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Acmlm's Board - I3 Archive - SMW Hacking - Super mario world FX 0.b + Vanish mario code New poll | |
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pikaguy900

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Since: 08-10-06

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Posted on 11-22-06 04:15 PM Link | Quote
Exactly what does this "Vanish Cap" do? Does it simply make you invincible? Or does it do something else? I don't want to put this into a hack until I know exactly what it does (besides making Mario partially invisible!).
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

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Posted on 11-22-06 05:26 PM Link | Quote
Originally posted by pikaguy900
Exactly what does this "Vanish Cap" do? Does it simply make you invincible? Or does it do something else? I don't want to put this into a hack until I know exactly what it does (besides making Mario partially invisible!).

good point, I forgot to describe what it do. basically, hazard and enemy can't hurt you but you can still hurt them
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 11-22-06 05:32 PM Link | Quote
How would I go about changing the cdoe you gave out to allow me to chnge the graphics of tiles other than marios?
pikaguy900

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Since: 08-10-06

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Posted on 11-22-06 05:41 PM Link | Quote
Originally posted by C:/xkas bio.asm
Originally posted by pikaguy900
Exactly what does this "Vanish Cap" do? Does it simply make you invincible? Or does it do something else? I don't want to put this into a hack until I know exactly what it does (besides making Mario partially invisible!).

good point, I forgot to describe what it do. basically, hazard and enemy can't hurt you but you can still hurt them

Is there any chance one could make a custom block with this code that can only be passed as long as they're under the influence of the Vanish Cap? By the way, one more question: Is the effect temporary or permanent?

EDIT: Oh yeah, one last thing: If you haven't submitted it to SMW Central, do you mind if I send it to SMW Central?


(edited by pikaguy900 on 11-22-06 04:43 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6302 days
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Posted on 11-22-06 05:44 PM Link | Quote
Originally posted by Sukasa
How would I go about changing the cdoe you gave out to allow me to chnge the graphics of tiles other than marios?

since the tile are stored in SRAM bank 71, you will need to change: a0 70 (ibt r0,#$70) to a0 71 to set the SRAM bank to 71, then you will also need to change the source adress of the tile wich is set by: fa 00 10 (iwt r10,#$1000), the destination set by: f9 00 85 (iwt r9,#$8500), and the number fo word to transfer set by: fc 00 2e (iwt r12,#$2e00), If you need more info, I suggest reading the source code I posted a few post ago(even tought it's outdated)
Originally posted by pikaguy900
Is there any chance one could make a custom block with this code that can only be passed as long as they're under the influence of the Vanish Cap? By the way, one more question: Is the effect temporary or permanent?

EDIT: Oh yeah, one last thing: If you haven't submitted it to SMW Central, do you mind if I send it to SMW Central?

such block would be quite easy to make, here the hex code:
AD 63 66 D0 07 A0 01 A9 30 8D 93 16 60
the effect is obviously temporary

you can submit it, as long as you specify that it need the SMWFX code and send a link to this thread


(edited by C:/xkas bio.asm on 11-22-06 04:45 PM)
(edited by C:/xkas bio.asm on 11-22-06 04:54 PM)
pikaguy900

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Since: 08-10-06

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Posted on 11-22-06 06:00 PM Link | Quote
Actually, I'd rather include it in the download! I'll get that FX code and put it in with it, too.

As for the block, how would I go about putting that in? I forget things easily, so forgive me.
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

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Posted on 11-22-06 06:19 PM Link | Quote
Blocktool. Just insert it as a normal block.

EDIT: hit submit accidentally


(edited by Sukasa on 11-22-06 05:20 PM)
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

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Posted on 11-23-06 06:40 AM Link | Quote
Ooh, now THIS is interesting! I've seen HDMA give some pretty results, and I'm sure this will do the same... I just hope the lot of you can make good use of this, rather than just everybody using the vanish cap. =P

Slope-based sprite rotation, anyone? It'd be interesting to see how that would look in a Mario game.
pikaguy900

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Since: 08-10-06

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Posted on 11-23-06 12:44 PM Link | Quote
Originally posted by Sukasa
Blocktool. Just insert it as a normal block.

EDIT: hit submit accidentally

Yeah, well I can't insert custom blocks with BlockTool anymore, because of some unkown reason keeping BlockTool from inserting them.

Edit: Oh yeah, what offsets would I use for that block that you can only pass while invisible?

