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05-16-24 12:17 PM
0 users currently in The Pit of Despair.
Acmlm's Board - I3 Archive - The Pit of Despair - Glyph Phoenix's SMW Artifacts New poll | | Thread closed
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Kailieann



 





Since: 11-18-05

Last post: 6296 days
Last view: 6296 days
Posted on 02-04-06 02:39 AM Link
What hacks aren't?

Rephrasing.
Can I reverse-engineer it?
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-04-06 06:18 AM Link
I meant that I wrote it in a hex editor, thus no source. Anyway, you're free to do whatever you like with my hack. It's just... if you can understand my insane two-byte branching and all without comments, you should be smart enough to write a far better version yourself. All the code of Trust Fund, I believe, is grouped around x2D11B (PC).

On another note, I'm stupid. See, can anyone tell me why attempting a hack a day might be a bad idea? Everyone can? Yeah, thought so. Not only does it encourage rushed hacks but it encourages total crap to meet the deadline like System Crash. And even more pressing, after a hacking spree like this one I just don't want to work on SMW anymore.

A shame, because Trail of Woe was going to be a third exit. But I couldn't get it to work: Editing 7E1DFA screws up the exits and no matter how I traced, I couldn't get it to work properly. I hooked the code at two separate points but only accomplished making the game crash after a boss battle.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6296 days
Last view: 6296 days
Posted on 02-04-06 10:55 AM Link
I've found a glitch with System Crash.

The keyhole, not being made of actual graphics, is unaffected by it.


Aww.
It's still great though.


Apparently in this hack you fight Inky and his minions.


Best ending ever!


(edited by Alastor the Stylish on 02-04-06 10:22 AM)
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6297 days
Last view: 6296 days
Posted on 02-04-06 02:43 PM Link
If you could apply gold rush to only be in effect in certain levels, you could make a level like the Doomsday Zone in sonic 3 As soon as your invulnerability runs out, you're dead.

And lol @ Bowser Inky XD
Ed The Robot

Shyguy


 





Since: 01-07-06

Last post: 6655 days
Last view: 6655 days
Posted on 02-07-06 04:23 PM Link
PLEASE MAKE MORE OF THESE!
and if possible, make one with yoshi only,
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6297 days
Last view: 6297 days
Posted on 02-07-06 04:30 PM Link
Originally posted by Ed The Robot
PLEASE MAKE MORE OF THESE!
and if possible, make one with yoshi only,


I agree with the first half of your post, but as for the second half... If BMF is already working a yoshi-only hack, well put simply we don't need two people trying the same thing at the same time...
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6296 days
Last view: 6296 days
Posted on 02-09-06 12:53 AM Link
Since you signed off...

Seriously, do that wind thing. It's so much more awesome than slippery.
spel werdz rite









Since: 11-19-05

Last post: 6297 days
Last view: 6296 days
Posted on 02-09-06 01:29 AM Link
Can I release some stuff?
I've had a little hack that makes the game more difficult depending on the save file you use.
MARIO 1=NORMAL GAME (no changes)
MARIO 2=HARD GAME (Anything that hurts you, kills you instead)
MARIO 3=CHALLENGE (Like #2, but you Game Over)

The only flaw is that it doesn't work with the rotating Boo's for some reason...
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6296 days
Last view: 6296 days
Posted on 02-09-06 03:20 AM Link
Originally posted by spel werdz rite +
Can I release some stuff?
I've had a little hack that makes the game more difficult depending on the save file you use.
MARIO 1=NORMAL GAME (no changes)
MARIO 2=HARD GAME (Anything that hurts you, kills you instead)
MARIO 3=CHALLENGE (Like #2, but you Game Over)

The only flaw is that it doesn't work with the rotating Boo's for some reason...
Really? I figured that one flaw would be that it's a terrible idea.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6298 days
Last view: 6296 days
Posted on 02-09-06 03:49 AM Link
Originally posted by +
Originally posted by spel werdz rite +
Can I release some stuff?
I've had a little hack that makes the game more difficult depending on the save file you use.
MARIO 1=NORMAL GAME (no changes)
MARIO 2=HARD GAME (Anything that hurts you, kills you instead)
MARIO 3=CHALLENGE (Like #2, but you Game Over)

The only flaw is that it doesn't work with the rotating Boo's for some reason...
Really? I figured that one flaw would be that it's a terrible idea.


QFE. Especially in the case of game three. That's just too ridiculous.
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-09-06 10:20 AM Link
I have to say I agree that Game 3 is a bad idea, but if Hard Game gave you some kind of secret something then that would actually be kind of neat.

spel werdz rite, sure, you can release some stuff, but I'm not adding any more hacks to the beginning of the topic because the code is a train wreck and because attachments are good enough anyway. That includes my hacks, so I'm not singling myself out for first post treatment or anything.

Kyouji, I don't think wind is all that cool, even though it brings back fond memories of areas in Donkey Kong for GB. Man, that was good gaming. So... yeah. I might make it if I get the drive, but I doubt it'll be anytime soon if ever. 'cause it's stupid.

