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05-16-24 05:56 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Glyph Phoenix's SMW Artifacts New poll | | Thread closed
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asdf

Link's Awakening
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Since: 11-18-05

Last post: 6298 days
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Posted on 02-12-06 08:30 PM Link
Not necessarily. At the end of the mysterious mountainside slide, you could put a teleport block to prevent jumping back up.

Oh, and an idea for an ASM hack would be a block that forces Mario to run full speed to the right against his will (and one that cancels that effect, of course). This could be used in a level with a theme similar to the bear riding levels in Crash Bandicoot 2, or Stampede Sprint in Donkey Kong Country 3.

It would also be nice to have a hack that forces you to stay on Yoshi, except in block form. That would go along with the above hack; and it'd have an "off" version of the block of course. (BMF is making a similar hack, only it is permanent; ie. lasts the entire hack)


(edited by asdf on 02-12-06 07:31 PM)
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 02-12-06 09:38 PM Link
I wasn't talking because I was getting food

But yeah, go with the boomerang idea.
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 11:51 PM Link
Well, My controller override patch can help with the "Full steam ahead" running section.

Just look for it's thread in this forum. But, that's a custom block RAM controlled thing, and is on all the time

EDIT: the thread's name is "Merry Chrinstmas (eve), guys", nothing to do with "override".


(edited by Sukasa + on 02-12-06 10:57 PM)
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-13-06 05:56 PM Link
Originally posted by asdf
Not necessarily. At the end of the mysterious mountainside slide, you could put a teleport block to prevent jumping back up.


That's not what I meant. In Super Mario 64 you had to slide downward and any efforts to do otherwise were futile and might send you off the edge if you weren't careful. In SMW, try holding down all the time on ledges. Sliding can be completely canceled by jumping and if you jump enough you can go *up* the slide as well as down. Things like Mysterious Mountain's dead end would be useless since you can always get back up, always slow down.

So no, that wouldn't help. As awesome as Mysterious Mountainside was, it can't be accomplished in SMW without some more engine hacking that I really don't want to do. It's not like it would be as good anyway without a third dimension to slide back and forth in: Jumping would have to be your only option and that wouldn't be cool.

I might do a "Forced March" hack at one point. It still doesn't seem terribly interesting for me to do, though, so I don't see it coming soon.

Now, I was planning on turning fireballs into boomerangs like Kyouji said. But the game fought me on this one. Any incrementing or decrementing to the fireball speed wouldn't work for some reason, yet setting the speed to 0 worked fine. Not that I was concerned with setting the speed to 0.

I didn't come back quite empty handed, though. Here's a simple hex hack (read: no assembly manipulated) that makes Mario's fireballs arch. You can't hit enemies directly ahead of you, but enemies above you are easier to hit with this hack.



Attachments

coveringfire.zip (144b) - views: 28
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 02-13-06 07:04 PM Link
Regarding Map16: I suggest having one block, maybe # 0xFFF, be a trigger - make it invisible and act like tile 0x25, and if that's the block at 0,0, then the number of the block at 0,1 determines various parameters. I think it may be possible, with some hex editing, to use the Direct Map16 Access feature of LM to be able to specify the high byte directly. LM places fake objects into the level data which trigger ASM hacks that write to the Map16 table when you use this; you could hex-edit those objects to change what they write. (The values they write are in the object data itself.) Depending how the hack is coded you might be able to hex-edit them to write values beyond what LM will let you use, like 0xFFFF. Then the block at 0,1 could be a 2-byte parameter for your hacks (maybe some bitflags specifying which to activate). Once you've read them, just write 0x25 or whatever to the byte that specifies the block at 0,1, so you don't end up with garbage in the level.

(Sorry if this is hard to understand, I'm writing quick because I have to leave like right now. )
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-20-06 07:40 PM Link
I made this hack that resets Yoshi status, powerup status, item box status, and coin status every time you change levels. There is no screenshot since it doesn't really change the way anything looks.

I call it Counter Break.

I have a couple of other hacks I've been juggling in my mind, now. A hack where you can't choose where you go on the overworld and you can only move by completing levels and automatically moving forward. I'd probably call it Forced March.

Another would be called Turbo Charge and it'd basically change time into a fast-moving charge meter. Once full, Mario can shoot a fireball. If Mario has fire power, he would be able to shoot twice as quickly.

But for now, enjoy Counter Break.

Attachments

counterbreak.zip (192b) - views: 16
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 02-20-06 08:11 PM Link
Good to see some new hacks

You might want to update your first post, though
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6311 days
Last view: 6297 days
Posted on 02-20-06 09:01 PM Link
FYI, at one point I remember that someone made a set of custom blocks that create always slide hills.

Anyways, I like the Fireball mod. Is there a way to make this only happen when you're Luigi?
Sukasa

Birdo
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Xkeeper supporter
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Since: 11-17-05
From: Somewhere over there

Last post: 6297 days
Last view: 6296 days
Posted on 02-21-06 01:25 AM Link
GP, I could help you with forced march a bit, if you want.
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-21-06 02:50 AM Link
If you knew where the overworld movement code was so I could redirect it, Sukasa, that's be cool.

FPI sent me a private message asking if I could make a version of Counter Break that disabled only Yoshi carry-through. So I did. Here's Counter Break Y.

If there are any other variations you guys might want, speak up.

Attachments

counterbreaky.zip (169b) - views: 16
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6299 days
Last view: 6311 days
Posted on 02-21-06 10:04 AM Link
That's great! It works perfectly! Thanks a lot for that!
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 02-21-06 11:42 PM Link
Well, I don't know the code, but I can easily modify one segment of my code to only allow mario to use the non-D pad buttons while in the OW, and send it to you if you want.
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