(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-26-24 05:19 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - MWR question
  
User name:
Password:
Reply:
 
Options: - -
Quik-Attach:
Preview for more options

Max size 1.00 MB, types: png, gif, jpg, txt, zip, rar, tar, gz, 7z, ace, mp3, ogg, mid, ips, bz2, lzh, psd

UserPost
Knight of Time
Posts: 7/69
I had a funny feeling KT was using custom blocks the first time I really played his hack.

Anyway, thanks for correcting me Bio, I managed to get the Porcupuffer situation all sorted out in my hack using MWR, so they are capeproof now in my hack (just so that I can make my first star world level a harder Koopa Lake themed level).
Alastor
Posts: 4552/8204
KT used custom blocks for lots of sprite things, actually
C:/xkas bio.asm
Posts: 654/1209
Originally posted by Knight of Time
When I got into MWR earlier today to select unknown bit 6 today for the already existing Porcupuffer sprite (I didn't make any new sprites in my hack, but who knows, I might have some custom sprites someday with a bit of help) and saved the change to my hack, I opened my hack up in ZSNES (I tend to use this emulator more than SNES9x, it simply suits me better), not only did I notice the checksum failed, but the Porcupuffer I put in a star world level of mine could still be killed with a cape (I had to uncheck the unknown bit 6 to make the checksum of my hack alright again), so what do I do now?

when I say bit 6, I was refering to the one inside graphic byte 1, use window calculator to change the byte to binary, and then change the 6th binary(by starting from the end) from 0 to 1

let suppose that graphic byte 1 is 54

54 in binary is 01010100
when you set bit 6 it give 01110100
then convert it in hex to have 74
Knight of Time
Posts: 6/69
Originally posted by Davros
Actually, the original Porcupuffer sprite in SMW Returns II remains unchanged. What KT did in his hack was use a custom block that changes sprite A4 (the Floating Spike Ball) into a Porcupuffer sprite that still has the original settings of sprite A4 (inmune to fireballs and cape, but vulnerable to starman).


Oh, so KT used a custom block for his Porcupuffers in his hack, interesting.

When I got into MWR earlier today to select unknown bit 6 today for the already existing Porcupuffer sprite (I didn't make any new sprites in my hack, but who knows, I might have some custom sprites someday with a bit of help) and saved the change to my hack, I opened my hack up in ZSNES (I tend to use this emulator more than SNES9x, it simply suits me better), not only did I notice the checksum failed, but the Porcupuffer I put in a star world level of mine could still be killed with a cape (I had to uncheck the unknown bit 6 to make the checksum of my hack alright again), so what do I do now?

BTW, one other thing, is KT registered on the new Acmlm's Board, and if so, what's his new username (I don't see anyone named KT here)?
Davros
Posts: 65/310
Originally posted by Knight of Time

I'm using MWR right now to try and see if I can get the Porcupuffer sprite to be immune to the cape (I think I've noticed they are immune to the cape in SMW Returns II, is that right?), but not immune to a Starman. If possible, how do I make this work in MWR (w/o making it vulnerable to fireballs of course) when I'm viewing the sprite's info?

Thanks in advance.



Actually, the original Porcupuffer sprite in SMW Returns II remains unchanged. What KT did in his hack was use a custom block that changes sprite A4 (the Floating Spike Ball) into a Porcupuffer sprite that still has the original settings of sprite A4 (inmune to fireballs and cape, but vulnerable to starman).
C:/xkas bio.asm
Posts: 651/1209
try editing the graphic byte 1:
setting bit 1 changes the gfx page
bits 2-4 tell which palette (8-F) the sprite uses
setting bit 5 disables fireball killing of the enemy
setting bit 6 disables cape killing of the enemy
bit 7-8 are useless
Knight of Time
Posts: 5/69
Hi.

I wasn't completely sure if this question would be more suited for the Advanced Rom Hacking board, but here goes anyway.

I'm using MWR right now to try and see if I can get the Porcupuffer sprite to be immune to the cape (I think I've noticed they are immune to the cape in SMW Returns II, is that right?), but not immune to a Starman. If possible, how do I make this work in MWR (w/o making it vulnerable to fireballs of course) when I'm viewing the sprite's info?

Thanks in advance.

Acmlm's Board - I3 Archive - SMW Hacking - MWR question


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.011 seconds; used 356.89 kB (max 398.50 kB)