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05-19-24 11:54 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Breeding enemies!
  
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UserPost
Deleted User
Posts: 41/-7750
Cool Mario World Hacking info,guy who made this thread.
Cruel Justice
Posts: 402/1637
I made a jumping pirahna plant that breaks when you hit it with a shell. Would be nice to use as a withering pirahna or a mirage in a desert level.

Code: 883008000000BB873A84
Deleted User
Posts: 87/-7750
Mmm, the game crashes when I try it . I have tryed with the thwimp, the Bob-Omb, the Message Box #1, and with the green flying koopa.
Sparx
Posts: 143/529
Like a kind of ASM hack? You'd be able to do something original with it...
Cleth
Posts: 4/4
Originally posted by Sparx
I think I've tried that one. Or one like it. It moved the camera permanently up.

nope the camera on this one is perfectly fine. (i think i might just base a mini hack off this )
Sparx
Posts: 130/529
I think I've tried that one. Or one like it. It moved the camera permanently up.
Cleth
Posts: 3/4
Ive found something odd, when you put a feather on a thwomp mario will go to the hight of the thwomp and will stay at that hight, while like this you can move mario left and right and mario will look like he is falling


Edit: and furthermore when you put more thwomps after the first when mario gets to the screen they are on he gets set to the hight of the thwomp.
Sparx
Posts: 90/529
I figured that out when Rex, Ninji, and the steel ball used the same ones
Kailieann
Posts: 143/808
Just something I thought I'd bring to everyone's attention.

The ASM pointer 878E (Rex) consists entirely of a JSL to $03:A118 and is used by over 30 different sprites (as well as Bowser), and relies heavily on the other sprite settings in order to determine what code to execute. Using it in this fashion probably won't produce any usable results.
Of course, if someone were to disassemble $03:A118, they might be able to find the lightning code and implement it without calling on any other code.

Some other multi-purpose ASM pointers that you may want to be careful with:
875E: Invisible solid block/Dino Rhino/Dino Torch
8793: Ball and chain/Banzai Bill/Grey platform on chain
885E: Spike Top/Urchin/Sparky/Hothead
886A: Every Chuck except Diggin' Chuck
8AFC: All Shelled Koopas/Yellow Koopa with Wings/Goomba/Buzzy Beetle/Spiny
8C4D: Green Flying/Bouncing Koopa
B033: Horizontal/Vertical Fish
C1F2: Balloon/Flying Red Coin/Flying 1-up/Key
C353: Moving Coin/Mushroom/Star/1-up
D4FB: Para Goomba/Para Bomb
E42B: Dry Bones/Bony Beetle
F8DC: Boo/Boo Block

Also, most of the generators, the yellow shell, a few autoscroll commands, and the 3 platforms on chain sprites all have ASM pointers that seem to point to RAM. Anyone know what that's about?
Sparx
Posts: 87/529
Green Shell-less+Rip Van Fish=Shell-less that chases Mario only when he goes near
Green Shell-less+Rex= Play level finish Sound
Bob-omb+Goomba w/ wings= Bob-omb w/ wings and bounces and follows Mario
Bob-omb+Bullet Bill=Shooting Koopa. When jumped on, flashes, then shoots again
Bob-omb+Rex=Lightning, hammers at top of the screen, and a messed up pallette
Bob-omb+Thwomp=Thwomp. If you jump on it, turns into Bob-omb. Explodes into thwomp, but crashes.
Magikoopa+Boo=Big Boo (cool colors) and two magic shooting helpers
Green Shell-less+Hopping Flame= Like a hopping flame, but you can crush it.
Magikoopa+Bob-omb=Head. Makes most sprites disappear and a block falls.

BTW, Eerie with ANYTHING is just that sprite all glitched and not moving.
Kailieann
Posts: 141/808
I finally got MWR working, thanks in no small part to Google.

