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06-03-24 01:32 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Individual Properties For Fire Mario [Help] New poll | |
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Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 10-02-06 11:59 PM Link | Quote
Is there anyway to make Fire Mario invincible to the fireballs from other enimies, and to make it so that he can swim in certain lava as well? I was wondering because while testing my level as Fire Mario, and the Venus' were bugging me, so I thought I might get at least a small bit of a break.
Kailieann



 





Since: 11-18-05

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Posted on 10-03-06 12:01 AM Link | Quote
Shouldn't be too difficult. Just a couple CMPs, BEQs, and JSRs.

The problem is you'd have to find the code for the lava, and all the different fireball types (there's at least two I can think of).
Aside from that, though, shouldn't be too overly hard.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

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Posted on 10-03-06 12:01 AM Link | Quote
I had the same swimming in lava deal. All you would need to do is create a block that kills mario unless he is fire mario, then make that block act like water.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 10-03-06 12:17 AM Link | Quote
I know there are multiple types of fireballs, but would the venus fireballs count the same as the jumping piranha plant fireballs?

And as for the lava, couldn't I just make a custom block to replace the lava completely?

Or, I COULD just modify the code for the lava. Doesn't really matter to me. So far, the easiest thing involving Fire Mario was making the fireballs affect the red and blue koopas differently
Kailieann



 





Since: 11-18-05

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Posted on 10-03-06 12:19 AM Link | Quote
Originally posted by Sparx
And as for the lava, couldn't I just make a custom block to replace the lava completely?

You could. But then you'd have to recreate the lava code anyways, and you'd have to use individual tiles instead of working with the default lava objects, which increases the size of your ROM.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 10-03-06 12:51 AM Link | Quote
Oh yeah, good point

But what if I needed lava as a regular hazard for my level design, but the fire flower would allow them to swim in it? Well, nevermind. I could easily build around that, and it would add a semi-unique element to my hack. Well, I don't need to worry about it quite yet, I'm on World 2-2A/ 2-2B out of 2-8 I most likely won't need to do this until about 3-1 or so.

As a side note, on a scale of 1-10, how hard would it really be to make a new power-up? Wouldn't you just need to create a new sprite, and then changes Mario's physics/ abilities after he's touched that sprite, then when he gets hit, lose it?
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

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Posted on 10-03-06 12:59 AM Link | Quote
Originally posted by Sparx
I know there are multiple types of fireballs, but would the venus fireballs count the same as the jumping piranha plant fireballs?


I think they'd be considered Reznor fireballs: Jumping Pirhana Plant fireballs are two in number and are shot in an arc. Reznor fireballs home in on Mario's general location.

To make a new powerup, the difficulty would be 1-7 if you're just modifying an existing one, a full 10 if you were rewriting the powerup system to include new ones so you can have more than three. It's not as easy as just writing the code and the sprite.
Sparx

Waddle Doo








Since: 11-18-05
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Posted on 10-03-06 01:03 AM Link | Quote
What would I have to go about doing? What would I do since I wouldn't just be doing code and the sprite? (Note that this is not sarcasm, but an actual question.)
rubixcuber

Mole








Since: 09-08-06
From: St. Louis, MO

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Posted on 10-03-06 12:21 PM Link | Quote
If you wanted to make more than three powerups using the true powerup engine you would have to change a lot. For example, the values for what powerup to give and what to put in the item box when you get a powerup are stored in four bytes indexed by your current powerup. You would have to move and expand this data.

But there is an alternative route that I haven't seen mentioned before. (This is what I did in my hack) Instead of using the existing power up system, have each additional powerup sprite set a value in memory and set mario's power up to the closest one to your new power up. Then, for any part where the new power up differs from the one you set it to, you add a jump to a new routine. In the new routine you use the value of the value you set in memory to determine the custom behavior.
Sukasa

Birdo
Not quite as active as before.
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Since: 11-17-05
From: Somewhere over there

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Posted on 10-03-06 12:37 PM Link | Quote
why not change the original lava's act-like propety to a block above the first two MAP16 pages, and set that block to act like water whilst giving it a 'kill all but fire mario' custom block? That would work.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 10-04-06 05:05 PM Link | Quote
Originally posted by Sukasa
and set that block to act like water whilst giving it a 'kill all but fire mario' custom block? That would work.
Exactly. It's actually very easy to make such a custom block. See this thread for an easy lesson on everything you need to know to make such a block.
Sparx

Waddle Doo








Since: 11-18-05
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Posted on 10-04-06 11:40 PM Link | Quote
I already know how to make that block, but I wanted to keep the size of my ROM down, and it'd be easier just to change the original lava. It's a feature for the whole game, not just parts. The only thing left is the fireballs.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
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Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
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Posted on 10-05-06 01:46 AM Link | Quote
OK well let's see. The max size of a ROM is 6144KB. The original SMW packs all its levels, graphics, music, overworld, and the entire game program into 512KB. That gives you 5632KB for your own levels, graphics, music, overworld, and any ASM hacks you add (which certainly won't be near as much code as SMW itself). Keep in mind graphics and the overworld are compressed and levels are stored in a very efficient object-based format. I don't think maybe 16 bytes of code for this block are going to be a big issue. No hack to my knowledge has reached 6MB, except DW:TLC, which only did it to see if it could be done and didn't actually need nearly that much space.

[edit] Reworded for great justice.


(edited by HyperHacker on 10-05-06 12:49 AM)
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