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Acmlm's Board - I2 Archive - - Posts by HabsoluteFate |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 127/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by peter_ac If i can figure out what flag tells us wether we are mario or yoshi then ya i guess i could add the possibility for gfx to be different between mario and luigi.... instead of 64 custom power ups i could lower it to 32 for each mario/luigi...it would also give the ability to create different power ups wether you are mario or luigi which would bring a new meaning to the term team work.... my imagination just went wild....remember the Lost Vikings..switching between mario/lugi like that would be kinda cool to get past levels....ummm maybe someday |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 128/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by HyperHacker The fireball sub routine is currently used by both Fire Mario and Yoshi. they jump into the sub routine at different locations. Here are some notes of mine when i was working on my new power up...i totally changed the design midway so the following code is rough notes:
warning: This code probably does not work and probably isnt very efficient Edit: I'm going to introduce a program soon that will allow moving of entire sub routines from one location to another..which should make things easier...i needed something like that anyways for my power up stuff. the program will also allow import/export of ASM code that way you can export a block of code, make edits, and import that block of code (although since odds are it wouldnt fit in the original location you will have to move that code somewhere else)...i'll keep you guys posted once its completed and tested (edited by HabsoluteFate on 03-28-05 06:28 PM) |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 129/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Darkflight The tool i'm making will allow editing of the sprites (as well as a bunch of other things although the initial release will just allow editing of sprites)....i'll make things compatible with Lunar Magic so you will still be able to use Lunar Magic for everything else you use it for |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 130/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Version 0.1 of the Super Mario World Development Environment has been released: https://sourceforge.net/project/showfiles.php?group_id=125248 Right now the following features are available (more to follow); . Exports chunks of code/data from the ROM to a new binary file . Imports chunks of code/data from a binary file to an existing ROM . Clears chunks of code/data with desired Op Code Release notes can be found here: https://sourceforge.net/project/shownotes.php?release_id=316280 The next version will probably allow importing/exporting of code. This will allow someone to export a chunk of code to a text file, edit it with notepad or any other editor, and then re-import it into the ROM. All of the features i'm adding are in order to faciliate the Power Up/New Character project I am working on and when completed the power up/new character patching/editing utility will be part of the Super Mario World Development Environment This project is completely open source and I welcome any help people want to provide, including but not limited to new features & website design. Thank you! |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 131/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Juggling Joker I'm not too sure. Right now I have to build a few tools to facilitate modifying the code which I am doing as we speak. As a matter of fact I have just released a program that allows you to import/export chunks of code/data from a ROM: http://board.acmlm.org/thread.php?id=10999 I will keep everyone posted as new releases come out. When this happens really depends on how quickly I figure things out and how much time I can dedicate to it without pissing off my girlfriend Originally posted by skateboarder11 Why sacrificate the fire flower palette? If the fire flower palette is only used by fire mario then i can probably just re-use that palette and simply update it whenever mario changes from one power up to another...this would allow a custom palette per power up....as for using assloads of ASM...I will be doing assloads of ASM well before I'm completely completed this project.... |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 132/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Would someone be able to remove: SMW Open Source Project fromt the original list? And replace it with: Super Mario World Development Environment https://sourceforge.net/projects/smwdev/ Set of tools to allow easy modification of SMW Thanks |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 133/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by HyperHackerOriginally posted by HabsoluteFate Op Code 22 can be interpretted as either JSL or JSR as far as what i have read... "The JSL instruction is an alias for JSR long." |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 134/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Darkflight If I knew what a "RATS" tag is or what BMF's PALASM IPS is then perhaps the answer would be yes...right now it is no though unless i learn more about them and they end up being features that should make it sooner rather than later |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 135/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Darkflight Hi, I'll be honest i haven't figured out everything but i'm learning as I go. All in due time i will find solutions... I do have a plan as to how i'm designing things but because things might change i created a program to easily import/export data from a rom....that way i'll be able to make changes much quicker. I'm actually going to update that program soon since theres one more thing i'd like to do quicker. As for sprites...i'm assuming your referring to the power ups themselves? i was going to use the block tool for that...although i hate to admit i have never used the block tool before so i'll have to learn how to use it |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 136/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by HyperHacker the next version should expand over what i have done and allow moving of chunks of data in one shot, this will be useful when customizing existing sub routines to do what you want it to do... i'm going to go one step further (probably for the next release as well) for the import/export to allow you to export chunks of the rom as assembly, you can make your edits in assembly, and then quickly re-import your edits to the rom. SPASM is good but its a pain when you want to insert new code midway within a sub routine. Originally posted by gnkkwinrrul Go to the first link I mentioned above: https://sourceforge.net/project/showfiles.php?group_id=125248 and click download beside the version you want...there are only two versions, one is with source code and the other is just the executable... (edited by HabsoluteFate on 03-29-05 04:17 PM) |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 137/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Hi, blackhole89 & Darkflight: Thanks for the RATS information. Although I don't intend on supporting it right now it doesn't mean I never will. Darkflight: Thanks for offering PALASM, looking forward to checking it out. ------------------ Some news. The new version is being done as we talk and should be more usefull to developers and anyone else out there. The following features are done for the next release: 1. Interactive menus which makes it easier to use 2. When selecting a Length of 0 during imports the entire binary file is imported 3. Copy or move a chunk of code/data from one location of the ROM to another I am planning some or all of the following features as well for the next release: 1. Export