(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
05-06-24 02:58 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - How well would this fit in SMW? New poll | |
Pages: 1 2Add to favorites | Next newer thread | Next older thread
User Post
darkwitch

Red Cheep-cheep


 





Since: 10-16-06
From: Puerto Rico

Last post: 6286 days
Last view: 6286 days
Posted on 01-30-07 04:04 AM Link | Quote
In the last few days, I have been thinking and thinking on a way to make levels more interesting other than "Race to the finish". Trying to find a way to give a replay value to a hack. One day I was playing Donkey Kong Country 2 and searching for one of the DK Coins, and wondered, would a similar coin fit in SMW?

Like a Mario coin with an "M" instead of "DK". One hidden in each level (or very hidden).

But now the coin alone wont be enough, a system similar to the one in SMA2 with a status on each level and if the coin was collected would fit. But I know the huge amount of ASM it would require to do that, so making it just display the coin right to the level's name on the overworld if its collected or nothing otherwise would be better.

The coin can be as simple as a custom sprite or object.

And to finallize the amount of coins collected to appear on the choose file screen would also be good.

So, will this be a good improvement in hacks or a bad one? I imagine hacks being better as the player will get to enjoy levels as he searches high and low for the Mario Coin and not just rush to the end of the level. Of course the Mario coin is optional, but required for a 100% game.

I love finding invisible walls, invisible blocks, trying to reach unknown areas, jumping off cliffs to see if a secret is hidden, but none are needed on a game with no special item to find in each level.

If this has already been made or menctioned please tell, I haven't been on this board for a lot of time.

Note: It doesn't nessarly has to be a coin, it could be a jewel, star, etc...
Note2: Google's spell check is broken, so please ignore my grammar errors
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6294 days
Last view: 6287 days
Posted on 01-30-07 04:07 AM Link | Quote
The game remembers if you have collected the Yoshi Coins I think, if memory serves, so you could just work off of those.
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 01-30-07 04:08 AM Link | Quote
Originally posted by Stephan Reiken
The game remembers if you have collected the Yoshi Coins I think, if memory serves, so you could just work off of those.

Um.. no.
darkwitch

Red Cheep-cheep


 





Since: 10-16-06
From: Puerto Rico

Last post: 6286 days
Last view: 6286 days
Posted on 01-30-07 04:29 AM Link | Quote
Originally posted by Kailieann
Originally posted by Stephan Reiken
The game remembers if you have collected the Yoshi Coins I think, if memory serves, so you could just work off of those.

Um.. no.


Don't the coins stop re-appearing after you collect them all in a level?

Anyways, I am sure this isn't that hard to do and I am whiling to learn the required SNES ASM to be able to do it, that is, if no veteran SNES asm hacker is whiling to make the asm and release it, but I'm sure nobody will. Still this is for the future of smw hacking.
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 01-30-07 04:30 AM Link | Quote
In a level yes, but not after you leave. Which was kinda the whole point.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6287 days
Last view: 6286 days
Posted on 01-30-07 04:32 AM Link | Quote
No, the game remembers them, at least a little. Try playing donut secret 1 twice, getting all the dragon coins the first time. In SMAS+W at least, they shouldn't be there the second time.
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 01-30-07 04:33 AM Link | Quote
That's SMAS+W, not SMW
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6287 days
Last view: 6286 days
Posted on 01-30-07 04:35 AM Link | Quote
I recall it happening in SMW too, I said SMAS+W because it just happened for me this afternoon.
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6288 days
Last view: 6288 days
Posted on 01-30-07 04:48 AM Link | Quote
If you could get it to work, this could be a pleasant variation from all the "just get to the end" hacks. I often look for secrets even when there's really no point, anyway.