Anyways, these are two interesting ones I came across:

Growing Vine + Feather: Growing Vine that swings back and forth on its way up, leaving vine tiles at random intervals

Magikoopa + Bouncing Goomba: Goomba with wings (doesn't bounce very often) that occasionally fires magic at Mario. If Mario leaves the screen without killing it, it will teleport after him.
Sukasa
Posts: 82/2068
Maybe, maybe not. those bits at the top are form bowser, so any other code wouldn't do that.
Cruel Justice
Posts: 362/1637
Originally posted by ziratha
Try combining a sprite that attaches to and moves based on lines with something else?


You'd most likely get lightning and a bunch of useless hammers scrolling on the top part of the screen.
ziratha
Posts: 24/105
Try combining a sprite that attaches to and moves based on lines with something else?
HyperHacker
Posts: 239/5072
Kickass. Not only that you thought of and successfully pulled off a stunt like that, but that you found out what bank the sprite ASM pointers are in! Now if only I weren't buried under 800000 homework assignments.

BTW, that fish+plant combo might work if you just disabled the bit that makes the plants stop jumping when you get close.
asdf
Posts: 48/4077
I tried the "Frog" sprite without checking "dies when jumped on". The results were hilarious. The enemy walked to the left, but kept jumping to the right. I stomped on it, and a shell with the wrong graphics (yet fully functional) appeared, and a red shelled koopa ROCKETED into the sky, came down around 8 seconds later, and fell off the screen.

Here are some I created.

Green Shelless + (Jumping Pirhana Plant) = Rockets into the air upon seeing Mario

Goomba + (Jumping Pirhana Plant) = Seems a lot like a nipper plant from SMB3, only more random.

Falling Spiny + (Jumping Pirhana Plant) = Does a small hop, then turns into a normal spiny with glitched graphics.

Spiny + (Jumping Pirhana Plant) = Same as Goomba and JPP.

"Unused fish that can't swim" (sprite 17) + (Jumping Pirhana Plant) = This one is nearly perfect! It behaves like a Ninji, only it jumps about twice as high. One oddity doesn't face you (can be worked around with creativity in graphics creation). The catch is that it stops jumping when you get near. Damn!

Sprite 17 + (Diggin' Chuck's Rock) = A sprite that bounces, staying at one consistant height.

Green Shelless + (Diggin' Chuck's Rock) = Jumping around crazily.

Swimming Jumping Fish that doesn't need water (sprite 47) + (Diggin' Chuck's Rock) = Hard to describe. Very disturbing and scary movement pattern, which seems to be a zig zag downward of sorts, followed by a high jump into the air.

Green Shelless + (Directional Coins) = Flies into the sky upon seeing Mario. Slower than the JPP variation.

Diggin' Chuck's Rock + (Green Jumping Paratroopa) = Similar to "Pogo Stick Koopa", the difference being if slopes or something get in its way, it will do two smaller jumps and resume the high jumping.
Kailieann
Posts: 127/808
Yeah, I got tired of language settings screwing up my stupid american programs. Why the hell can't they use the region settings instead?

So yeah, I've been out of Japanese mode for a while now, so that's not it..
DJ Bouche
Posts: 11/111
If you're in Japanese mode in Windows, it may cause problems with non-unicode programs (I've had it happened to me with my old VB programs and string handling), although it looks really unrelated to the problem you're getting, and you're probably no in Japanese mode. But it was a possibility :/
Kailieann
Posts: 114/808
Originally posted by ghettoyouth
you need the VB 6 Runtime files.


No effect.

Originally posted by andres
Mmm, ASM...no thanks


Then why are you in advanced rom hacking?
The whole point of this thread is about changing ASM pointers.
Deleted User
Posts: 56/-7750
Great idea Smallhacker !


Originally posted by Bio
Sprite ASM pointer table


Mmm, ASM...no thanks
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Acmlm's Board - I3 Archive - ROM Hacking - Breeding enemies!


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