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05-06-24 09:10 AM
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Acmlm's Board - I3 Archive - ROM Hacking - SMW - Seperate GFX for Luigi... New poll | |
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Techokami

Porcupo








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

Last post: 6301 days
Last view: 6287 days
Posted on 02-18-06 11:03 PM Link | Quote
Originally posted by Hamtaro126
GREAT WORK JP!!! But a couple of things:

1: Can Anyone give me a hack for changing the
NINTENDO PRESENTS logo to a intro/part of a title screen
like one of ice man's hacks (SMW returns i think)? (Optional, as i might rip it later!)

2: Anyone can help make a ASM/TSA hack where
I can use a gun instead of your hand?

3: Make a Hack where a throw block can not change color,
(And the color must be both yellow and blue,
and make it seprate hacks, please!)

Now i cant find the Throw block colors and routine,
as I can find other sprites easily

-hamtaro126

Use the Request ASM Hack thread, please
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6524 days
Last view: 6524 days
Posted on 02-21-06 01:19 PM Link | Quote
Originally posted by Smallhacker
Okay. My idea was a lot easier than I thought.

This patch gives Luigi his own tilemap. It's not fully tested, so backup your rom before applying the patch. Also, make sure that $100000-$1001FF in the rom is empty. If it isn't, you can't use this patch.

As you might have guessed, my tilemap editor doesn't support editing Luigi's tilemap.
To edit Luigi's tilemap, make a copy of the rom. Then open your hex editor and copy the data at $100070-$1001EF to $620C-$638B. Now, edit the tilemap in the editor. When you're done, copy the data at $620C-$638B to $100070-$1001EF. Then copy the data at $620C-$638B in the copy of the rom to the same location in the real hack.


Hello Smallhacker,
Do you mind if I derive your code and add it to the SMW Dev Environment? Would it be possible to get the source code & perhaps your notes about it? I would give you as much credit as you want for it...i've been lazy working on the SMW Dev Environment but i think this is the exact kind of thing that could make me work on it again...
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 02-21-06 01:46 PM Link | Quote
I'm afraid that it's written in a sweet, but pretty unknown language called Blitz Basic. (The compiler costs money, by the way, but I got a free (but very outdated) version of it in a PC magazine.) However, if you want me to, I can give you the code and add explainations and such stuff.
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6524 days
Last view: 6524 days
Posted on 02-21-06 06:06 PM Link | Quote
Originally posted by Smallhacker
I'm afraid that it's written in a sweet, but pretty unknown language called Blitz Basic. (The compiler costs money, by the way, but I got a free (but very outdated) version of it in a PC magazine.) However, if you want me to, I can give you the code and add explainations and such stuff.


If you could do that, it would be great...thank you!
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 02-22-06 01:04 AM Link | Quote
SH, I can work on a bit of DMA for luigi... If someone can get me a GFX file and help me get it the locations of the GFX decompression routine, and the ExGFX pointer lists, I can get Luigi to have special GFX.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6287 days
Posted on 02-22-06 11:24 AM Link | Quote
Originally posted by Smallhacker
Open your hex editor and copy the data at $100070-$1001EF to $620C-$638B.
I think that the data at $100070 to $1001EF and $620C to $638B it´s the same.
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 02-22-06 11:30 AM Link | Quote
Originally posted by andres
Originally posted by Smallhacker
Open your hex editor and copy the data at $100070-$1001EF to $620C-$638B.
I think that the data at $100070 to $1001EF and $620C to $638B it´s the same.

What?
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6319 days
Last view: 6318 days
Posted on 02-22-06 11:59 AM Link | Quote
Originally posted by andres
Originally posted by Smallhacker
Open your hex editor and copy the data at $100070-$1001EF to $620C-$638B.
I think that the data at $100070 to $1001EF and $620C to $638B it´s the same.


