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Acmlm's Board - I3 Archive - ROM Hacking - SMW Controller Override | New poll | | |
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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: 6426 days Last view: 6425 days |
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OK, since I'm working on the controller override ASM right now, I need some input.
First off, this is an ASM hack that will allow you to control what mario does with your own code, which can use 3 bytes of RAM to control Mario's actions. Secondly, this code will grant you access to 4 more buttons, in a way, as I will leave room for 4 JSL's to your own custom code, with which you can act upon these 'buttons' from your own code, and you can set them via your own code. These 4 JSL's will always be executed, regardless regardless of whether the override itelf is switched on or off, and regardless of override mode. Not only that, but as they are executed at the end of the override code, and after the regular controller input code, you can do even more than what comes already installed into the override ASM! Anyways, what I would like to know is which kinds of effects you would like to see made available by default. The current modes I'm adding are:
Please add in any suggestions for new modes or features to add to the override ASM. |
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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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Originally posted by Sukasa Am I the only one who finds that sentence funny? |
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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: 6426 days Last view: 6425 days |
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XD
Nope, I found it funny too, once you pointed it out. |
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Cruel Justice I have better things to do. Since: 11-18-05 From: At my house! Last post: 6425 days Last view: 6425 days |
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Originally posted by SleighhackerOriginally posted by Sukasa No dude... just... no. I get it but that was a bad pun. [Back on Topic] I say just use a straight override. I don't think it would be convenient to scramble it all or reverse it. |
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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: 6426 days Last view: 6425 days |
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OK... I've at least added in a filter that can disable selected inputs from the regular controller ins, but it has no effect on overridden data.
Anyways, once I find some empty RAM, I can finish up the first version of the code, at least. |
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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: 6425 days Last view: 6425 days |
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When you scramble inputs, make sure not to randomly pause the game.
Also, when you say 'reverse' what exactly do you mean? I can think of 2 cool ideas this could mean (and having both would rock ): 1) Switch directions so that up=down, left=right etc. 2) Invert the actual bits of specific buttons; say if you did it with Y, then the game would act like you were holding Y as long as you weren't. Also, 90° d-pad rotation could be neat (up=right, left=up, etc). (edited by HyperHacker on 12-23-05 11:28 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: 6426 days Last view: 6425 days |
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Revese is left=right, up=down, A=B, Y=X, but start and select won't be modified at all.
90° D-Pad rotation could be done easily, I'll have to look into that. NOTE: This hack DOES NOT work with ZSNES 1.41 or older, and I don't know about 1.42. I only know that it works on SNES9x, and the latest WIP vesion of ZSNES. (edited by Sukasa on 12-23-05 09:11 PM) |
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