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0 users currently in ROM Hacking. |
User | Post |
HyperHacker Posts: 254/5072 |
Originally posted by Bio What if you set it to the value that it's normally at during gameplay, while in a cutscene? |
C:/xkas bio.asm Posts: 38/1209 |
I'm not sure about what you are talking about, but, I'm working on a ASM hack to allow you to choose between Mario and Luigi at the main menu, there some bug that I need to fix before release(Mainly because the death subroutine HATE when you are Luigi and the 2 player Flag don't set). I will start a thread in SMW hacking to officially release both when It will be complete |
Kailieann Posts: 118/808 |
It would be easier if LM installed all its hacks at once. That way all LM-ified roms would be compatible to an extent.
Instead, it just installs all these little hacks, one at a time, a lot of which most people don't even know about, so there's no way to guarantee that everyone's roms will be the same. For this reason, it's a better idea to distribute patches for unmodified roms. That way it's pretty much guaranteed to work. |
Sukasa Posts: 42/2068 |
Eh, can you re-make the .ips?
It doesn't actually work, I tried several times. |
C:/xkas bio.asm Posts: 31/1209 |
Mario start doing the move he do in the cinematic and the game freeze |
Sukasa Posts: 35/2068 |
Originally posted by Bio Nice. Have you tried to see what happens when you set a value to it mid-game? |
C:/xkas bio.asm Posts: 28/1209 |
the patch must be aplied to a rom with all the LM ASM hack, so you must have saved at least one time a level, the map16 and re-inserted the graphic
for the link, copy them and paste them on the adress bar |
Deleted User Posts: 55/-7750 |
Originally posted by Bio Eh, the links don´t work for me, appears this: Edit:Oh, now the links works! But the patch for Luigi´s jump doesn´t work, and the source code TXT file it´s damaged |
C:/xkas bio.asm Posts: 26/1209 |
thank kailieann,I waren't know about this feature,anyway I have found the ram, its 7E0071, seem that this is the one that handle cinematic, even the no yoshi level entrance is handled by that one, I have also updated the patch and the source code to be bug free |
Kailieann Posts: 105/808 |
The cutscenes are a largely unexplored part of SMW hacking, I doubt anyone has anything useful.
If, like me, you're not good at ASM tracing, you can try looking for a ram address that tells whether or not the game is in cutscene mode (should be reasonably easy with ZSNES's cheat search on compare mode), then just changing your code so that it checks that ram address first and branches past the slippery code if a movie is playing. |
C:/xkas bio.asm Posts: 25/1209 |
Crap,I noticed a bug related to the slippery setting I gave to luigi, the castle beated movie will glitch because Luigi slip,do someone know where this routine is located so I can fix that
edit:nevermind,I will edit the level loading routine insted edit2:now it the no yoshi level entrance that glitch |
Sukasa Posts: 32/2068 |
Impressive. Now, since you've done that, why not redo Luigi's sliding stats as well, and I could do up a lemetaal file for it.
Oh, and I'll PM you about something too. |
C:/xkas bio.asm Posts: 24/1209 |
extremely well,you can see by yourself
here the IPS:download the new luigi jumping heigh is at 0x4653 this will also enable the slippery flag If the player is luigi Edit:copy/paste the link Edit2:forgot to tell,It must be aplied to a rom with LM ASM hack Edit3:here is the soucre code |
Sukasa Posts: 30/2068 |
...You got the jump height modifier to work? Cool, how well does it work? |
C:/xkas bio.asm Posts: 22/1209 |
now its work,I will recode some stuff(mainly the uselless push and pop)thank for your help d4s
Edit:done,I also did the slippery level stuff |
d4s Posts: 9/98 |
Originally posted by BioOriginally posted by d4s great to hear you sorted it out. in the beginning, it can be difficult to get things like accu size, pushing and popping and jumps right on the first try. you'll eventually master it, just keep on practicing in case you dont do that already, i suggest using geigers snes debugger. btw, are you sure $D7A5 does what you want/believe it to do? doublecheck if youre unsure, cause if your routine isnt crashing, theres litte that can go wrong with it. |
C:/xkas bio.asm Posts: 21/1209 |
Originally posted by d4s that was the problem,the accumulator was 16 bit and he was suppose to be 8 bit,I'm so happy to have finally found it, I may release it after I took care of these useless push and pop.I will also give permanent sliperry to luigi Edit:Crap,now the game don't freeze, but the new offset aren't loaded edit2:now the game freeze If the player is luigi |
d4s Posts: 8/98 |
ive heard from various sources that xkas is superior to wla dx.
for example, wla dx wasnt really meant to be a 65816 assembler in the first place after all, its a matter of personal preference. i think i currently use wla dx cause thats whats got me started, my small library of functions relies on wla dxs functions etc. i will look into xkas later this week. |
MathOnNapkins Posts: 38/1106 |
I had a problem trusting assemblers at first. Any of the major assemblers shouldn't be a problem for most people. But knowing hex is great, b/c if you spot a problem with the assembler you can bitch out the assembler author. I've had no problems yet .
Btw, the source code for Xkas is open if you want to look at it. http://byuu.cinnamonpirate.com/?page=utils&bg=5&browser= |
Kailieann Posts: 100/808 |
I don't regard hex coding as superior, and the last thing I'd want is to 'keep it real'.
Hex is simply my personal preference. For now, anyways. But if I do decide to switch to an assembler, it'll be one I code myself. Only way I can make sure it'll assemble things the way I want it to. |
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