Did you even look? it's not.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6287 days
Posted on 02-22-06 03:02 PM Link | Quote
Yes, it´s the same , look:
Data at $100070-$1001EF:
50 50 50 09 50 50 50 50 50 50 09 2B 50 2D 50 D5 2E C4 C4 C4 D6 B6 50 50 50 50 50 50 50 C5 D7 2A E0 50 D5 29 2C B6 D6 28 E0 E0 C5 C5 C5 C5 C5 C5 5C 5C 50 5A B6 50 28 28 C5 D7 28 70 C5 70 1C 93 C5 C5 0B 85 90 84 70 70 70 A0 70 70 70 70 70 70 A0 74 70 80 70 84 17 A4 A4 A4 B3 B0 70 70 70 70 70 70 70 E2 72 0F 61 70 63 82 C7 90 B3 D4 A5 C0 08 54 0C 0E 1B 51 49 4A 48 4B 4C 5D 5E 5F E3 90 5F 5F C5 70 70 70 A0 70 70 70 70 70 70 A0 74 70 80 70 84 17 A4 A4 A4 B3 B0 70 70 70 70 70 70 70 E2 72 0F 61 70 63 82 C7 90 B3 D4 A5 C0 08 64 0C 0E 1B 51 49 4A 48 4B 4C 5D 5E 5F E3 90 5F 5F C5 71 60 60 19 94 96 96 A2 97 97 18 3B B4 3D A7 E5 2F D3 C3 C3 F6 D0 B1 81 B2 86 B4 87 A6 D1 F7 3A F0 F4 F5 39 3C C6 E6 38 F1 F0 C5 C5 C5 C5 C5 C5 6C 4D 71 6A 6B 60 38 F1 5B 69 F1 F1 4E E1 1D A3 C5 C5 1A 95 10 07 02 01 00 02 14 13 12 30 27 26 30 03 15 04 31 07 E7 25 24 23 62 36 33 91 34 92 35 A1 32 F2 73 1F C0 C1 C2 83 D2 10 B7 E4 B5 61 0A 55 0D 75 77 1E 59 59 58 02 02 6D 6E 6F F3 68 6F 6F 06 02 01 00 02 14 13 12 30 27 26 30 03 15 04 31 07 E7 25 24 23 62 36 33 91 34 92 35 A1 32 F2 73 1F C0 C1 C2 83 D2 10 B7 E4 B5 61 0A 55 0D 75 77 1E 59 59 58 02 02 6D 6E 6F F3 68 6F 6F 06

That´s the data, and when I go to the address $620C to $638B I find...
The same data !!!
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 02-22-06 03:27 PM Link | Quote
That's Luigi's tilemap. If you actually read my instructions you would know that in order to edit Luigi's tilemap, you have to edit Mario's tilemap with SMWPTE and then move the data manually with a Hex editor. (The "copy the file" thing is done to preserve Mario's tilemap.)
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6319 days
Last view: 6318 days
Posted on 02-22-06 05:59 PM Link | Quote
Originally posted by andres
Yes, it´s the same , look:
Data at $100070-$1001EF:

-data-

That´s the data, and when I go to the address $620C to $638B I find...
The same data !!!


Hmm... In mine, at $100070 for an entire screenfull there's just 0s. I looked at a 1MB and a 2MB one.
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 02-22-06 06:05 PM Link | Quote
That's because you didn't apply my IPS patch to the ROM.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 6286 days
Last view: 6286 days
Skype
Posted on 02-25-06 05:25 PM Link | Quote
Hmm... Thinking about the entire concept of the edit, it should be simple. Here's how I would do it...

First, I would track the routine that loads Mario's graphics into VRAM. Add a compare to the RAM byte that stores current character/game mode (1P or 2P, Mario or Luigi... etc). Then I would make a copy of that loading routine, and set up a branch table that chooses between the character art to load depending on character. Then I'd do the same at the routine that loads the seperate pallette for Luigi... Which should cover it all. I'd do the same for mappings if needed.

That's putting it vaguely though. I'd like to hear the methods of the rest of you who did it, in case I'm makig bad use of the engine. Truthfully, I've never touched a SMB ROM, but I figure since this is how I did it in my Sonic hack, it should work in a relatively similar way.
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6524 days
Last view: 6524 days
Posted on 02-25-06 07:20 PM Link | Quote
Originally posted by Tweaker
Hmm... Thinking about the entire concept of the edit, it should be simple. Here's how I would do it...

First, I would track the routine that loads Mario's graphics into VRAM. Add a compare to the RAM byte that stores current character/game mode (1P or 2P, Mario or Luigi... etc). Then I would make a copy of that loading routine, and set up a branch table that chooses between the character art to load depending on character. Then I'd do the same at the routine that loads the seperate pallette for Luigi... Which should cover it all. I'd do the same for mappings if needed.

That's putting it vaguely though. I'd like to hear the methods of the rest of you who did it, in case I'm makig bad use of the engine. Truthfully, I've never touched a SMB ROM, but I figure since this is how I did it in my Sonic hack, it should work in a relatively similar way.


The way i intend to do it is pretty much what you describe there...which is the exact same way that i did the Custom Palette code i already created....I just gotta get around to it..the information SmallHacker was nice enough to provide me with should help speed things along as soon as I get a chance to work on it again
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Acmlm's Board - I3 Archive - ROM Hacking - SMW - Seperate GFX for Luigi... |


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