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Acmlm's Board - I3 Archive - - Posts by captain Qball |
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captain Qball Goomba Since: 11-17-05 Last post: 6529 days Last view: 6529 days |
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The latest video shows the return of Boomerang Bros! That is so awesome. | |||
captain Qball Goomba Since: 11-17-05 Last post: 6529 days Last view: 6529 days |
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Heh,. that's not too bad. I've been fooling around with SMA4 for a while, and am slowly making progress on a one world hack. I really like the engine, but haven't a clue how to activate the rest of the items/enemies yet. | |||
captain Qball Goomba Since: 11-17-05 Last post: 6529 days Last view: 6529 days |
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I could be mistaken, but as far as I know, the editor thus far does not have level support, though the headers do work.
To change the background (as in the example above) you would take a Hex Editor, open up the ROM, go to x14009B and then go to the corresponding byte in the header for the background, yes. Nice work on those lists purplebridge, though I have a bit to add with the e-reader extras: In Object Bank 1, the "common E-level items B" Veggies are referring too the SMB2/Doki Doki grass clumps that you pick and throw at enemies. 63 - 67 and 69 are grass clumps that when picked, create the object specified, though all of these require the corresponding e-switch to be scanned into the save file. 5A - Giant veggie 5B - regular veggie 5C - small veggie .... 63 - veggie coin 64 - veggie coin clump (5) 65 - veggie 1up 66 - veggie nothing (Ace/e?) 67- veggie poison shroom 68- invisible tanooki block* 69 - veggie monty mole *These blocks are invisible unless Mario is in Statue form (from the tanooki suit) then they appear as solid grey blocks 78 - level end black 79 - slope (ghost house?) 7A - slope (ghost house?) 7B - platform (ghost house?) 7C - platform (ghost house?) 7D - platform (ghost house?) 7E - veggie w/ large turtle shell* 7F - SMB1 flagpole 80 - SMB1 blocks (5 byte) *once again, the veggie clumps require the e-switch. The shell can be riden on and repicked up once aboard. I also have some info about enemies and some things to check against Sludge's list, but I'll save that for a later day. EDIT: This is all based on Level 1-1. (edited by captain Qball on 05-15-06 08:54 PM) |
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captain Qball Goomba Since: 11-17-05 Last post: 6529 days Last view: 6529 days |
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Well you can do those things in any order as far as I can tell. | |||
captain Qball Goomba Since: 11-17-05 Last post: 6529 days Last view: 6529 days |
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I'm not familiar with that hack, but I'm guessing what you want is the hilly level to be white (seem like snow) and perhaps have a slippery characteristic? The former would simply be a palette issue, while the latter would be ASM of some sort, though I'm not sure what/where or how much. | |||
captain Qball Goomba Since: 11-17-05 Last post: 6529 days Last view: 6529 days |
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I'd love to see a SMA4 Editor. It's true that with ExGfx and custom blocks and whatnot, SMW seems very easy to manipulate to have what you want, but surely this game has something more to offer. Although I prefer SMB3s enemy cast to that of SMW. Oh yeah, and if nothing else, a SMA4 editor is one step closer to creating custom e-levels and printing them off. | |||
captain Qball Goomba Since: 11-17-05 Last post: 6529 days Last view: 6529 days |
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wouldn't it just be easier to write your own AI code? | |||
captain Qball Goomba Since: 11-17-05 Last post: 6529 days Last view: 6529 days |
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sorry, I was holding A while the game over screen was on, you have to start at the last world. |
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Acmlm's Board - I3 Archive - - Posts by captain Qball |