Assembly Source Code from ROM to file This feature allows you to export a chunk of the ROM as source code to a text file... for example it would create actual source code such as: LDA $19 CMP #$09 ...etc etc 2. Import Assembly Source Code from file to ROM Once you have edited using notepad or whatever text editor you want to use the source code you exported earlier you can import the new code back into the rom using this one command. For example it could load the following code back into the rom: LDA $19 STY $19 3. Edit chunk of ROM as Source Code Directly. This feature will automatically open up the source code in a text editor and once you close the editor it will update the ROM automatically. I'm planning at some point to have a .ini file that will contain user settings such as the location of the editor of your choice 4. Modify Game Variables This will bring up a menu that will allow you to change default values for variables, such as starting number of lives without knowing the address, etc This menu will be build on the fly using the contents of smwdev-vars.txt This way people will be able to extend the functionality so that new variables can be pre-defined and edited by simply updating this one file. This is where i will need someone who knows PHP since thats what sourceforge uses. I will need something that requires a username/password for authentication and that allows adding/editing entries within this contents txt file. Non programmers can then simply download the latest version of this txt file... |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 138/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by FuSoYa As I mentioned "1. Export Assembly Source Code from ROM to file", "2. Import Assembly Source Code from file to ROM ", and "3. Edit chunk of ROM as Source Code Directly." which are SNES Specific. The Power-Up Patching Utility/Sprite editor program that it will also allow for later on, as well as "4. Modify Game Variables" which are specific to Super Mario World...and hopefully more and more cool stuff as time goes by...with the added advantage that it's open source and anyone can join in and help... I have to admit the program isn't pretty at the moment since its command line but once I have the time for it I'll write a GUI for it...i'm still learning all the windows GUI stuff right now so it wont happen right away |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 139/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by ZTaimat Fireball... |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 140/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Luigi-San I remember reading an interview a while back where the developers of SMB3 were going to initially include Yoshi in SMB3 but because of technological limitations at the time they couldn't until SMW....so in a way this hack could help show us what could have been...well if it had all the power ups SMB3 had... It's funny a while back I played a hacked copy of SMW that runs on the NES....so obviously someone got around that limitation...it was kinda cool but missing colors |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 141/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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SMW Dev Environment 0.2 (coming within 2 weeks) will give you the ability to export a section of the ROM as source code, you will be able to edit that source code and import it back into the rom...to me that's going to be much quicker to make larger edits on the ROM than SPASM... i have the export working and I just have the import to worry about It does take into account the Processor Status Register (REP/SEP) when deassembling chunks Here's a sample import...although i only have one op code working (REP) in this example import:
(edited by HabsoluteFate on 04-04-05 08:05 AM) (edited by HabsoluteFate on 04-04-05 08:05 AM) |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 142/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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So if ASM hacking is so unimportant perhaps i should give up working on a tool that will allow you to create new power ups/characters in the game huh.... If it wasn't for ASM advancements we wouldnt be as far as we are today....heck Lunar Magic wouldn't exist and how much do you want to bet you wouldn't see as many hacks if that tool didn't exist... |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 143/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Darkflight Not to worry i'm still working on it I was trying to make a point that's all..I have a feeling the ones who selected ASM can't or have never tried ASM changes to begin with...I think the poll should have been re-worded to make it more accurate. Perhaps something like "What is LEAST important that you have used in a SMW hack" |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 144/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Version 0.2 of the Super Mario World Development Environment has been released: https://sourceforge.net/project/showfiles.php?group_id=125248&package_id=148369&release_id=320496 The following new features have been added since version 0.1: . Copy or move a chunk of code/data from one location of the ROM to another . When selecting a Length of 0 during imports the entire file is imported . Command line tool is now interactive and easier to use . Deassemble (Export) chunk of data from ROM to Source File (.asm) . Assemble (Import) chunk of data from source File (.asm) to ROM Release notes can be found here: https://sourceforge.net/project/shownotes.php?release_id=320496 You can download the program here: http://prdownloads.sourceforge.net/smwdev/SMWDevEnv0.2Binary.zip?download If you want the program with the source code download it here: http://prdownloads.sourceforge.net/smwdev/SMWDevEnv0.2Src.zip?download For those downloading the source code yes I realise the code is messy! What's next? I'm not too sure but i would like to get back to the power up tool i was working on before...i should be able to edit code much more quickly now that the SMWDE can allow me to export/import as actually .asm source code. If anyone wants to help (perhaps in designing a website for it) it would be much much apreciated. Thank you! The thread for version 0.1 can be found here: http://board.acmlm.org/thread.php?id=10999 (edited by HabsoluteFate on 04-14-05 11:12 AM) (edited by HabsoluteFate on 04-14-05 11:13 AM) (edited by HabsoluteFate on 04-14-05 11:14 AM) |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 145/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Tweaker I'm not too sure what you mean but its main purpose is to diassemble only a portion of a ROM such as a single sub routine. For example you could disassemble a sub routine, edit it to do anything you want it to do using an editor and re-assemble it into the ROM...although because odds are the size of the sub routine would change you wouldnt be able to put it back into the same location of the ROM. Here is an example export & import, in this example i exported the source code, added a NOP in the middle of the sub routine, and imported the new source code at the first available location i could manually find:
the spot that has the NOP inserted within the actual .asm file looks like this: STX $420B NOP LDY #$80 To keep it short this above example only includes the line before and after where i inserted the NOP. Obviously you would use this to make much bigger changes than a simple NOP |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 146/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Darkflight Actually the printout is somewhat missleading...it imports NOP as EA Only...its just it was easier to format with printf....so no worries entries are the length they should be in the rom when you re-import in... |
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Acmlm's Board - I2 Archive - - Posts by HabsoluteFate |