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Acmlm's Board - I3 Archive - The Pit of Despair - More Powers to Mario..? | New poll | | Thread closed |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6426 days Last view: 6425 days |
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Well, as the awesome RAM address 7E0019 Gives the ability to make Mario to go and stay at any "power", for example, 00 = Mini Mario, 01 = Big Mario, 02 = Caped Mario, 03 = Fire Mario..
And, naturally 04 - FF are just random, glitched powers. But, with some hacking, would it be possible to makea hack, with perhaps peter_ac's Raccoon Mario And The Cape Feather? There is, indeed a big load of free space to powers, so is it possible to make something good outof them..? |
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Zachio Knuckle Joe Since: 11-19-05 From: Q forever Last post: 6458 days Last view: 6457 days |
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Well, that is an... interesting idea, but to be able to edit the powers themselves, you would have to find the location in the ROM where the exact code is for the different powers. I believ HabsoluteFate is working on a Power-up editor...
So, this may be a bit more complicated than it looks. you also need to be able to create a sprite which gives Mario the power-up, and there ren't any Sprites in SMW that are really unused. So, maybe it's possible, but I don't see it happening for quite a while. |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6426 days |
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Good idea, itīs a pain that I donīt know ASM | |||
Bloodstar 660 blue boar boobies Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42 Since: 11-17-05 Last post: 6426 days Last view: 6425 days |
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Mind telling us what the rest do? | |||
Sparx Waddle Doo Since: 11-18-05 From: San Diego Last post: 6438 days Last view: 6426 days |
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There was a list of them somewhere that listed all of the powers, including one that disabled horizontal movement | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6427 days Last view: 6425 days |
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Raccoon Leaf is just a result of changing the Cape Feather's code a little so cape flight cannot be done; combined with a graphics hack that gives Mario the Raccoon ears and tail. More powerups might be possible, but it would take a lot of work. (edited by asdf on 01-04-06 06:48 PM) |
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spel werdz rite Since: 11-19-05 Last post: 6426 days Last view: 6425 days |
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I can probably make a hack that will give you a leaf or feather depending on the level, maybe. | |||
TeRaByTe88 Red Paragoomba Since: 12-19-05 From: Connecticut Last post: 6482 days Last view: 6428 days |
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What about an Ice Flower... it would be the same as a fire flower only Mario's overalls would be blue... it could kill multiple enemies with one icicle and kill buzzy beetles | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6426 days Last view: 6425 days |
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Originally posted by TeRaByTe88 Actually, I tried to do DahrkDaiz's Ice Mario in SMW by changing the sprite spawned by fireball to throw block sprite(and by changing throw block graphic to ice cube) but for some odd reason, 75% of the time the block apear in Mario hand insted than where the sprite was, I waren't able to fix that due to my lack of skill, I might try again someday (edited by Bio on 01-04-06 10:19 PM) (edited by Bio on 01-04-06 10:23 PM) |
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spel werdz rite Since: 11-19-05 Last post: 6426 days Last view: 6425 days |
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What's the offset for "sprite becomes coin" when hit by a fireball? | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6426 days Last view: 6425 days |
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*Bio open his hacking note*
$2A0AC:start of the moving coin sprite subroutine $2862F:start of throw block creation subroutine $2A12A: Sprite Spawned by Fireball $2A12E: Set sprite active statuts(must be change to 0B to spawn a throw block) they are all SNES adress so you may need to convert them (edited by Bio on 01-04-06 10:37 PM) (edited by Bio on 01-04-06 10:37 PM) |
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spel werdz rite Since: 11-19-05 Last post: 6426 days Last view: 6425 days |
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Conversion:
*spel fires up Lunar Address* (which is surprisingly working now!) x122AC:start of the moving coin sprite subroutine x1082F:start of throw block creation subroutine x1232A: Sprite Spawned by Fireball Will also put them in the SMW Rom Addresses thread. EDIT: removed x1232E (edited by spel werdz rite on 01-04-06 11:47 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6426 days Last view: 6425 days |
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could you remove x1232E from your post?, Its useless(exept If your are trying to spawn a throw block using the fireball subroutine)
BTW I might take a look at my note, I renember having the offset for the sprite spawned by Magikoopa (as well as many other one) Edit: found them 0x12BB1: Sprite that all sprite change into when a silver pow active(only work on offscreen sprite)take in note the the sprite will use the same palette than the silver coin that is normally spawned 0x131BC: Sprite that the 'group of 5 eerie' is made from, by changing this you can make be a group of any sprite you want 0x1324E: Sprite spawned by bowser fireball generator 0x13244: SFX played by bowser fireball generator change 0x13243 by EA EA EA EA EA to disable bowser fireball generator SFX 0x13294: Sprite spawned by bullet bill generator 0x13289: SFX played by bullet bill generator Change 0x13288 by EA EA EA EA EA to disable Bullet bill generator 0x133CF: Sprite spawned by Super koopa generator 0x1341A: Sprite spawned by bubble generator 0x134E9: Sprite spawned by eerie generator Use them to custominise your generator (edited by Bio on 01-04-06 11:26 PM) (edited by Bio on 01-05-06 12:10 AM) (edited by Bio on 01-05-06 12:14 AM) (edited by Bio on 01-05-06 12:15 AM) (edited by Bio on 01-05-06 12:37 AM) (edited by Bio on 01-05-06 12:38 AM) |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6426 days Last view: 6425 days |
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So uhh, what you're trying to do, is make Fire Mario's Palette Blue, and make it so that if a Fireball/Iceball touches an enemy, It turns into an Ice Cube, instead of a coin..?
Ingenious! |
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TeRaByTe88 Red Paragoomba Since: 12-19-05 From: Connecticut Last post: 6482 days Last view: 6428 days |
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You know, you just could have it so that you throw the ice blocks at an enemy instead of snowballs... that would also work and be radically different than the fireball making it a completley different power | |||
BlackDays Micro-Goomba Since: 11-19-05 Last post: 6832 days Last view: 6832 days |
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To solve the lack of sprites available for powerups, couldn't you just use one sprite (lets say the Flower) and hack it to be a different palette? I don't know much about ASM, but is it possible to lets say, use a Blue fire flower for the ice flower and then a normal one for fire?
Once again, i'm a n00b to ASM... |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6426 days Last view: 6425 days |
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that not the point, and you can edit wich pallete sprite use with sprite paint | |||
||bass Administrator Since: 11-17-05 From: Salem, Connecticut Last post: 6427 days Last view: 6425 days |
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Rather then turn the enemy into an ice cube, why don't you change his palette to blue, make him fall to the ground if he isnt already, and halt his animation. | |||
BlackDays Micro-Goomba Since: 11-19-05 Last post: 6832 days Last view: 6832 days |
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Well, can you have two different palettes for the same sprite with that program? No.
I was just saying that as an example. I'm not talking about just changing it all together. I'm gonna stop talking now, because I have no idea what any of this means. I'm an artist, not a coder :-\ (yet) |
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