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0 users currently in SMW Hacking. |
User | Post |
Raccoon Sam Posts: 371/1040 |
Originally posted by HyperMackerel I remeber seeing something like that somehwere. Lemme check. |
HyperHacker Posts: 1768/5072 |
Random thought, has anyone looked into how to determine if you can pick up and carry a sprite? |
C:/xkas bio.asm Posts: 668/1209 |
Originally posted by ghettoyouth I renember mega-mole to use a special colision in his code insted than the normal one, that may explain why changing MWR code don't change anything and why he got interaction with Mario disabled |
d4s Posts: 48/98 |
Originally posted by THE ONE hehe. altering the sprites vertical size by modifying its horizontal position each scanline using hdma into the oam ram, of course. |
Raccoon Sam Posts: 367/1040 |
Yep, doesn't work. |
ghettoyouth Posts: 250/332 |
mario is still dying i also tried to edit the mega mole sprite with mwr after changing the adress, didn't work too. |
C:/xkas bio.asm Posts: 666/1209 |
bump but...
@Raccoon Sam and ghettoyouth: do the adress finally working? I really need to know before I post it in the smw adress threzd |
Mike O'Shay Posts: 87/136 |
Or maybe you could somehow copy the call for the pressed switch, then change the GFX for that level, then somehow add in the "This disappears and gives you X points" caller thing. |
Xeruss Posts: 193/309 |
Originally posted by THE ONE Well, you could just do like with the dino-rhinos, and make stomping the giant goomba spawn a little goomba, but then you might look lazy... You could use the fake-type stompable goomba, where it falls off the screen instead of getting squished. |
Deleted User Posts: 80/-7750 |
Even once someone finds out the code that works.....How would you make the "squished" stage of the mega mole/ hammer brother/ Giant Goombas? |
Stifu Posts: 281/647 |
Originally posted by BioOriginally posted by Stifu That's what I'm saying - try again on a clean ROM. Obviously, there are small chances you guys work on the same hacked ROMs, but you definitely have the same original ROMs. |
C:/xkas bio.asm Posts: 635/1209 |
Originally posted by Stifu this isn't the problem, I tested with a hacked ROM |
Stifu Posts: 280/647 |
Maybe both of you guys should try doing it on a clean ROM rather than on your hacks, just in case. |
C:/xkas bio.asm Posts: 634/1209 |
I don't know what wrong I tested it and it worked fine, changing this adress should skip the rideability code |
ghettoyouth Posts: 247/332 |
mario died when i changed it |
C:/xkas bio.asm Posts: 633/1209 |
are you changed the good adress, its 0x0189E8 not 0x0189EB, I tested and it worked fine |
Raccoon Sam Posts: 362/1040 |
Originally posted by Bio Nope. Still doesn't work. |
C:/xkas bio.asm Posts: 629/1209 |
d'oh, try changing 0x0189E8 to 80 |
Raccoon Sam Posts: 360/1040 |
Originally posted by Bio Are you sure? I did that and Mario just acts like he's falling. |
C:/xkas bio.asm Posts: 628/1209 |
change 0x0189E8 to 80
also, mega-mole code disassambly(currently incomplete): Mega-mole specific code start at Snes $038770 JSR $883F |settting the graphic LDA $14C8,x|load sprite status CMP #$08 |check If sprite is active BNE $8733 |If not, exit here JSR $B84F |used to keep the code from getting activated when sprite is offscreen LDY $157C,x|load direction in Y LDA $876E,y|load accumulator from 0x1896F+Y STA $B6,x |store accumulator to X speed LDA $9D |when removed, the sprite stop moving and interacting with Mario BNE $8733 |used to keep the sprite from moving during Mario death animation LDA $1588,x|load sprite position status AND #$04 |check bit 3 PHA |push the result JSR $01802A|used to make the sprite move JSR $018032|used to detect colision with other sprite LDA $1588,x|load sprite position status(again) AND #$04 |check bit 3(again) BEQ $87A3 |If the sprite is in the air, branch to 87A3 STZ $AA,x |store Zero at Y speed PLA |pull accumulator BRA $87B2 |branch to 87B2 PLA |pull accumulator BEQ $87AB |If in the air, go to 87AB LDA #$0A |load 0A to accumulator STA $1540,x|store 0A to 7E1540 maked as 'Spin Jump Death Frame' in the memory map LDA $1540,x| BEQ $87B2 |another branch for if the sprite is in the air STZ $AA,x |make sprite fall, If he is in the air |
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