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Acmlm's Board - I3 Archive - ROM Hacking - Breeding enemies! | New poll | | |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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I had a strange idea. What if a sprite executes it's code twice per frame? What if a single sprite executes two sprites' code per frame?
The result? Breeding sprites. NOTE! This method is only for experimenting. I strongly suggest that you avoid doing this in a real hack. In order to combine two sprites, open MWR and change a sprite's (so far only tested with green shelless koopa) ASM pointer to FFE0. Then, open the rom in a hex editor and enter the following at 101E0 (PC Address) : 20 xx xx 20 yy yy 60, where xx xx is the ASM pointer of the primary sprite (the sprite which's code is executed first) and yy yy is the ASM pointer of the secondary sprite. Note that the pointers should be byte swapped compared to what it says in MWR. Most results will probably be pure crap or crash. And even if it works nicely, the graphics will mostly be f*cked up. Here's a list of stuff I find interesting (I haven't tested that many combinations yet). (The sprites within ( )'s are secondary) Green Shelless + (Thwimp) = Frog Thwomp + (Thwimp) = Would have been an interesting enemy if it didn't crash the game at the second jump. Green Shelless + (Mushroom) = Fast enemy Green Shelless + (Green Shelless) = Fast koopa Green Shelless + (Thwomp) = Wierd Thwomp Green Shelless + (Balloon) = Very interesting enemy! Walks to the right, "jumping" past any(?) object in the way. Green Shelless + (Flower) = Dancing enemy Green Shelless + (Fish) = Jumping around like crazy Green Shelless + (Bob-Omb) = Cloning, jumping, destroying original. Green Shelless + (Green Flying Koopa) = Pogo stick koopa! Green Shelless + (Show Message #1) = Sweet!!!! If you jump on a green koopa (with shell), a message will be shown and the shelless koopa will disappear. Also, if you replace the Show Message #1 sprite in the intro level with a green koopa (with shell), jumping on the koopa will end the intro. Have fun. |
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Kailieann Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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*eye twitch* Why is it that I'm the only one whose computer won't run MWR? | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6432 days |
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Kailieann, you can edit these in the Sprite ASM pointer table (edited by Bio on 12-09-05 05:47 PM) |
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SMW_champion Goomba Since: 12-09-05 Last post: 6835 days Last view: 6835 days |
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Wish I knew assembly 'cause I'd try this out. Can you give us a link to such a rom?
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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This requires no ASM, though... Just a ROM, LM, MWR, and a hex editor. | |||
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: 6433 days Last view: 6432 days |
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Originally posted by Kailieann You can get all the files you need (if you're using a windows platform) from places like google.ca. I do that every time I reinstall windows, it's easy. |
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Kailieann Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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Yeah, that helps.
It would help more if MWR could be more specific than "System Error &H8007007e (-2147024770). The specified module could not be found." |
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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: 6433 days Last view: 6432 days |
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Wow, that's a new one.
I just get errors about not baing able to find "VB40032.dll" and that. |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6545 days Last view: 6545 days |
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you need the VB 6 Runtime files.
There are very interesting results if you just change the ASM pointers. For example: copy the boucing goomba pointer into a bomb-omb and you'll have an bouncing bomb-omb with wings O_o |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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Great idea Smallhacker !
Originally posted by Bio Mmm, ASM...no thanks |
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Kailieann Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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Originally posted by ghettoyouth No effect. Originally posted by andres Then why are you in advanced rom hacking? The whole point of this thread is about changing ASM pointers. |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6594 days Last view: 6594 days |
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If you're in Japanese mode in Windows, it may cause problems with non-unicode programs (I've had it happened to me with my old VB programs and string handling), although it looks really unrelated to the problem you're getting, and you're probably no in Japanese mode. But it was a possibility :/ | |||
Kailieann Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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Yeah, I got tired of language settings screwing up my stupid american programs. Why the hell can't they use the region settings instead?
So yeah, I've been out of Japanese mode for a while now, so that's not it.. |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6433 days Last view: 6432 days |
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I tried the "Frog" sprite without checking "dies when jumped on". The results were hilarious. The enemy walked to the left, but kept jumping to the right. I stomped on it, and a shell with the wrong graphics (yet fully functional) appeared, and a red shelled koopa ROCKETED into the sky, came down around 8 seconds later, and fell off the screen.
