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06-17-24 05:34 AM
Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm
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User Post
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-29-06 09:09 PM, in SMB3 Cannons Link
Originally posted by AK47 asdf
Otherwise, this is just another "look at my asm skillz" thread.

plus it has already been done many time before
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-29-06 10:03 PM, in SMB3 Cannons Link
come on, just release it to everybody...

that remind me, I should release my metroid code

edit: enter this code in MWR: 000012041080E78F0DE8 over a sprite
after, go to an empty area and enter this code: (replace the XX with the sprite number)

08 E2 30 B5 9E C9 XX F0 0C 28 B9 D7 8F 95 B6 B9 DF 8F 95 AA 6B A5 97 DD D4 14 90 10 F0 02 80 16 A5 96 69 08 D5 D8 90 04 F0 08 80 0A A9 F0 95 AA 80 08 74 AA 80 04 A9 10 95 AA A5 95 DD E0 14 90 0E F0 02 80 14 A5 94 D5 E4 90 04 F0 08 80 0A A9 F0 95 B6 80 08 74 B6 80 04 A9 10 95 B6 28 6B

then go to 0x91FE and put a JSL to the code you have entered and finally change 0x9202 to 0x9207 by EA, I will post the disasambly soon

note:this is the version without the glitch


(edited by Bio on 03-29-06 08:39 PM)
(edited by Bio on 03-29-06 08:40 PM)
(edited by Bio on 03-29-06 08:41 PM)
(edited by Bio on 03-29-06 08:42 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-30-06 01:23 AM, in SMB3 Cannons Link
Originally posted by lynch82

I assume by Metroid hack you mean a hack to make the sprite chase after you constantly and try kill you?

If so, very cool I will have to play around with it tonight.


yep, it is also the one I showed in this thread


(edited by Bio on 03-29-06 11:23 PM)
(edited by Bio on 03-29-06 11:23 PM)
(edited by Bio on 03-29-06 11:25 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-30-06 01:27 AM, in SMW Mario's Spin Jump Link
I will try to look into that, also, there is a STICKY for ASM hack request


(edited by Bio on 03-29-06 11:28 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-30-06 07:16 PM, in SMB3 Cannons Link
Originally posted by Mr. Saturn
Also, to Bio: I'm no master hacker or anything (I'm fairly new to this whole SMW hacking thing), but would it be possible to modify that metroid code so that it needs to be activated, a la Phanto from SMB2?

sure, its easly be done, just modify the begin of the code to look if a RAM adress is set, if yes then branch to the code, as long as you have a custom block or something to activate this RAM, its should work
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-31-06 01:14 AM, in I'm at my wit's end, here... Link
tilemap for sprite is located at 0x9D83+graphic byte 2 in MWR


(edited by Bio on 03-30-06 11:19 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-31-06 06:40 PM, in Super Mario Bros 3 data Link
I only started SMB3 hacking some day ago but here the data I've found:

---ROM---
0xE257: start of the fireball/hammer throwing routine
0xE25A: 1st power-up that can throw hammer/fireball
0xE25E: 2nd power-up that can throw hammer/fireball

---RAM---
$7D1:BG color
$7D2-$7D4: Mario pallette
$72B: Current number of player
$3f3:power-up to display on map screen
$7DA7:flag that detect if Mario can shoot fireball(used in JaSp's hack)


(edited by Bio on 03-31-06 04:43 PM)
(edited by Bio on 03-31-06 04:57 PM)
(edited by Bio on 03-31-06 05:17 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-31-06 07:01 PM, in Ooh, what does this red shiny button do? Link
NOOOO, DON'T PRESS ON THAT ONE!!!!!!!111

Press on the blue one that say "release yellow spraypaint on Bio"...
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-31-06 08:04 PM, in Super Mario Bros 3 data Link
thank a lot JaSp, these data are going to be very useful

Originally posted by JaSp
Originally posted by Bio
$7DA7:flag that detect if Mario can shoot fireball(used in JaSp's hack)

Actually this is a "custom" offset I made, in the original game it's part of Player2's item inventory I believe (since there isn't the 2 player mode in my hack, I used a lot of p2 related offset for my routines )

I should stop finding adress while playing other person hack

more data found:

$90: Mario X position
$A2: Mario Y position(low byte)
$87: Mario Y position(high byte)
$7CE1:Fireball/hammer 2 status(0=don't exist 1=fireball 2=hammer 5=hit something)
$7CE2:Fireball/hammer 1 status(0=don't exist 1=fireball 2=hammer 5=hit something)
$7CE3:Fireball/hammer 2 Y position
$7CE4:Fireball/hammer 1 Y position
$7CE5:Fireball/hammer 2 X position
$7CE6:Fireball/hammer 1 X position
$7CE7:Fireball/hammer 2 Y speed
$7CE8:Fireball/hammer 1 Y speed
$7CE9:Fireball/hammer 2 X speed
$7CEA:Fireball/hammer 1 X speed

