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Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests | New poll | | |
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FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6431 days Last view: 6431 days |
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Originally posted by spel werdz riteOriginally posted by FreeDOSWhy don't you just use the Yoshi Coin? It can't go behind fences. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by FreeDOS??Originally posted by spel werdz riteOriginally posted by FreeDOSWhy don't you just use the Yoshi Coin? Could you be a little more specific please? |
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FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6431 days Last view: 6431 days |
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No problem: http://yannick.fleurit.free.fr/Culture/Retro Super Mario/Super Mario Advance 2 (2).png | |||
spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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Damn it! If I knew how the Changing Block worked I could do it no problem. Well I'll get started and see what I can do.
One more thing: I found the hurt Mario code. I'm making a block that can hurt Mario even if he has Star Power or only if he has Star Power! EDIT: YAY! Here it is!! (edited by spel werdz rite on 12-23-05 03:43 AM) |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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Originally posted by spel werdz rite So did I. It's on the original memory map. Originally posted by spel werdz rite Those already exist. And even if you didn't have them, you'd just have to open the normal hurt block and change/remove the 'is Mario invincible?' branch statement. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by KailieannIt doesn't exist anymore, so it didn't help me much (fortunately, I saved the page when there were some traces on it).Originally posted by spel werdz rite Originally posted by KailieannI tried removing the branch statement and it still didn't work. So I flew to the JSR the code had and there it was.Originally posted by spel werdz rite If they do already exist, can you give a link? |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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*opens hurt.bin*
Okay, the first five bytes I see are AD9014D010 Or, in other words, LDA $1490 [Star Timer] BNE #$10 So for hurt only if invincible, it would be AD9014F010 And for hurt regardless, you would just knock off the first five bytes altogether. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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Try it and see what happens.
If you did try AD 90 14 F0 10, then the hurt block will never work. And if you got rid it altogether, It will be the normal hurt block again! Go to the JSL it shows. (JSL B7 F5 00) It includes the "disregard Star Timer" code. So AD 90 14 D0 10 in the hurt.bin file was redundant. You can't put the JSL past it, because then it skips the "disregard hurt frame counter" code. Which means, if you do, it will hurt Mario but will instantly kill him the next frame. So I rewrote the hurt statement! |
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jp Red Paragoomba Since: 12-19-05 From: Uruguay Last post: 6779 days Last view: 6779 days |
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I want to modify the "Locked door key" block from blocktool, so that the key disappears when you collect it.
I tried copying the code from the sensitive block, from the given offset until the next $60, but it freezes the game. So what I need is to make the touched block disappear. Can you help me? Thanks |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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There are plenty of blocks that change into the next Map16 tile. You could try to isolate that part of the code and transfer it to the Locked door key.
I've been meaning to do that and several other bits of custom block decoding myself, but I haven't gotten around to it yet. And the d-pad snapped off my %*$(&9 controller, so it doesn't look like I'm going to get much of anything done for a while (it was hard enough to get geiger's debugger to read diagonals with a gamepad. Piece of crap won't read up+right as up/right) |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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I'll work on it.
I think your problem is you forgot to add a reloc offset. Did you add a JMP statement? |
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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: 6431 days |
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So, try using the numpad on your keyboard as well as the keys just above the spacebar. That works, and geiger's supports those diagnols if programmed for them. | |||
Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6446 days Last view: 6432 days |
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I've got a bit of a request.
See, a while while WHILE back I had posted about any "chuckable" sprite (like a throw block, shell, overturned goomba, baby yoshi etc) shatters upon collision with the Big Boo boss. So I've been thinking, is it possible to isolate the special routines with Big Boo Boss and implement it into an "Always Shatters" block? |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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Hmm.
Well, you'd need to use a tracer, that's for damn sure. Big Boo Boss's ASM pointer is shared by over 30 sprites, so you'd have a bitch of a time finding the exact code just by disassembling it. But if you can find the right code, it might work. Then again, it might not. You can start by putting a breakpoint at 03A118 and then logging a battle with Big Boo Boss. I'm pretty sure the exploding block effect uses the same code for blocks as it does for sprites, so you can check to see if Big Boo's code JSLs to the same location. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by KailieannI can't even find his HP!! Originally posted by KailieannWhat's 03A118? |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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Originally posted by spel werdz rite You weren't the one who asked the question anyways. Originally posted by spel werdz rite The shared address of the afforementioned 30+ sprites' scripts. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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This is a fix to the Smashable Brick.
If anyone set the block to act like 130 for it to be SMB1 style, and you hit a blue POW, you would notice it becomes completely solid. Complete instructions are inside on how to work it. |
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Hamtaro126 Red Goomba stupid as as OSHT BAN Since: 11-20-05 From: Hacktown, Usa Last post: 6693 days Last view: 6431 days |
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Can anyone make me a few custom blocks?
1) a Breakable Throw block that reappears while grabbing it, 2) A (Regular) Breakable Throw block, 3) A Breakable Throw block that makes a ''Moving coin'' appear after you grabbed it And when broken. makes a moving coin appear! AND: 4) A SML2 style block: A Turnblock, but when you bump your head on it, it will break into pieces instead of turning! I will put you on the credits in my hacks if you make them! thanks -Hamtaro126 (edited by Hamtaro126 on 01-05-06 09:59 PM) |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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1. I'll give it a shot.
2. Why don't you just use a regular throw block? 3. I think I can make one that has a coin appear when you pick it up, but not another coin where you throw it. 4. Isn't that pretty much the Smashable Brick? |
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Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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Any luck finding Big Boo Boss's HP yet guys? |
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Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests | | |