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Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests | New poll | | |
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Chaos Force Just drifting by... Since: 11-17-05 Last post: 6436 days Last view: 6432 days |
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I posted this in the other thread, not realizing this thread was here....but anyways
I need to find Banaza Bill Speed Adress. All my trys failed. :/ Edit: Also while I'm at it, is anyone able to fix the "Change to Mario" block? It seems that after changing from Mario to Luigi, the name on top will switch also. But when you try to switch back to Mario, the name wont change...:/ (edited by Synthrax on 01-20-06 08:53 AM) |
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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 RPG EaterI've been looking in to this (for a long time actually ) and I can't find a steady way in which it's health is written. I'm always seeing constantly changing values depending on BBB's X and Y position. And whenever he dies, it writes six rather than zero to the RAM address. |
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Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by spel werdz rite Oh... That sounds rather tricky. Not just one offset, bleh Anyway, this time I have an actual request. Does anyone have the offset in SMW that will cause the special world music timer to instantly play the Mario Bros. theme instead of playing the ordinary boring music for 10 minutes? It doesn't matter if it destroys the original Special world music, I never liked it much. Thanks in advance. |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6431 days Last view: 6431 days |
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Originally posted by RPG EaterThanks for reminding me to find this. $71AC5: change to 76 to start right at the beginning of the SMB theme, or 74 to include the short drum intro normally at the beginning of the loop Interestingly enough, there's no "timer" per se...just a pointer table with a whole lot of duplicated pointers leading up to the SMB part. The 3 pointers for the main loop are duplicated 8 times! (edited by BMF54123 on 01-24-06 06:28 AM) |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6446 days Last view: 6432 days |
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Originally posted by BMF54123Originally posted by RPG EaterThanks for reminding me to find this. Ooooh =] Now, how can overworld music be used in actual levels? |
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FPI Coney Since: 11-18-05 From: Germany Last post: 6433 days Last view: 6445 days |
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Originally posted by FPI Hi there, it's me again! I would like to know if there is some progress on this (if it's even possible). There is no need to hurry, I just would like to have the status (for example if anyone tried it and it didn't worked, there is no need for me to wait for this, right? ) Thanks! ^^ |
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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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Originally posted by Techokami ... check the ROM address thread, I think there was data on how to make all levels use msic bank 2, but you won't be able to use any of the regular music tracks if you do that. |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6446 days Last view: 6432 days |
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Originally posted by SukasaOriginally posted by Techokami Okay... and where exactly in the ROM is Misc. Bank 2? Hopefully it can be edited to have some of the unused spots in the music listing point to the level music |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6431 days Last view: 6431 days |
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Originally posted by TechokamiNo, you see, the overworld music bank doesn't even contain the level music. The whole reason separate banks exist is because there isn't enough room in the SPC700's RAM to hold them all at once. There's probably some routine you can call that will load a different music bank, but I don't believe anyone's found it yet... |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6446 days Last view: 6432 days |
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Originally posted by BMF54123 Huh. Interesting... Well, for starters, maybe someone can trace the loading of a level for something that does change the bank (since it has to switch from the overworld's bank to the level's bank, right?) |
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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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Actually, Blackhole89 sent me the addresses (3), one of which was supposed to be the routine to load the OW data to the SPC. I'll go get those for you guys.
Keep in mind they end with RTS, you you'll need to do some creative pushing with them- or place a small bit of custom ASM (JSL $xxxx RTL) at the end of that bank. EDIT: Here, try these addresses. They all end in RTS, and try them starting with #1. 1. SNES $00:810E 2. SNES $00:80FD 3. SNES $00:80E8 (edited by Sukasa on 01-25-06 10:23 PM) |
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Stephan Reiken Blipper Since: 11-17-05 Last post: 6439 days Last view: 6432 days |
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Here is an interesting request, it is for my game. I doubt any of you remember it, but it involved no longer having Mario as the main hero but some guy I made up...
I'd like someone to try and turn off Yoshi's tongue (I know that turning it off has been done, but there is more) and enable Yoshi to always have Stomp. If it is possible, to always have the ability corresponding to the Yoshi's color. I need this in order for me to effectively edit Yoshi's apperance and character without it being just a cosmetic change. Thanks for anyone that trys! |
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Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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I have another offset request... How do you disable gaining an extra life when you clear a level with 000 (aka infinite) time? I want to replace the timer with a rudimentry "air meter" for water-filled levels, but normal levels always give me a life when I clear them due to finishing with 000 time.
Thanks again in advance. |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6545 days Last view: 6545 days |
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got a question, how do i add this "will change into the next map16 tile after hit"-thing to a block? and would it be possible to activate it when all enemies are killed?
thanks in advance |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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hmm..
I can't help you with the next map16 tile part, my but you probably won't be able to activate it when all enemies are killed unless you use LevelASM. |
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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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Originally posted by Hamtaro126 Originally posted by spel werdz rite Made any of my blocks, Spel werds rite? (edited by Hamtaro126 on 01-27-06 08:09 PM) |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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No... I failed
I did several traces, but I can't find where it was, I'm sorry. Why did you need it though? If you describe how it was going to be used, maybe I can fungshway a code. Ghettoyouth, to do the change into next map16 thing, you have to write the code in the chblock.bin, you write what you want the block to do, and then make a JSR to the changing block code. Add the block, put in all the reloc offsets that the Changing Block has and also make a reloc to where your JSR was. (in hex) |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6545 days Last view: 6545 days |
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ok, thanks kailieann and spel werdz rite | |||
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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Spel werdz rite, Remember the SNES game called:
''Magical Quest starring Mickey Mouse''? (Made by Capcom in 1990-92, Also Remade for GBA!) Well, I am making a game called "Mickey Mouse: Mickey's Quest"! It is a the FIRST Super Mario World hack starring him! And I am remaking the 1st level from that game, using BGmapper and Tiler! (2 SNES MAP Editors!) Tiler can be found in Zophar's Domain! I am ALSO remaking the 1st level from that game in one of my SMB3 hacks! You do not know about that game? GOOGLE FOR THE ROM!!!!! Thanks, Hamtaro126 PS: Can I place a request ASM hack where the routine of the COLOR CHANGE routine of the throw block is only in 1 color? (2 patches: Blue and Yellow) (edited by Hamtaro126 on 01-28-06 11:41 AM) |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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I know the game your talking about.
I'll go find it and see what I can do, sorry that I forgot about it a while ago though. |
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