Edit2: I can't find this "Xkas" program. If I search for it in Google, all I get ar warnings of "vulnerability" and that it's an "appleshare" program, which leads me to believe it's not for Windows. I can't find a SINGLE link which lets me download the program, and without it, I can't patch these .asm files which let me use this SuperFX chip thing. A little help, please?


(edited by pikaguy900 on 11-23-06 11:52 AM)
(edited by pikaguy900 on 11-23-06 12:10 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

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Posted on 11-23-06 01:26 PM Link | Quote
Originally posted by pikaguy900
Edit2: I can't find this "Xkas" program. If I search for it in Google, all I get ar warnings of "vulnerability" and that it's an "appleshare" program, which leads me to believe it's not for Windows. I can't find a SINGLE link which lets me download the program, and without it, I can't patch these .asm files which let me use this SuperFX chip thing. A little help, please?

there
Originally posted by Tweaker
Ooh, now THIS is interesting! I've seen HDMA give some pretty results, and I'm sure this will do the same... I just hope the lot of you can make good use of this, rather than just everybody using the vanish cap. =P

the vanish mario code was mostly used for testing prupose, since I wanted to start with somthing easy to do. Don't worry, I planed to do some way better stuff
Originally posted by Tweaker
Slope-based sprite rotation, anyone? It'd be interesting to see how that would look in a Mario game.

you forgot those shyguy in YI that do flip jump
pikaguy900

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Since: 08-10-06

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Posted on 11-23-06 01:36 PM Link | Quote
Thanks! Sigh... Now I simply have to figure out how it works. Once I get the SMWFX.asm patch in, I'll try to see if I can work the Vanish Cap code so I can have a block that can only be passed while invisible. Oh, speaking of the Vanish Cap, is there a way to make a block sprout one? Plus, is it possible to place it in a Blue Switch Block so when you hit it, a Vanish Cap comes out? You probably get where I'm going with this. Now that there's a Vanish Cap, who's to say the Wing and/or Metal Caps might come one day? Not saying it'll happen soon, or at all, but only that it looks like it's getting possible.
Sukasa

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

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Posted on 11-23-06 01:53 PM Link | Quote
Well, I'm looking at using the SFX to add little details to the layer 1/2 graphics for a tileset in COTMK 1, and I will more than likely use this a lot more in COTMK 2. Heh, I coudl use that in conjunction with custom sprites to make a very nasty boss I should think.
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^(

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Posted on 11-23-06 09:39 PM Link | Quote
Wing Cap = cape. Metal Cap would probably be pretty easy and shouldn't require SFX at all (unless you want it to dynamically recolour Mario to look metallic, but even then you could just change palettes).
pikaguy900

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Since: 08-10-06

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Posted on 11-24-06 10:05 AM Link | Quote
Originally posted by HyperHacker
Wing Cap = cape. Metal Cap would probably be pretty easy and shouldn't require SFX at all (unless you want it to dynamically recolour Mario to look metallic, but even then you could just change palettes).

But of course the Wing Cap is the cape. Only one problem with it- No wings on Mario's cap. Oh well. I was talking about an actual Wing Cap (Jump 3 times in a row to activate? Not likely. ), but still, it wouldn't be likely to be made, and I know it. But I'm sure that one day, someone will use this to make things that currently only exist in the minds of dreamers...


(edited by pikaguy900 on 11-24-06 09:05 AM)
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

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Posted on 11-26-06 05:44 AM Link | Quote
Originally posted by C:/xkas bio.asm

Originally posted by Tweaker
Slope-based sprite rotation, anyone? It'd be interesting to see how that would look in a Mario game.

you forgot those shyguy in YI that do flip jump

...indeed I did! And thinking back, that didn't look too pretty... is there any way to add some sort of anti-aliasing to the sprites after rotating them? That'd certainly make the whole concept look cleaner in action.
Critical Phlogus

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Since: 11-17-06

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Posted on 11-26-06 08:30 PM Link | Quote
Originally posted by Tweaker
Slope-based sprite rotation, anyone? It'd be interesting to see how that would look in a Mario game.


Chomp Rocks would be a prime candidate.
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^(

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Posted on 11-27-06 03:50 AM Link | Quote
*HyperHacker wonders how long until we start seeing poor attempts at rolling a Chomp Rock through a Sonic-style loop.
Critical Phlogus

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Since: 11-17-06

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Posted on 11-27-06 10:36 AM Link | Quote
I wonder how long it will take so we can get Venus Fire Traps that can turn their head in any direction to fire their fireballs or how Mario can run up any slope bent at any degree. (I got that from Super Mario 64)
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