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

Koopa
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Posted on 10-12-05 06:27 AM, in Anyone already made these blocks? Link
Bob-Omb might be one of the 55 untested ones, but Para-Bomb might be better anyways.
Some of the others have potential, too.


(edited by Kailieann on 10-11-05 10:29 PM)
Kailieann

Koopa
Level: 11

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Posted on 10-12-05 07:28 AM, in Anyone already made these blocks? Link
Done.

Values that freeze the game:
56-58, 5A-5D, 5F, 60, 62, 64-67, 6A, 6B, 6D-75, 77-7C, 7E, 7F, 81, 83-89, 8B, 8C

Minor graphical glitches (or does nothing):
61, 63, 6C, 80, 82, 8A

Weird effects:
59 - Creates a backwards gold P-switch that hangs in the air and scares Yoshi away if they collide
5E - Makes Mario moonwalk while riding Yoshi. Also makes Caped Mario's spin only hit the left.
68 - Hurts/Kills Mario (this one could actually be useful if you want to give the player the option of becoming small at the press of a button)
69 - Creates a glitched sprite that hangs in the air. Yoshi can bounce on top of it, but it scares Yoshi away or hurts/kills Mario from the bottom or sides
76 - Blasts Mario to the right. This would be awesome as a speed-booster powerup, except that it glitches the level and usually ends up with Mario getting killed
7D - Spawns a glitched enemy sprite. Seems to act like a shellless koopa.

Unfortunately, upon testing, it seems that the Para-Bomb explodes as soon as it hits the ground, so there's no real use for it in combination with the Bob-Omb Smash block I mentioned. Guess I'll have to put actual Bob-Ombs into the levels.


(edited by Kailieann on 10-11-05 10:29 PM)
(edited by Kailieann on 10-11-05 10:58 PM)
Kailieann

Koopa
Level: 11

Posts: 23/106
EXP: 5320
For next: 665

Since: 10-09-05

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Posted on 10-12-05 08:47 AM, in Making Yoshi disappear Link
As usual, I'm having trouble with my assembly. I'm trying to create a block that, when riding Yoshi, will make Yoshi disappear.

I already checked the memory map, and I set the 'riding Yoshi' flag (7E187A) to 0, and the 'loose Yoshi' flag (7E18E2), and just for the hell of it, Yoshi's color (7E13C7), too.

And yet, Mario keeps on riding Yoshi.

Does anyone know of any other Yoshi-related values that may be the culprit?

By the by, in case I screwed up the actual code, here's.. the code:
AD 7A 18 C9 00 D0 01 60 A9 00 8D 7A 18 8D C7 13 8D E2 18 60

LDA $187A ; Load Riding Yoshi flag to accumulator
CMP #$00 ; Compare with 0
BNE 01 ; Skip next instruction if not equal
RTS ; Exit subroutine
LDA #$00 ; Load 0 to accumulator
STA $187A ; Store accumulator to Riding Yoshi flag
STA $13C7 ; Store accumulator to Yoshi's color
STA $18E2 ; Store accumulator to Loose Yoshi flag
RTS ; Exit subroutine

Grrr... go away you silly dinosaur.
Kailieann

Koopa
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Posted on 10-12-05 08:50 AM, in Help with making a custum block Link
I'm going to assume that by 'reverse' you mean 'reserve', and by 'reserve box' you mean 'item box'.

This was more or less answered in my own thread.

Too bad neither of the sprites I wanted were available.
Oh well, I did come up with a few other good ideas, at least.
Kailieann

Koopa
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Posted on 10-12-05 09:02 AM, in Anyone already made these blocks? Link
Thanks
Kailieann

Koopa
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Posted on 10-12-05 10:03 AM, in Anyone already made these blocks? Link
*tests* nope. Just a whole lot of nothing.
Kailieann

Koopa
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Posted on 10-12-05 06:19 PM, in Skipping the 'level complete' animation? Link
Originally posted by jp
I made a custom block that triggers level end, sets brightness = 0, and sets the timer to 1 to solve a problem where Mario got a 1up when time was 0 (infinite).

The block code is:
A9 00 8D 31 0F A9 00 8D 32 0F A9 01 8D 33 0F A9 00 8D AE 0D A9 01 8D 93 14 60

The animation is NOT removed, but it's much faster.


I've not tested Smallhacker's link, but this one should work even better if you set the fifth last value to FF instead of 01 (goal sphere =D)

A9 00 8D 31 0F A9 00 8D 32 0F A9 01 8D 33 0F A9 00 8D AE 0D A9 FF 8D 93 14 60
Kailieann

Koopa
Level: 11

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EXP: 5320
For next: 665

Since: 10-09-05

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Posted on 10-12-05 06:31 PM, in Making Yoshi disappear Link
Hmm.. I found 49 yoshi and/or sprite and/or miscellaneous values I can test.
But more importantly, it occurred to me that I should test it with a level exit, see if that changes anything.

Nope, exit doesn't help.
At least not with the original. Guess I'll have to screw around with all 49 values after work, unless someone else comes up with a solution.

ZSNES really needs a 'change value' button for their cheat system. Having to type the code in from scratch every time is a massive pain.


(edited by Kailieann on 10-12-05 09:36 AM)
Kailieann

Koopa
Level: 11

Posts: 29/106
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Posted on 10-13-05 03:55 AM, in Making Yoshi disappear Link
You'd think they'd, like... document that.
Or something.

Oh well. After a fairly extensive test, I came up dry. I can make Yoshi disappear, but only by exiting to the overworld, which needless to say is not what I had in mind.