0xE2FB:hammer initial Y speed
0xE313: hammer X speed
0xE322:higher the value, less height the hammer reach before falling
0xE3CA:change to EA EA EA to disable hammer Y speed variation



(edited by Bio on 03-31-06 06:07 PM)
(edited by Bio on 03-31-06 06:24 PM)
(edited by Bio on 03-31-06 07:59 PM)
(edited by Bio on 03-31-06 08:02 PM)
(edited by Bio on 03-31-06 08:18 PM)
(edited by Bio on 03-31-06 08:20 PM)
(edited by Bio on 03-31-06 08:24 PM)
(edited by Bio on 03-31-06 08:45 PM)
(edited by Bio on 03-31-06 09:07 PM)
(edited by Bio on 03-31-06 09:37 PM)
(edited by Bio on 03-31-06 09:50 PM)
(edited by Bio on 04-01-06 01:02 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 03-31-06 08:06 PM, in Seriously glitched games. Link
its more looking like that someone moved the GFX in the ROM, you probably got a bad dump
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 02:41 AM, in Have you ever got pwnt? Link
aren't the correct grammar is pwn'd


LOL I pwned you
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 02:54 AM, in SMW: The Castle [Re-release and a little something I'm working on] Link
you didn't used my custom block
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 01:18 PM, in Glyph Phoenix vs. Super Mario World Link
If you want the bulletskate to be stopped by wall, enable unknow bit 13
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 01:27 PM, in A Gift For All The Noobs ( like me ;) ) Link
there is some tutorial that exist but here the best one I've found:
Originally posted by smwedit at edit board
Programs:
Lunar Magic
Paint Shop Pro 3.11
IrfanView
Pic2snes or Pcx2sopt
vSNES
YY-CHR
MSpaint (comes with windows)


Inserting
You need a map16 page (most likely), GFX file(s), a sample level (most likely), and a palette (most likely). Put the map16page.bin in with your rom, and put the GFX files in a folder called ExGraphics (if it is not there, create it). If it asks to replace, rename the numbers in the ones you are inserting to numbers that are not there. Then go into LM, click the yellow mushroom, go into either old GFX bypass>FG/BG or go into super GFX bypass, set the bypassed GFX to the correct slot (if the GFX file looks like BG GFX, insert to BG1, if it looks like FG, that is FG3, if it has pipes on it, FG1, if it has a berry on it, that is FG2). Go to the 16x16 tilemap editor, if it is BG, go to a blank page 0-F, if it is FG, go to 10-1F. press F3 then F9 in the page you are inserting it into. If it is a BG, go find a blank level (usually a test level) and go to file>open level from file, browse to the correct level file, and click open, go to file>save level to rom and save to the blank test level you started out with originally, not the level for the sample level. You then have to go back to the level with the GFX and copy the BG from that level, If it doesn't look right (except for the palette), then go to the BG tilemap editor and press PGup and PGdown until it looks right. then go file>palettes>insert level palette from file and browse to the palette you want. Your BG/FG should now be inserted.

Extracting
Open your rom with LM, go to the level with the GFX, note the GFX it uses (FG1, FG2, BG1, FG3) go into whichever bypass you are using, find the GFX it uses, and note the numbers. go to the 16x16 tilemap editor and go to the page it uses, press F2, now go to file>save level to file (if it is a BG), make a new folder in the directory of your rom, save the level into it. then go to file>palettes>export level palette to file, save to that same folder. Then go into your rom directory and move or copy the map16 page to the folder, then go into the folder called "ExGraphics, copy the GFX files with the numbers you noted in the bypass. Paste them into the folder with all the other stuff. Your BG/FG should now be inserted.

Drawing GFX
Open LM and your rom and go to the level you want to draw GFX in, go to whichever bypass you use, and set the GFX (BG1 or FG3, it depends on if you want a BG or FG) to a blank GFX file. then go to the 8x8 tile map editor, press F9, erase all the GFX in that file by using TLP or YY-CHR. then go under level and select "enable custom palette", go to the palette, draw the colors you need for it. Then go to the 8x8 tilemap editor, and press the yellow mushroom. Then draw the GFX how you want and assemble in the 16x16 tilemap editor (remember, 0-F is FG, 10-1F is BG). If it is FG, set the tiles to behave how you want, by setting which tile you want it to act like or insert a custom block with block tool. You should now have your GFX drawn how you want it.

