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05-29-24 08:47 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Changing physics for power-ups. New poll | | Thread closed
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Ecstasy

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Since: 12-12-05
From: On top of the world.

Last post: 6743 days
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Posted on 12-12-05 01:39 PM Link
One thing about mario games that I always enjoyed was the fact that they were the only game in history to incorporate drug use into a game and still be fun as fuck for all ages; PLUS any game with techno just screams fun. But I was wondering how difficult it would be to make changes to the physics when one gets a power up. (ex. speed up with the flower to mimic opiates, increase jump height while on shrooms, Just things like that.) Can anyone point me in the right direction?

EDIT: also is there a way to make the music go along with the power up your curently on instead of what level your on (like when you get the star)


(edited by Ecstasy on 12-12-05 12:43 PM)
Kailieann



 





Since: 11-18-05

Last post: 6309 days
Last view: 6309 days
Posted on 12-12-05 06:56 PM Link
That shouldn't be too difficult. Just replace the appropriate parts of the code with JSLs to custom copies of the same routine that check $19 first and react accordingly.

Unfortunately, I can't help you with finding the actual routines, but for reference the values for $19 are 0=none, 1=mushroom, 2=feather, 3=flower.

The rom address thread should have the jump offset listed. That's the best I can do.

As for music, that's easy to do with LevelASM. Just check $19 and write to the SPC700 ram addresses ($1DF9-$1DFC). I forget which address handles music, though.


(edited by Kailieann on 12-12-05 05:59 PM)
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