fireballs...i might change the color later since i have figured out how to change the palette color used by mario himself. Something else that might be cool is perhaps i will have it change the direction/velocity that the fireballs are thrown for Ultra mario...perhaps have the fireballs shoot straight....just to add a bit more "new" stuff to his powers
Ultra Mario has a cape and will be able to fly like Cape Mario
If Mario gets hit he becomes Super Mario (The mario you become when you hit the mushroom)

This power up will live side-by-side with the other power ups that already exist within the game (Mushroom, Flower, and Leaf).

I just started tonight and here is what i have working so far:
Mario's palette loading code has been changed so that it loads the same palette wether you are fire mario ($19=3) or ultra mario ($19=4)
Mario's code that decides wether to put a cape on mario or not has been changed so that a cape appears if you are cape mario ($19=2) or ultra mario ($19=4)

There are a few bugs already to work out since the game doesnt like a value of 4 and resets it to a 0 in at least one spot...i havent figured out why but that's because i havent looked yet

This wont be a full blown hack...i will just create a demo with a power up within yoshi's house and the demo will include the new power up code. It will be open sourced and my code will be available for you to change as you wish (if you know asm)...

I am hopping that starting something like this will eventually lead to adding new power ups such as hammer mario from SMB3 within the game. Adding custom marios within the game i think would add an extra level of fun to the hacks out there and could allow for some cool powers eventually...

Let me know your thoughts....thanks!



(edited by HabsoluteFate on 03-14-05 11:00 PM)
(edited by HabsoluteFate on 03-14-05 11:02 PM)
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-15-05 08:16 AM, in Ultra Mario Link
Originally posted by Keikonium
If you can pull it off (and it seems you have gotten it down pretty good) this will be awesome! I suggest not having small mario use the same fire palette, but an entirly new palette (but not orange and white...I am using a palette like that in mine...). Anyway, how exactly will this work with cape AND fire?? The button used to fire umm fire, is also used to spin the cape...how will this work. It will look kind weird when ever you fire. But I agree with the fire going straight, or even have him shoot 3 fire balls at the same time bouncing.

And has everyone forgot about the powerup in SDW:TLC?? It was a fire power upgrade that shot out 3 podobos just like yoshi, but without yoshi?


For some reason I cant remember that power up from TLC...was it limited to only one level?

As for the cape and fire....I have two options, I can either make him fire off a fireball *AND* spin when the button is hit or have him send off a fireball but not spin when the button is hit....which is what i probably will end up doing....
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
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Posted on 03-15-05 09:01 AM, in Ultra Mario Link
good idea with the X/Y button....I might add that later on, for now I just got it working so that when you hit the button he fires off a fireball but does not spin...looking at the code i know the address of the sub routine that actually fires off a fire ball, if i can figure out the routine used to fire off fireballs when using yoshi i should be able to easily use that one instead of mario's normal fireballs...which i think would be kinda cooler anyways

I'm going to bed
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-15-05 08:23 PM, in If I tried to make screen-scrolling pipes, would you encourage me? Link
Hi,
Here's how I would do the pipes:
1. Hide Mario
2. Disable input
3. Use Free Roaming Mode 00CC8500 (Pro Action Replay Address)
4. Move Mario
5. Disable Free Roaming Mode
6. Enable input
7. Display Mario
HabsoluteFate

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Since: 03-15-04
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Posted on 03-15-05 08:28 PM, in Super Mario Bros. 3 Screenshots Link
If you cant fit it all in one rom because of the overworld the 2 rom idea is probably the way to go...otherwise you'd have to somehow add in new overworlds which would require a lot of asm work...
HabsoluteFate

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Since: 03-15-04
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Posted on 03-16-05 07:21 PM, in Sub Routine Location of Yoshi's Fireballs asm? Link
I should be able to figure out the sub routine location of yoshi's fireballs now
I figured out that 7E1616 is the flag that tells us what item is in Yoshi's mouth.
If that item has a value of "04" then he will spit out fireballs each time you hit the proper button....from here i should be able to figure out the code that spits out the fireballs.

