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06-26-24 06:58 AM
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Acmlm's Board - I3 Archive - SMW Hacking - What is this data?
  
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asdf
Posts: 1878/4077
Yeah, but you explained it more clearly than HyperHacker did. You told exactly what order the levels had to be in originally, rather than saying they had to be in a certain order and leaving it at that.
Xkeeper
Posts: 1874/5653
Originally posted by BMF54123
Originally posted by the data
Allows level numbers to be placed in any order, not only descending from top-right...

Originally posted by HyperMackerel
Allowing levels on the overworld to be in any order.


Right after busting him for that in another thread.

xD
BMF54123
Posts: 245/876
Originally posted by the data
Allows level numbers to be placed in any order, not only descending from top-right...

Originally posted by HyperMackerel
Allowing levels on the overworld to be in any order.
Xkeeper
Posts: 1873/5653
Originally posted by BMF54123
It also fixes the animated water tile so it can be used in any level.

I swear there are a couple other fixes for the overworld, but darned if I can remember what they are...

Allows level numbers to be placed in any order, not only descending from top-right...
BMF54123
Posts: 243/876
It also fixes the animated water tile so it can be used in any level.

I swear there are a couple other fixes for the overworld, but darned if I can remember what they are...
HyperHacker
Posts: 1520/5072
Dunno all of them, but a few:
  • Some reconfiguration of palette-loading code to prevent the file select screen from turning the sky blue. (There's some key sequence in LM to disable this.)
  • Allowing levels on the overworld to be in any order.
  • Allowing an exit in level 000-0FF to go to level 100-1FF and vice-versa.
  • More Map16 pages, overworld event pages, etc.
  • ExGFX, time limit/music override, and Direct Map16 Access, which are triggered by normally unused objects being placed in the level data. The level loader is hacked to do these things (and not render anything for these objects) when it encounters them.
  • 4BPP graphics; not applied unless you actually insert 4BPP graphics though.


Not sure but I think the overworld ones aren't installed unless you actually save in the overworld editor.
CluelessOne
Posts: 15/32
Side question that I don't understand...

What ASM hacks are put in by default anyway whenever you save in Lunar Magic?
HyperHacker
Posts: 1516/5072
That generally happens when you insert too big an ExGFX file. I think it overwrites Map16 data in memory.
Xeruss
Posts: 175/309
I believe that data resurfaces on occasion, like when you incorrectly patch a file, A glitch will occur and ever tile in the game acts like water, it has happened to me more than once when I accidently patched an .ips to a modified ROM, if it ever happens again I could save it... provided you wanted a look at it...
Raccoon Sam
Posts: 284/1040
That's...
Strange..!
I say, poor design .
HyperHacker
Posts: 1515/5072
After "editing" an unmodified SMW ROM in LM (just moving a sprite in level 105, moving it back, and saving, to get the ASM hacks installed), I go to 0x88200 in a hex editor, and there's a large chunk of data there that isn't protected by a RATS tag! It's just 04 10 repeated until 0x96200, then every 16-bit number in order from 0000 to 01FF (byte swapped; maybe level numbers) up to 0x96600, then 30 01 repeated up to 98200. What is this? If it's important, why isn't there a RATS tag, and if it's not, why is it there?

[edit] Seems to define the Map16/Block-Acts-Like data. I zeroed it out, and every block acts like water, even says "water" in LM. (Which is funny, except when you get to the end, Mario falls through the ground and dies. ) Is this a bug or just poor design? (Is LM hardcoded to avoid this area or something?) It's exactly 0x10000 bytes, so you should be able to stick a RATS tag on it. *does so*

Also interesting: Changing it to FFFF makes water too.
Acmlm's Board - I3 Archive - SMW Hacking - What is this data?


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