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06-29-24 11:34 AM
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Acmlm's Board - I3 Archive - SMW Hacking - That one Mega Mole Pointer..
  
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Raccoon Sam
Posts: 371/1040
Originally posted by HyperMackerel
Random thought, has anyone looked into how to determine if you can pick up and carry a sprite?


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
mario is still dying i also tried to edit the mega mole sprite with mwr after changing the adress, didn't work too.

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
Even once someone finds out the code that works.....How would you make the "squished" stage of the mega mole/ hammer brother/ Giant Goombas?


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
Even once someone finds out the code that works.....How would you make the "squished" stage of the mega mole/ hammer brother/ Giant Goombas?

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 Bio
Originally posted by Stifu
Maybe both of you guys should try doing it on a clean ROM rather than on your hacks, just in case.

this isn't the problem, I tested with a hacked ROM

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
Maybe both of you guys should try doing it on a clean ROM rather than on your hacks, just in case.

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
d'oh, try changing 0x0189E8 to 80


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
change 0x0189EB to 00


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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Acmlm's Board - I3 Archive - SMW Hacking - That one Mega Mole Pointer..


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