And yes, SMW does remember when you've gotten all the dragon coins in a level.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6287 days
Last view: 6286 days
Posted on 01-30-07 04:51 AM Link | Quote
Now, I unfortunately think that SMW didn't keep this data in SRAM or maybe not even regular RAM for too long |; Can anyone confirm or (hopefully) disprove this?
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6288 days
Last view: 6288 days
Posted on 01-30-07 05:55 AM Link | Quote
I see what you mean. If you re-enter a level immediately after getting all the Dragon Coins, none of the them show up. However, if you reset the game (even after saving), the coins reappear.


(edited by BooUrns on 01-30-07 12:33 AM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6287 days
Last view: 6286 days
Posted on 01-30-07 05:57 AM Link | Quote
Then I would think that I need to look at how SMW handles saving the coin count, and work at backing it up into SRAM.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6288 days
Last view: 6286 days
Skype
Posted on 01-30-07 03:15 PM Link | Quote
I've actually thought of making something like this. The biggest problem would probably be to find the save/load routines and make it write/read the "COIN GET!" table to/from SRAM.
darkwitch

Red Cheep-cheep


 





Since: 10-16-06
From: Puerto Rico

Last post: 6286 days
Last view: 6286 days
Posted on 01-30-07 03:48 PM Link | Quote
Hm, but, if SMAS +SMW saves the coins if collected, can't the code by ripped from that game and used in SMW? Is the same ASM language so the differences shouldn't be big. Any good SRAM viewer for SNES & Debugger?
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6288 days
Last view: 6288 days
Posted on 01-30-07 11:36 PM Link | Quote
SMAS +SMW handles coins exactly the same as SMW, forgetting which ones you have collected after a reset.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6288 days
Last view: 6286 days
Posted on 01-31-07 12:49 AM Link | Quote
3-up moons also come back, heh ?
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 01-31-07 12:52 AM Link | Quote
Originally posted by Smallhacker
I've actually thought of making something like this. The biggest problem would probably be to find the save/load routines and make it write/read the "COIN GET!" table to/from SRAM.

The Save/Load (and don't forget ERASE) routines have already been found, and can easily be modified (or at least expanded with a good jump). The 'hard part' is finding where in the RAM the dragon coins are stored.
darkwitch

Red Cheep-cheep


 





Since: 10-16-06
From: Puerto Rico

Last post: 6286 days
Last view: 6286 days
Posted on 01-31-07 01:06 AM Link | Quote
But doesn't "Write" says where in SRAM it's writing? I mean it's suppose too.

Also, the data must be saved even after a restart, because it wont be ok to waste time getting a coin and then restart and it's gone.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6289 days
Last view: 6286 days
Posted on 01-31-07 01:58 AM Link | Quote
I remember that in SMA2: SMW for GBA, the Dragon Coins were remembered even after you reset the game. I'm not sure how similar the code is in between the two games, but if it's close, couldn't one find where in the RAM the Dragon Coins are stored in the GBA version and then compare it to the SNES one? I'm not sure if this would work--I don't know much about coding and stuff but it's just an idea.
darkwitch

Red Cheep-cheep


 





Since: 10-16-06
From: Puerto Rico

Last post: 6286 days
Last view: 6286 days
Posted on 01-31-07 02:32 AM Link | Quote
Originally posted by FirePhoenix0
I remember that in SMA2: SMW for GBA, the Dragon Coins were remembered even after you reset the game. I'm not sure how similar the code is in between the two games, but if it's close, couldn't one find where in the RAM the Dragon Coins are stored in the GBA version and then compare it to the SNES one? I'm not sure if this would work--I don't know much about coding and stuff but it's just an idea.


No, the code is completely different, SMA2 uses an ASM language named "ARM" or Z80, I dont quite remember, and SMW (SNES) is in 65816 ASM, and if I'm not mistaken, both are way different ASM languages.

Guess I'll have to take a deep jump on 65816 ASM...


(edited by darkwitch on 01-30-07 08:32 PM)
Pages: 1 2Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - How well would this fit in SMW? |


ABII

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

Page rendered in 0.022 seconds; used 439.70 kB (max 565.61 kB)