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05-20-24 06:43 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Quick question about SMW's RAM space available New poll | |
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JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6301 days
Last view: 6301 days
Posted on 07-03-06 09:20 AM Link | Quote
So I'm currently making a hack for Super Mario World and I'm using some free RAM space in the game ; but I've got a problem : I made a small health counter, but the RAM offsets I used ( $7FE002, $7FE003 ) are often zeroed in the game, i.e. at the title screen, when entering the overworld map, and when entering a level. So I just removed these RAM zeroing routines, but I'm afraid that it may screw something later in the game. So basically I just want to know if these offsets (say from $7FE000 to $7FEFF) are used somehow in the game and if preventing it from zeroing them would likely screw something, I'm just asking in case of where someone would have already encountered a similar problem and so that I won't have to change all my routines dispersed in the ROM.
Thanks for your attention

Here are three work in progress screens :
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: 6301 days
Last view: 6300 days
Posted on 07-03-06 01:23 PM Link | Quote
it shoudlnt' be a problem at all, but if you'd used some of the RAM that was always at #$55, that would have been better. That stuff never changes, and the #$00 is useful for level-specific RAM and everything else.

BTW, awesome graphics.
Mike O'Shay

Red Koopa








Since: 03-16-06
From: Mushroom Kingdom?

Last post: 6499 days
Last view: 6300 days
Posted on 07-03-06 06:26 PM Link | Quote
XFD

dude, that hack looks surprisingly fun. Will it be called "Grumf's Adventure", or something? Nice palm tree in the first screen. o.O
James Mcguire

Red Goomba








Since: 06-03-06
From: England

Last post: 6471 days
Last view: 6471 days
Posted on 07-04-06 08:41 AM Link | Quote
That looks awesome...

Is that monkey in the 3rd screenshot meant to be like Donkey Kong from the original game (Where he threw barrels at Mario), If so- Brilliant.

Looking forward to playing this hack when it is finished.

PS : Grumf's Adventure is a good name!
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6300 days
Last view: 6300 days
Posted on 07-05-06 05:29 AM Link | Quote
Uh, $7FE00x is right in the middle of the current level layout (low bytes at $7EC800-$7EFFFF, high bytes at $7FC800-$7FFFFF), so yeah, it's gonna screw something sooner or later.

I recommend using $7EC100-$7EC7FF. It's completely unused, as far as I can tell.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6301 days
Last view: 6301 days
Posted on 07-05-06 06:50 PM Link | Quote
All changed; thanks

These monkeys are indeed meant to be the original DK, this level will be full of them (they'll replace every kind of chuck)
The GFX are half-rip, half-hand-made (the palm tree comes from Wario Land 4 actually)
About the name, Grumf is actually a 'beta' name that came up when I was playing with the status bar editor (thx Smallhacker ), but I don't know if it sounds kind of prehistoric or not in English (because it does in French actually)...Anyway, these are minor details to fix just before a release, I'll keep focusing on game & level design ideas for now
If you want an idea of what I've made so far, I added a health counter (as you can see on the screens, palette has been fixed though), spin jumping & swimming are now to be acquired during the game ; meaning that when you begin the game, if you fall into water, you'll drown and die, and your spin jumps will actually be normal jumps. This way I'll be able to create new ways in levels that can be accessed only once you have acquired certain abilities (such as on the screen where the key is blocked by spin jump-smashable blocks).
I have a few other idea to implement, but if you have any suggestions, feel free to share them
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