Here are some I created. Green Shelless + (Jumping Pirhana Plant) = Rockets into the air upon seeing Mario Goomba + (Jumping Pirhana Plant) = Seems a lot like a nipper plant from SMB3, only more random. Falling Spiny + (Jumping Pirhana Plant) = Does a small hop, then turns into a normal spiny with glitched graphics. Spiny + (Jumping Pirhana Plant) = Same as Goomba and JPP. "Unused fish that can't swim" (sprite 17) + (Jumping Pirhana Plant) = This one is nearly perfect! It behaves like a Ninji, only it jumps about twice as high. One oddity doesn't face you (can be worked around with creativity in graphics creation). The catch is that it stops jumping when you get near. Damn! Sprite 17 + (Diggin' Chuck's Rock) = A sprite that bounces, staying at one consistant height. Green Shelless + (Diggin' Chuck's Rock) = Jumping around crazily. Swimming Jumping Fish that doesn't need water (sprite 47) + (Diggin' Chuck's Rock) = Hard to describe. Very disturbing and scary movement pattern, which seems to be a zig zag downward of sorts, followed by a high jump into the air. Green Shelless + (Directional Coins) = Flies into the sky upon seeing Mario. Slower than the JPP variation. Diggin' Chuck's Rock + (Green Jumping Paratroopa) = Similar to "Pogo Stick Koopa", the difference being if slopes or something get in its way, it will do two smaller jumps and resume the high jumping. (edited by asdf on 12-16-05 02:48 AM) (edited by asdf on 12-16-05 02:50 AM) (edited by asdf on 12-16-05 02:52 AM) |
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HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
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Kickass. Not only that you thought of and successfully pulled off a stunt like that, but that you found out what bank the sprite ASM pointers are in! Now if only I weren't buried under 800000 homework assignments.
BTW, that fish+plant combo might work if you just disabled the bit that makes the plants stop jumping when you get close. |
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ziratha Koopa Since: 11-19-05 Last post: 6450 days Last view: 6432 days |
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Try combining a sprite that attaches to and moves based on lines with something else? | |||
Cruel Justice I have better things to do. Since: 11-18-05 From: At my house! Last post: 6432 days Last view: 6432 days |
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Originally posted by ziratha You'd most likely get lightning and a bunch of useless hammers scrolling on the top part of the screen. |
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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: 6433 days Last view: 6432 days |
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Maybe, maybe not. those bits at the top are form bowser, so any other code wouldn't do that. | |||
Kailieann Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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I finally got MWR working, thanks in no small part to Google.
Anyways, these are two interesting ones I came across: Growing Vine + Feather: Growing Vine that swings back and forth on its way up, leaving vine tiles at random intervals Magikoopa + Bouncing Goomba: Goomba with wings (doesn't bounce very often) that occasionally fires magic at Mario. If Mario leaves the screen without killing it, it will teleport after him. |
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Sparx Waddle Doo Since: 11-18-05 From: San Diego Last post: 6444 days Last view: 6432 days |
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Green Shell-less+Rip Van Fish=Shell-less that chases Mario only when he goes near
Green Shell-less+Rex= Play level finish Sound Bob-omb+Goomba w/ wings= Bob-omb w/ wings and bounces and follows Mario Bob-omb+Bullet Bill=Shooting Koopa. When jumped on, flashes, then shoots again Bob-omb+Rex=Lightning, hammers at top of the screen, and a messed up pallette Bob-omb+Thwomp=Thwomp. If you jump on it, turns into Bob-omb. Explodes into thwomp, but crashes. Magikoopa+Boo=Big Boo (cool colors) and two magic shooting helpers Green Shell-less+Hopping Flame= Like a hopping flame, but you can crush it. Magikoopa+Bob-omb=Head. Makes most sprites disappear and a block falls. BTW, Eerie with ANYTHING is just that sprite all glitched and not moving. |
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Acmlm's Board - I3 Archive - ROM Hacking - Breeding enemies! | | |