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05-24-24 02:56 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Status Bar and Boss questions:
  
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HyperHacker
Posts: 1665/5072
Uhh... learn all the ins and outs of ASM and the SNES's sprite hardware, and a lot about SMW's sprite engine, then if you still think you can do it, you probably know all you'll need to by then.
Mike O'Shay
Posts: 74/136
Well, any tips for making King Bob-Omb?
ghettoyouth
Posts: 228/332
thanks a lot!
C:/xkas bio.asm
Posts: 572/1209
Originally posted by ghettoyouth
would you link me to a good one? i'm sick of using a hex editor for asm codes _¬

link
ghettoyouth
Posts: 227/332
Originally posted by Bio
the only way that could make ASM easier is to use a assambler insted than a hex editor


would you link me to a good one? i'm sick of using a hex editor for asm codes _¬
Glyphodon
Posts: 139/536
The styled status bar thing sounds iffy. If you planned on putting a border or some such in and changed the tiles it used or the tile itself on the fly, that could work. You'd have to code it yourself, though. There's no simple hex edit for this kind of thing.

But a meter that likes to transform on you sounds kind of annoying to me. If you plan on moving around the meters and such, forget it -- it would only be a little bit harder to code than a border tile changing hack but it'd be really annoying for the players.

Don't bother with this King Bob-omb idea. Not only was the bomb tossing battle of SM64DS rather stupid in itself, but no one to my knowledge has ever accomplished a sprite hack of that magnitude.

Don't change the Big Boo's graphics. He floats around in circles and turns translucent. You could probably bomb the Big Boo Boss as-is, anyway. There'd be some glitches and you might have to repoint the Bob-omb's graphics but it'd work.
C:/xkas bio.asm
Posts: 566/1209
the only way that could make ASM easier is to use a assambler insted than a hex editor
Deleted User
Posts: 333/-7750
Originally posted by MikeOShay
First off, about the status bar: Would I be able to make it a completely different style of bar in different levels? I mean, in one level it'll be in one style, but in another it'll be completely different?

If it can be done, then can someone either give me the jist of how do ASM-hack it (I mean, REALLY dumb it down for me) or how to do it in an easier way?
I think that you can do it with LevelASM .
Mike O'Shay
Posts: 73/136
First off, about the status bar: Would I be able to make it a completely different style of bar in different levels? I mean, in one level it'll be in one style, but in another it'll be completely different?

If it can be done, then can someone either give me the jist of how do ASM-hack it (I mean, REALLY dumb it down for me) or how to do it in an easier way?


Now, onto my boss question. I'm going to be trying to replicate SM64's Bob-Omb Battlefield into a hack and need to know if there'd be a good way of putting in King Bob-Omb. He doesn't hurt you when you run into him and he can be picked up like a shell and is only hurt when thrown. Is there any way I'd be able to program him into the game? Or will I just have to graphic-hack Big Boo and change the blocks you hit him with into Bob-Ombs?
Acmlm's Board - I3 Archive - SMW Hacking - Status Bar and Boss questions:


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