Thanks


(edited by HabsoluteFate on 03-16-05 12:23 PM)
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
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Posted on 03-16-05 09:30 PM, in SMW ROM addresses Link
7E1616 is the flag that tells us what item is in Yoshi's mouth
00: Nothing
01-07: Fireballs
8 and up either does nothing or weird stuff...i'm too lazy to do them all
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-17-05 05:35 PM, in Sub Routine Location of Yoshi's Fireballs asm? Link
Originally posted by HyperHacker
Here's what I would do:
1) Get Geiger's debugger if you haven't already.
2) Look for reads of $1616. Kill any that run every frame, and hit the button.
3) See how it determines where to go by the value. With some luck you should be able to figure out how to call this code manually. (Never forget that ASM gives you the power to jump halfway into a subroutine - for example, setting a register to some value, then jumping to just past where it reads an address. )

Hi,
I have been using Geiger's debugger for a few days now...most helpfull hacking tool i have found in a long time!
I found the actual address although I will have to modify things a little since it seems to do a RET when i would need it to do a RTL...I didn't just chance it to a RTL though since i do want yoshi's fireballs code to still work it shouldn't be a big deal do take care of when i get the chance although i'm not too sure when that will be.
my notes are at home so i cant post the actual address at the moment, I'll add it to the ROM/RAM thread when i get a chance.
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-17-05 09:20 PM, in SMW ROM addresses Link
Some ROM Trace Information:

The code starting here is used to actually throws yoshi's fireballs
$02/A1A4 BC 53 A1 LDY $A153,x[$02:A15A] A:9F03 X:0007 Y:0000 P:envMXdizc

The code starting here seems to increase the fireball size (from Fire Mario's size to
Yoshi's fireball size):
$02/9F71 A5 14 LDA $14 [$00:0014] A:9F00 X:0007 Y:002B P:envMXdizc

Seems to be Start of Sub Routine For Collision between thong/fireballs with enemies.
Without this fireballs do nothing on impact and yoshi cannot eat anything.

$02/A0B3 DA PHX A:9F00 X:0005 Y:0000 P:envMXdiZc
Without this Yoshi's facial animation stops after shooting fireballs and he cannot eat or shot fireballs
$01/EFEE A9 2A LDA #$2A A:0003 X:0008 Y:00D0 P:envMXdiZC
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
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Posted on 03-23-05 06:09 PM, in rejoice! cure smw slowdowns. patch inside Link
This sounds pretty cool and could help a lot....hacks can be more complex now without as much worries of slowdowns...
I'll check it out when i'm home later!
HabsoluteFate

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Since: 03-15-04
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Posted on 03-24-05 12:18 AM, in I made a custom block workshop where people can submit custom blocks. Link
Seeing as you want to make it a one stop kind of place perhaps you should include a step by step guide on there
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
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Posted on 03-25-05 04:31 AM, in New Power-Up & New Character Link
Hi,
Just thought I would give an update. I have figured out the code to change the Palette used by Mario/Yoshi and now I have figured out the code that is loaded every frame that loads the graphics used by both Mario and Yoshi...what this means is Custom Graphics for Mario that co-exists with the existing current Mario/Yoshi....
Keep in mind i'm not close to being all done...when i am i will create a patching tool of my own written in C++ (not IPS) to allow the addition of this new power up/mario on existing hacks...

The following is a picture of what i have just began...Mario is using invalid sprites as you can see right now (Mario is the white X within a black box in this picture and the "-", "N", and "F"). As soon as I get a chance I'll get him to point to a sprite i have created as opposed to data that already exists:



Of course i'll make this backwards compatible with the existing code that way you can still have small, large, fire, and cape mario around at the same time...
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
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Posted on 03-25-05 04:36 AM, in Super Mario Bros.3 2nd Quest Demo! Link
You might want to remove the link and post an IPS file instead....
posting of actual ROMs is not legal on this board....
HabsoluteFate

Red Paratroopa
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Posts: 123/179
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-25-05 05:28 AM, in New Power-Up & New Character Link
Originally posted by Kario
This would be cool, but the screen shows nothing other than Mario with bad gfx.


