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05-17-24 01:14 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Make Mario and Luigi use different jump height offset
  
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HyperHacker
Posts: 254/5072
Originally posted by Bio
Mario start doing the move he do in the cinematic and the game freeze

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
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


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
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


Eh, the links donīt work for me, appears this:

Edit:Oh, now the links works! But the patch for Luigiīs jump doesnīt work, and the source code TXT file itīs 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 Bio
Originally posted by d4s
i bet your problem is either accumulator/index width

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



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
i bet your problem is either accumulator/index width

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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Acmlm's Board - I3 Archive - ROM Hacking - Make Mario and Luigi use different jump height offset


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