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05-09-24 10:36 PM
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Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests New poll | |
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C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6290 days
Last view: 6289 days
Posted on 11-26-05 01:57 PM Link | Quote
Originally posted by spel werdz rite
Originally posted by Kailieann
That won't work.
Block code only executes when a sprite touches it.

You can have a block that changes when Mario hits it after passing special world, but blocks won't just magically change once a condition is met.
Well do you at least know how it works? I have every block pretty much figured out in Blocktool except those with reloc offsets.


reloc offset is for relocating Jump statement,and kalieann know her stuff,custom block code can ONLY be activated by a sprite(Mario is a sprite,If you didn't know )


(edited by Bio on 11-26-05 12:58 PM)
(edited by Bio on 11-26-05 01:03 PM)
(edited by Bio on 11-26-05 01:04 PM)
(edited by Bio on 11-26-05 01:04 PM)
spel werdz rite









Since: 11-19-05

Last post: 6291 days
Last view: 6289 days
Posted on 11-26-05 03:53 PM Link | Quote
Okay, whatever then.
Here are some of my custom blocks.
Included are some Powerup related Hurt/Kill Blocks and an Instant Game Over Block.
For more info, just read the readme.
Also, you can really set the blocks to whatever you want, but if you want it passable, then use 48. Something weird happens to the hurt blocks when set to act like 25.
EDIT: fixed link


(edited by spel werdz rite on 11-26-05 02:56 PM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6290 days
Last view: 6289 days
Posted on 11-27-05 06:35 AM Link | Quote
You know, it probably wouldn't be too hard to modify the routine that constructs the level in RAM to write a different block number based on certain conditions. I'll bet the Switch Block code could be easily adapted to most any block...
golden goomba

Red Goomba


 





Since: 11-18-05

Last post: 6639 days
Last view: 6639 days
Posted on 11-27-05 06:38 AM Link | Quote
i need a block that shows number 2 if it on level 104

i relly need it!



(edited by golden goomba on 11-27-05 05:44 AM)
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6403 days
Last view: 6403 days
Posted on 11-27-05 07:07 AM Link | Quote
Originally posted by golden goomba
i need a block that shows number 2 if it on level 104

i relly need it!



What?!
Kailieann



 





Since: 11-18-05

Last post: 6289 days
Last view: 6289 days
Posted on 11-27-05 10:34 AM Link | Quote
Originally posted by golden goomba
i need a block that shows number 2 if it on level 104

i relly need it!



I assume you mean a block that looks like the number 2.
You don't actually need a custom block for that, just use ExGFX and put it in level 104.

Also keep in mind that editing level 104 can result in things like this.

*sighs* Okay, I read your thread in SMW basic. In the future, post DETAILS when you ask a question, even if it's one you already asked.

The easiest way to do this would be to just use a different level.


(edited by Kailieann on 11-27-05 09:49 AM)
golden goomba

Red Goomba


 





Since: 11-18-05

Last post: 6639 days
Last view: 6639 days
Posted on 11-28-05 05:42 AM Link | Quote
Originally posted by Kailieann
Originally posted by golden goomba
i need a block that shows number 2 if it on level 104

i relly need it!



I assume you mean a block that looks like the number 2.
You don't actually need a custom block for that, just use ExGFX and put it in level 104.

Also keep in mind that editing level 104 can result in things like this.

*sighs* Okay, I read your thread in SMW basic. In the future, post DETAILS when you ask a question, even if it's one you already asked.

The easiest way to do this would be to just use a different level.


sorry, i didnt give so much info but hey! im a new to this
!
spel werdz rite









Since: 11-19-05

Last post: 6291 days
Last view: 6289 days
Posted on 11-28-05 10:57 AM Link | Quote
Originally posted by BMF54123
You know, it probably wouldn't be too hard to modify the routine that constructs the level in RAM to write a different block number based on certain conditions. I'll bet the Switch Block code could be easily adapted to most any block...
Should I use the same RAM as the Switch Palace, or do I have to make it with unused RAM? (like JonWil did with his locked door blocks)
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6290 days
Last view: 6289 days
Posted on 11-28-05 12:48 PM Link | Quote
I want an ASM hack which will make all vertical levels only one screen wide, and will wrap like those in SMB2 and SMB3.

I am NOT requesting a custom block, i want a proper ASM hack.

Also, don't suggest that I use the Wrap Blocks found in BLKtool, those are compete shit.

Thanks in advance.
Glyphodon



 





Since: 11-18-05

Last post: 6331 days
Last view: 6311 days
Posted on 12-01-05 10:50 AM Link | Quote
Actually, that'd be pretty awesome. Those spinning wrap levels were really quite fun.

And now, for a hack I'm too stupid to come up with myself ASM hack request of my own.

I'm not a big fan of SMW2. It's got some cool stuff, but lots of dumb stuff as well. And Baby Mario is annoying. But one thing they did get right, methinks, is the point system.