Direct quote from me :
"i'm not close to being all done"

All i was doing was giving an update...i just figured out where this routine was and how it works...i havent had the time to implement anything yet but i figured some of you guys might want to know

I'll update again once i have the sprite loading routine changed so that it allows for loading other sprites not in the standard set...

I would like to create something like the block tool but for mario...when i overwrite the routines i'll keep that in mind when designing the updated code...that way for each custom mario:
a) a different set of sprites is drawn on the screen
b) something different happens when buttons A/B is pressed
c) a different palette is used
HabsoluteFate

Red Paratroopa
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Posts: 124/179
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 03-25-05 05:56 AM, in New Power-Up & New Character Link
Originally posted by Keikonium
So what exactly is the power up you created? Also, where would the graphics show up to be editable, when the program gets fully functioning?

2 questions:

1. Is it possible to have small, big, fire, and cape mario as well as how many other power ups? Could it make at least 4 extra power ups for a total of 8 different marios?

2. How would this program work? If you wanted say fat mario that can break certain blocks by standing on them (thinking of Wario Land 2?), he would use up 4 16x16 blocks (32x32 pixel mario sprite) making it alot harder to map the sprite.

This is awesome, and as soon as I see some screens of a new mario (or even better would be a video showing him go thru at least 5 powers. Start small, then mushroom, then flower, then cape, then frog/leaf/hammer suit would be nice to see), I will be a VERY happy guy. Good job and...........


SOME ONE MAKE A LAYER 3 EDITOR!!!!!!!!!!!!


My Answers:
1. there will be of course a limit but i'll probably make it much higher than 8...perhaps something crazy like 64 that way it will never be reached but would give people more room...i was going to load the sprites using a table that contains the address of the sprite set...we dont have a 512KB limit so there is tons of room available...roms can be expended to what 6MB?
2. I cant create "new" sprite space therefore the size limit of mario will the same as large, fire, and cape mario.

as for the power up i'm creating...i'll probably just have some guy who looks different shooting the same fireballs that yoshi throws...



(edited by HabsoluteFate on 03-24-05 08:58 PM)
HabsoluteFate

Red Paratroopa
Level: 23

Posts: 125/179
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Since: 03-15-04
From: Ottawa, Ontario, Canada

Since last post: 10 days
Last activity: 2 days
Posted on 03-26-05 05:03 PM, in Demo 2 of SMW: the new world Link
when i apply the IPS to the original rom i get a corrupted SMC file that wont play in SNES9X....
Does the original rom have to be expanded to something first?
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
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Posted on 03-27-05 11:45 AM, in New Power-Up & New Character Link
Quick update...
I have moved the entire Sub Routine to a new location within the ROM.

I currently have the new sub routine within bank #0F although the actual release of this stuff will be using bank #00 (which is where the original shorter routine was) for the new code.
I will be freeing up a lot of room in bank #0 by moving small mario's sprite to a different bank (this will free up 2048 bytes).

My lookup table will also be within Bank #00.
Because of this table someone could change the graphics so that large/fire/cape mario no longer share the same graphics to further customise things (they actually share the same 'mario' graphics in the original rom...its just that cape mario also has a cape 'attached' and fire mario uses a different palette from the other marios). The limit will be 64 different marios...i highly doubt anyone would ever need that much but it didnt hurt to make it such a high number since the final result for the lookup tables is only 256 bytes and that contains sprite's bank & location/ palette # for up to 64 marios total.

All of this might free up memory location 0D82 and 0D85 as well if i find out that it is only used for sprites.

Edit:
Note: I might be off a little with my estimate of 2048 bytes...but you get the point


(edited by HabsoluteFate on 03-27-05 04:46 PM)
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