In case this benefits anyone else with greater skills than I, my intention was to create a 'Yoshi Storage block', which, if hit while Mario was riding Yoshi, would remove the Yoshi being ridden (which, again, doesn't work), and place a spare in the reserve box.

Guess I'll just have to stick with regular Yoshi -> reserve blocks in no-Yoshi levels.


(edited by Kailieann on 10-12-05 11:38 PM)
Kailieann

Koopa
Level: 11

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Posted on 10-13-05 03:59 AM, in Skipping the 'level complete' animation? Link
Originally posted by ZTaimat
Originally posted by Kailieann
As I recall, the goal sphere doesn't trigger the animation.


Thats only on a vertical Level. The original SMW used the goal sphere once in the ghost ship after the LOOOOOOOONG fall.


Hm. Darn.
Nintendo really goes out of its way to irritate the hackers.
Kailieann

Koopa
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Posted on 10-13-05 04:42 AM, in Two-player SMW: Worth keeping in? Link
Originally posted by HyperFapper
As for freeing up RAM, you wouldn't save a whole lot, but there isn't a whole lot available to begin with.


According to the memory map, there's 2397 unused addresses under 7E, and over 11 thousand under 7F.

As for Luigi's RAM addresses.. there's nine on the list.
Kailieann

Koopa
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Posted on 10-13-05 08:50 AM, in Two Object Glitch! Link
I'd completely forgotten about that, but I remember hearing about it a long way back.
The easier way (if I recall correctly) is to pick up object #1 and walk until you're right next to object #2, then press down and release X/Y, then walk away, hold X/Y, and walk back.

I'll have to play around with that, thanks for the reminder.

No, wait.. hold up and kick object #1 into the air so that it lands right where object #2 is.
*shrug* I guess either way could work.


(edited by Kailieann on 10-12-05 11:52 PM)
Kailieann

Koopa
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Posted on 10-13-05 05:48 PM, in Two Object Glitch! Link
Originally posted by SH※GU※
It's not anything BIG or AMAZING.


It could be used to create some interesting/infuriating puzzles if one is creative enough.
Kailieann

Koopa
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Posted on 10-13-05 06:33 PM, in Two-player SMW: Worth keeping in? Link
I suppose if you really wanted to find out which addresses are used, you could just disassemble the rom and look at all the load/store instructions.
Kailieann

Koopa
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Posted on 10-14-05 05:24 AM, in Ran into another ASM wall Link
Okay, this time I was trying to make a block that would respond to certain buttons being pressed.

Most of the button input is handled by 7E0015 (as some of you already know), using the following values (or combinations thereof)

01 Right
02 Left
04 Down
08 Up
10 Start
20 Select
40 Y
80 B

For my test block, I was trying to get it to respond to the combination of Right+B (81). But the problem is that I wanted it to respond to that combination regardless of any other buttons that might be pressed (seeing as I very rarely take my thumb off the Y button, myself).

So instead of CMP, I went with BIT, and got... nothing.
Again, for testing, the result I was aiming for was to set Mario's coins to 99. But, of course, it didn't, because it did nothing.

So. What did I screw up this time?

AD 15 00 24 81 D0 01 60 A9 63 8D BF 0D 60

LDA $0015 ; Load 7E0015 to accumulator
BIT #$81 ; AND 81, set z-flag if bits are shared
BNE #$1 ; Skip 1 instruction if z-flag not set
RTS ; Return
LDA #$63 ; Load 63 to accumulator
STA $0DBF ; Store accumulator to 7EBF0D
RTS ; Return

I'll admit, I've never been good with bitwise operators, and I've still only been learning ASM for less than a week, but at least I'm trying.
Kailieann

Koopa
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Posted on 10-14-05 06:05 AM, in Ran into another ASM wall Link
ohhkay....
it worked...
but only from the right side of the block, and not the left.
And also regardless of whether or not B is pressed.


(edited by Kailieann on 10-15-05 01:55 AM)
(edited by Kailieann on 10-15-05 01:57 AM)
Kailieann

Koopa
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EXP: 5320
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Since: 10-09-05

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Posted on 10-14-05 06:12 AM, in Overworld Events Link
Okay, obviously we're not running on enough information here.

Spade, I notice that there are two paths going towards the castle, one to the south, and one to the east. Are you trying to have either of them activated by the castle, or are they activated by the adjacent levels?

If one of them is supposed to be activated by the castle, then you must make both that and the path leading to the east exit tile part of the same event, which is activated by the castle.

If neither of them are supposed to be activated by the castle, then just set the castle to activate the event that reveals the path leading to the east exit tile.
Kailieann

Koopa
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Posted on 10-14-05 07:20 AM, in Asm/hex question... Link
All numbers (or at least all integers) correspond to binary. And also to hex. Hex and Binary are just different methods of sorting them.

As for hex editing, SNES ROMs are programmed in ASM 65c816, which can be directly modified using a hex editor.
Kailieann

Koopa
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Posts: 39/106
EXP: 5320
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Since: 10-09-05

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Posted on 10-14-05 07:54 AM, in Ran into another ASM wall Link
Nope.
Still only works on the right side of the block, works if I press left or right (should only be right+B), and ignores B completely.


(edited by Kailieann on 10-15-05 01:55 AM)
(edited by Kailieann on 10-15-05 01:56 AM)
Kailieann

Koopa
Level: 11

Posts: 40/106
EXP: 5320
For next: 665

Since: 10-09-05

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Posted on 10-14-05 10:07 AM, in Super Mario World NES Link
You could always pretend the koopas are layered sprites. Megaman had six colors in the original NES games, because his eyes were a seperate sprite from his body.
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Acmlm's Board - I2 Archive - - Posts by Kailieann


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