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Acmlm's Board - I3 Archive - SMW Hacking - How well would this fit in SMW? | New poll | | |
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darkwitch Red Cheep-cheep Since: 10-16-06 From: Puerto Rico Last post: 6431 days Last view: 6431 days |
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In the last few days, I have been thinking and thinking on a way to make levels more interesting other than "Race to the finish". Trying to find a way to give a replay value to a hack. One day I was playing Donkey Kong Country 2 and searching for one of the DK Coins, and wondered, would a similar coin fit in SMW?
Like a Mario coin with an "M" instead of "DK". One hidden in each level (or very hidden). But now the coin alone wont be enough, a system similar to the one in SMA2 with a status on each level and if the coin was collected would fit. But I know the huge amount of ASM it would require to do that, so making it just display the coin right to the level's name on the overworld if its collected or nothing otherwise would be better. The coin can be as simple as a custom sprite or object. And to finallize the amount of coins collected to appear on the choose file screen would also be good. So, will this be a good improvement in hacks or a bad one? I imagine hacks being better as the player will get to enjoy levels as he searches high and low for the Mario Coin and not just rush to the end of the level. Of course the Mario coin is optional, but required for a 100% game. I love finding invisible walls, invisible blocks, trying to reach unknown areas, jumping off cliffs to see if a secret is hidden, but none are needed on a game with no special item to find in each level. If this has already been made or menctioned please tell, I haven't been on this board for a lot of time. Note: It doesn't nessarly has to be a coin, it could be a jewel, star, etc... Note2: Google's spell check is broken, so please ignore my grammar errors |
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Stephan Reiken Blipper Since: 11-17-05 Last post: 6438 days Last view: 6432 days |
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The game remembers if you have collected the Yoshi Coins I think, if memory serves, so you could just work off of those. | |||
Kailieann Since: 11-18-05 Last post: 6430 days Last view: 6430 days |
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Originally posted by Stephan Reiken Um.. no. |
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darkwitch Red Cheep-cheep Since: 10-16-06 From: Puerto Rico Last post: 6431 days Last view: 6431 days |
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Originally posted by KailieannOriginally posted by Stephan Reiken Don't the coins stop re-appearing after you collect them all in a level? Anyways, I am sure this isn't that hard to do and I am whiling to learn the required SNES ASM to be able to do it, that is, if no veteran SNES asm hacker is whiling to make the asm and release it, but I'm sure nobody will. Still this is for the future of smw hacking. |
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Kailieann Since: 11-18-05 Last post: 6430 days Last view: 6430 days |
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In a level yes, but not after you leave. Which was kinda the whole point. | |||
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: 6432 days Last view: 6430 days |
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No, the game remembers them, at least a little. Try playing donut secret 1 twice, getting all the dragon coins the first time. In SMAS+W at least, they shouldn't be there the second time. | |||
Kailieann Since: 11-18-05 Last post: 6430 days Last view: 6430 days |
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That's SMAS+W, not SMW | |||
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: 6432 days Last view: 6430 days |
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I recall it happening in SMW too, I said SMAS+W because it just happened for me this afternoon. | |||
BooUrns Buster Beetle Since: 05-07-06 From: The CS Last post: 6432 days Last view: 6432 days |
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If you could get it to work, this could be a pleasant variation from all the "just get to the end" hacks. I often look for secrets even when there's really no point, anyway.
And yes, SMW does remember when you've gotten all the dragon coins in a level. |
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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: 6432 days Last view: 6430 days |
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Now, I unfortunately think that SMW didn't keep this data in SRAM or maybe not even regular RAM for too long |; Can anyone confirm or (hopefully) disprove this? | |||
BooUrns Buster Beetle Since: 05-07-06 From: The CS Last post: 6432 days Last view: 6432 days |
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I see what you mean. If you re-enter a level immediately after getting all the Dragon Coins, none of (edited by BooUrns on 01-30-07 12:33 AM) |
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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: 6432 days Last view: 6430 days |
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Then I would think that I need to look at how SMW handles saving the coin count, and work at backing it up into SRAM. | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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I've actually thought of making something like this. The biggest problem would probably be to find the save/load routines and make it write/read the "COIN GET!" table to/from SRAM. | |||
darkwitch Red Cheep-cheep Since: 10-16-06 From: Puerto Rico Last post: 6431 days Last view: 6431 days |
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Hm, but, if SMAS +SMW saves the coins if collected, can't the code by ripped from that game and used in SMW? Is the same ASM language so the differences shouldn't be big. Any good SRAM viewer for SNES & Debugger? | |||
BooUrns Buster Beetle Since: 05-07-06 From: The CS Last post: 6432 days Last view: 6432 days |
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SMAS +SMW handles coins exactly the same as SMW, forgetting which ones you have collected after a reset. | |||
Stifu Since: 11-18-05 From: Your mom's bed Last post: 6432 days Last view: 6430 days |
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3-up moons also come back, heh ? | |||
Kailieann Since: 11-18-05 Last post: 6430 days Last view: 6430 days |
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Originally posted by Smallhacker The Save/Load (and don't forget ERASE) routines have already been found, and can easily be modified (or at least expanded with a good jump). The 'hard part' is finding where in the RAM the dragon coins are stored. |
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darkwitch Red Cheep-cheep Since: 10-16-06 From: Puerto Rico Last post: 6431 days Last view: 6431 days |
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But doesn't "Write" says where in SRAM it's writing? I mean it's suppose too.
Also, the data must be saved even after a restart, because it wont be ok to waste time getting a coin and then restart and it's gone. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6430 days |
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I remember that in SMA2: SMW for GBA, the Dragon Coins were remembered even after you reset the game. I'm not sure how similar the code is in between the two games, but if it's close, couldn't one find where in the RAM the Dragon Coins are stored in the GBA version and then compare it to the SNES one? I'm not sure if this would work--I don't know much about coding and stuff but it's just an idea. | |||
darkwitch Red Cheep-cheep Since: 10-16-06 From: Puerto Rico Last post: 6431 days Last view: 6431 days |
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Originally posted by FirePhoenix0 No, the code is completely different, SMA2 uses an ASM language named "ARM" or Z80, I dont quite remember, and SMW (SNES) is in 65816 ASM, and if I'm not mistaken, both are way different ASM languages. Guess I'll have to take a deep jump on 65816 ASM... (edited by darkwitch on 01-30-07 08:32 PM) |
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