I'd like one of those for SMW. Normally, all you can do with a level is beat exit 1 or exit 2. And that's lame. If there was this point system so depending on how many coins you collected or enemies you beat or points you earned, the level would act differently, I think that'd be so great.
Kailieann



 





Since: 11-18-05

Last post: 6289 days
Last view: 6289 days
Posted on 12-01-05 08:05 PM Link | Quote
Changing how a level behaves shouldn't be too difficult, depending on how you want to accomplish it. If you want to change things right in the middle of a level, that would be tricky, and we'd probably need more information on what you wanted to change.
But, there's the easier method of changing exits. Which, unfortunately, I don't know how to do yet. There's a blocktool block that supposedly can randomly change a screen exit, but I haven't been able to figure out how to do this in a controlled fashion.

In either case, figuring out how to change the level is the hard part. Once that's done, setting up conditions is just a matter of LDA/CMP/BEQ (theoretically you could make layer 1 disappear when the player presses B, if you wanted)
spel werdz rite









Since: 11-19-05

Last post: 6291 days
Last view: 6289 days
Posted on 12-01-05 09:02 PM Link | Quote
I wonder if that can be like making the exit on Choco Island 3 (I think) make the coins you collect be the high byte of the exit number, the last digit of the time will be the low byte. I wonder if this is how the actual SMW does it... somewhat.
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6290 days
Last view: 6290 days
Posted on 12-01-05 11:59 PM Link | Quote
I'm not sure if this would work or not, but how about a block that dissplays level message 1 or 2 when the A button is pressed (only when mario is touching it of course)
Kailieann



 





Since: 11-18-05

Last post: 6289 days
Last view: 6289 days
Posted on 12-02-05 08:06 AM Link | Quote
That's simple.

LDA $17
CMP #$F0
BNE #$05
LDA message (01 for message 1, 02 for message 2, 03 for yoshi rescued)
STA $1426
RTS


(edited by Kailieann on 12-02-05 07:06 AM)
Glyphodon



 





Since: 11-18-05

Last post: 6331 days
Last view: 6311 days
Posted on 12-02-05 01:17 PM Link | Quote
Well, as for screen exits, you could just set 7E1493 to $FF to end the level via ? mark sphere, or 7E1434 to $30 to end level via keyhole. These I take directly from the old archive; I haven't played with those two much...

I myself could probably set up a block or something that only let you through if you had X coins or whatever and use it by exits, but the only way that can interact with the overworld is the secret and regular exit.

Hey, if there was some way to get it so you need 25 coins to go up, 50 coins to go down, 75 coins to go left, and 100 coins to go right on the overworld, you'd be able to create some bizarre, but fun overworlds.

Naturally, you'd have to cut down on events and have to make lots of levels loop around or not do anything at all.
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6290 days
Last view: 6290 days
Posted on 12-02-05 04:32 PM Link | Quote
Originally posted by Kailieann
That's simple.

LDA $17
CMP #$F0
BNE #$05
LDA message (01 for message 1, 02 for message 2, 03 for yoshi rescued)
STA $1426
RTS


Simple... right. I'm still in the process of learning ASM, could you just give me the source
Kailieann



 





Since: 11-18-05

Last post: 6289 days
Last view: 6289 days
Posted on 12-02-05 07:16 PM Link | Quote
..........

That was the source.

If you mean the raw hex code..

A517C5F0D005A9xx8D261460

Where xx is the number of the message you want to display.

As for getting the hex code into a bin file, I'm afraid you'll have to learn how to do that yourself (here's a hint, open a hex editor, then copy/paste)
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6303 days
Last view: 6300 days
Posted on 12-03-05 12:19 AM Link | Quote
There are three things I need. The stacked numbers for beta overworld(you should know what I'm talking about if you've seen the pics.) The venus fire trap(having lots of probs making it.) And coin status on overworld. Don't think I don't know the venus fire trap has been asked for before, but I feel it was worth a shot.


(edited by Yoshi master on 12-02-05 11:20 PM)
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6290 days
Last view: 6290 days
Posted on 12-03-05 11:40 AM Link | Quote
Originally posted by Kailieann
..........

That was the source.

If you mean the raw hex code..

A517C5F0D005A9xx8D261460

Where xx is the number of the message you want to display.

As for getting the hex code into a bin file, I'm afraid you'll have to learn how to do that yourself (here's a hint, open a hex editor, then copy/paste)


As I said I'm in the process of learning it no need to mean about it
Thanks though!
Glyphodon



 





Since: 11-18-05

Last post: 6331 days
Last view: 6311 days
Posted on 12-03-05 09:24 PM Link | Quote
No, no, no. There was hardly anything even resembling mean in that post.

You're a moron who shouldn't be messing with a rom or posting in a forum until you at least learn what the hell you're doing.

That was mean. Compare with her post. See the difference?
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