Alright, now, I could really use you guys' help on something. I don't like palette, level, or blocktool asm triggers because those require things like other people's patches or for the user to go into a hex editor or other annoying complications. I want my artifacts to be clean.

What I would like is some arbitrary sprite or setting that would never come up in normal hacking and doesn't mess up the game that I could use. Something built into SMW and something that can be set or changed in good old LM.

A good example would be the keyhole sprite. There's a number in the old memory map called "Keyhole position" and I thought if a keyhole were at 0, 1 or something I could use that number to trigger my hacks. Turns out Keyhole Position doesn't mean Keyhole position at all and in fact something else. But if there were a nice, simple variable like that, I would be much obliged if somebody could find it for me. It'd likely encourage more artifacts, and more awesome artifacts.
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: 6297 days
Last view: 6296 days
Posted on 02-09-06 05:31 PM Link
Why not the level's Tilemap in RAM?

If you read the lower byte of the MAP16 settings for the first few blocks (check the old memory map, it works still), you could have the user set your artifacts by plaing a certain block at position 0,0 in LM's Layer 1 mode.

That's settable in LM, and doesn't require any patches or anything, nor any sprites or whatnot that's unreliable, since the L1 tilemap won't be changed except by PAR code, custom blocktool code, divine intervention, or loading a new level.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6297 days
Last view: 6297 days
Posted on 02-10-06 05:39 PM Link
Different level modes can jumble up the tilemap, so watch out. That is an awesome idea though.

Also, Keyhole Position refers to the position of the keyhole graphic when you put the key in.
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: 6297 days
Last view: 6296 days
Posted on 02-10-06 08:46 PM Link
Yeah, but I'll bet that tile 0,0 (and the next couple) on Layer 1 won't get moved around in RAM, right? Those blocks should be safe to hardcode.
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6357 days
Last view: 6296 days
Posted on 02-10-06 10:03 PM Link
I just tried System Crash, because it looked interesting.

Very awesome. I like what you're doing here with these hacks, it's going to give me a lot of reasons to play SMW again. Thanks for making the game interesting again!
Luigi-San

Ptooie
ZOMG Wii is teh pwn


 





Since: 11-18-05
From: The Mushroom Kingdom a.k.a Buffalo, NY
Wii: Yes

Last post: 6298 days
Last view: 6298 days
Skype
Posted on 02-11-06 08:52 PM Link
Any new artifacts coming?
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-12-06 08:24 AM Link
Since Trail of Woe has slid to a grinding halt because of glitches, I haven't been as driven to make them.

My latest thoughts were of environment changing hacks. Things like forcing sliding to create levels like Mysterious Mountainside of Super Mario 64 or adding wind that pushes Mario back a bit all the time. Both Kyouji's ideas.

But those would be bad if their usage was forced throughout the hack, so I've been thinking about adding triggers to them and Gold Rush. I might use the Map16 table Sukasa pointed out. (Pointer? Table? Hooray for unintentional puns.) I messed with it and it's quite cool. I didn't know SMW preloaded its levels like that.

Would you guys mind if you were forced to put the 4th invisible mushroom token at 0, 0? Y'know, one of those that gives you a 1up if you hit it after 3 others. I'm guessing that each environment hack would need a space so they can be used in tandem. That means that you'd likely have to place the 4th 1up token at 0, 0, 1, 0, 2, 0, 3, 0, 4, 0. One spot for each hack to read, recognize, and start working.

Sound like too much trouble?

And if you guys had any good artifact ideas, they would be muchly appreciated. But not stupid artifact ideas. Those should go with the others in the ASM hack requests thread. In fact, maybe to be safe all ideas should go in ASM hack requests. If I encounter any good, feasible ones they will be resurrected and brought here.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6297 days
Last view: 6296 days
Posted on 02-12-06 10:38 AM Link
I think putting mushroom token 4 would be a good solution. The only problem I'd see in in closed levels where there would be a small hole in the scenery, but if you start near the bottom then it's no big deal.

You're quite brilliant GP. Good job on all of your work so far. Just wanted to let you know that I appreciate your effort
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: 6297 days
Last view: 6296 days
Posted on 02-12-06 06:17 PM Link
GP, If you read only the lower byte, then if the starting tile was... say, block 00F, then block 00F, block 10F, block 20F, and so on would also work. So, read only the lower byte, and then if people need to, they can create a MAP16 entry with the same lower byte and a different higher byte (such as on page D), that would work as well.

Oh, and there are two tables: One for the lower byte, and one for the higher byte.
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-12-06 08:16 PM Link
Yeah, the lower byte is the only one I planned to read. I didn't think of it like that, though: I figured it'd cause trouble more than anything else, not be a solution for holes in the level.

The Mysterious Mountainside type hack isn't working out well at all. It's far to easy just to jump back up the ledge, and if the ledge is steep enough Mario slides anyway. As for the wind idea, I haven't done much on it because I think it's kind of stupid. Probably one of the least stupid ideas of the lot, though.

Hopefully Kyouji or somebody will come up with another good idea. I'd come up with one myself, but all my ideas for hacks seem to be even worse for some reason.
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