Ripping GFX from SMAS
(if this seems too hard, try m16-7k, it still works with these BGs) Open the rom in YY-chr, browse to where you see the BG GFX you need, get a screen of the BG, get the RGB values of the colors of it and put them into whichever palette you need them for. Then assemble it in the 16x16 tilemap editor like I said in drawing GFX. Then, last but not least, assemble those tiles in the BG tilemap editor. You should now have a SMAS BG.

M16-7k (on BGs)
You will need PSP 3.11, pic2snes or pcx2sopt, irfan view, and LM. First, open your image in an image editing program (photoshop, MSpaint, or any other good one). Note: photoshop isn't a free program. look for 8x8 outlines, select from one of those to the edge, if the height or width (it depends if the selection is vertical or horizontal) is a multiple of 8, it is fine. When that is done, look for small black lines on the top, if you find any, then find other 8x8s on the image that would look good over them and place them. Or instead of doing all of that, get the image with a program called vSNES by opening a savestate with the BG. When that is done, open the image in irfan view, go down under image and select decrease color depth. select 16 colors (4bpp) and copy the image with CTRL+C. Open PSP3.11 and paste the image in with CTRL+V. save as a version 2 pcx on the desktop. then place either pic2snes or pcx2sopt on the desktop and go to run under the start menu. type in cmd or command, hit run, type in cd desktop. then you should type the name of the EXE file of pcx2sopt or pic2snes. type in the name of your pcx, then the same name, then the palette # you want to use +1. Then type in the name of the pcx twice again. Look back at the number where it says "# tiles in picture", if it is greater than 128, you are going to have to do some mapping:" Take the number, open the calculator program that comes with windows and set it to scientific, Type in the number and click where it says "Hex", Add hexadecimal value FF to it and subtract hexadecimal value 180 from it, then subtract the value from hex value FF. Now go into LM, go to the level you want to use, and bypass the GFX files that are going to be used to blank ones or whatever ones you want to use. If the value is close to or in the 3 hundreds or more, it will probably take up too many tiles. Try the next steps without the mapping and come back here if it doesn't appear to take up too much (more than one row in sprite GFX). Go into the 16x16 tilemap editor, select a page between 10 and 1F, and press ctrl+shift+alt+F1+N+O+insert. If you had to do the mapping, set the "add value to tiles in hex" to the number you got from calculating; you should then map the tiles: map them by selecting them in the left one and then clicking the one you want it to overwrite instead in the right one; you need to do that to avoid animated ones, the 8 "solid color" tiles at the end of FG2, and maybe the end goal tiles; What I would do is I would select the first one needed to be mapped, then map it to the tile of one less than the "add value to tiles" value or closest one that can be mapped. I do it with all of them, eliminating the less important 8x8 tiles. Note: sprite gfx can't be used for BG/FG GFX, it won't appear correctly in the actual game because they are stored in different places in the RAM. Then hit ok, and select all the files from the desktop that you want to use. Then you should have the BG. edit it in the BG tilemap editor by moving it around, copying and pasting it. Then save the level, press F9 in the 16x16 tilemap editor and the 8x8 tilemap editor, and press the yellow mushroom. You should have now successfully ripped a BG. Note: if you are going to rip it again or you think you might, store the files created by m16-7k in a folder.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 02:32 PM, in Sprite Smart 1.0 Link
I was planing making a fully-working ghost power-up(from mario kart) and then hid in my post text that say it is fake, of course it would be working, but everyone would think that it would be fake I lost motivation to it because I started SMB3 hacking


(edited by Bio on 04-01-06 12:32 PM)
(edited by Bio on 04-01-06 12:35 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 03:31 PM, in SMW: The Castle [Re-release and a little something I'm working on] Link
Originally posted by Raccoon Sam
And on a side note, he has the mind-blowing 256 colors in Super Mario Advance 2, don't know about SMW though.


yeah, 8bpp format pwn, my userpics use it too, the wall jump stuff look fake since that kind of stuff require ASM and chaos force don't seem to be a ASM guy


(edited by Bio on 04-01-06 01:31 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 04:44 PM, in FuSoYa's SMB3 Pipes **RELEASE** Link
I dunno why everybody call them 'smb3 pipe' while they're closer to the one in SML2
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 06:25 PM, in FuSoYa's SMB3 Pipes **RELEASE** Link
nope, its aren't, he keep bugging me with question on IM while my name is in the people who do NOT want question
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 07:09 PM, in SMW: The Castle [Re-release and a little something I'm working on] Link
I think its the block bouce sprite that look glitched or something like that
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6329 days
Last view: 6328 days
Posted on 04-01-06 07:14 PM, in FuSoYa's SMB3 Pipes **RELEASE** Link
I linked him to this thread a few time, but he didn't understand, I couldn't be less subtile
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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm


ABII

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