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09-28-24 02:16 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Quick question about SMW's RAM space available
  
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JaSp
Posts: 51/89
All changed; thanks

These monkeys are indeed meant to be the original DK, this level will be full of them (they'll replace every kind of chuck)
The GFX are half-rip, half-hand-made (the palm tree comes from Wario Land 4 actually)
About the name, Grumf is actually a 'beta' name that came up when I was playing with the status bar editor (thx Smallhacker ), but I don't know if it sounds kind of prehistoric or not in English (because it does in French actually)...Anyway, these are minor details to fix just before a release, I'll keep focusing on game & level design ideas for now
If you want an idea of what I've made so far, I added a health counter (as you can see on the screens, palette has been fixed though), spin jumping & swimming are now to be acquired during the game ; meaning that when you begin the game, if you fall into water, you'll drown and die, and your spin jumps will actually be normal jumps. This way I'll be able to create new ways in levels that can be accessed only once you have acquired certain abilities (such as on the screen where the key is blocked by spin jump-smashable blocks).
I have a few other idea to implement, but if you have any suggestions, feel free to share them
BMF54123
Posts: 450/876
Uh, $7FE00x is right in the middle of the current level layout (low bytes at $7EC800-$7EFFFF, high bytes at $7FC800-$7FFFFF), so yeah, it's gonna screw something sooner or later.

I recommend using $7EC100-$7EC7FF. It's completely unused, as far as I can tell.
James Mcguire
Posts: 41/46
That looks awesome...

Is that monkey in the 3rd screenshot meant to be like Donkey Kong from the original game (Where he threw barrels at Mario), If so- Brilliant.

Looking forward to playing this hack when it is finished.

PS : Grumf's Adventure is a good name!
Mike O'Shay
Posts: 123/136
XFD

dude, that hack looks surprisingly fun. Will it be called "Grumf's Adventure", or something? Nice palm tree in the first screen. o.O
Sukasa
Posts: 1022/2068
it shoudlnt' be a problem at all, but if you'd used some of the RAM that was always at #$55, that would have been better. That stuff never changes, and the #$00 is useful for level-specific RAM and everything else.

BTW, awesome graphics.
JaSp
Posts: 50/89
So I'm currently making a hack for Super Mario World and I'm using some free RAM space in the game ; but I've got a problem : I made a small health counter, but the RAM offsets I used ( $7FE002, $7FE003 ) are often zeroed in the game, i.e. at the title screen, when entering the overworld map, and when entering a level. So I just removed these RAM zeroing routines, but I'm afraid that it may screw something later in the game. So basically I just want to know if these offsets (say from $7FE000 to $7FEFF) are used somehow in the game and if preventing it from zeroing them would likely screw something, I'm just asking in case of where someone would have already encountered a similar problem and so that I won't have to change all my routines dispersed in the ROM.
Thanks for your attention

Here are three work in progress screens :
Acmlm's Board - I3 Archive - SMW Hacking - Quick question about SMW's RAM space available


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Acmlmboard 1.92.999, 9/17/2006
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