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06-16-24 11:38 AM
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Acmlm's Board - I3 Archive - The Pit of Despair - SMWOE - Progress and release thread New poll | | Thread closed
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Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6342 days
Last view: 6328 days
Posted on 02-02-06 09:36 PM Link
Originally posted by Synthrax
Ran in to a few major flaws.

First, when I apply the jump patch, about half my levels get literally destroyed by some sprite error.
Second, any time I go near the jump feature, whether it'd be the boss jump or Marios jump editor, Mario will not jump when standing still in the game.

Ah, so I'm not the only one
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: 6328 days
Last view: 6327 days
Posted on 02-02-06 10:45 PM Link
Hang on, the boss jump is not affected by Bio's code, that's already in SMW. I just use SMWOE to change the data... Have you tried using the boss jump data without using Bio's patch?
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6332 days
Last view: 6328 days
Posted on 02-02-06 11:05 PM Link
Actualy I take that back, the boss jump doesn't seem to be affecting anything. The Mario Jump screws up however, whether you have that patch applyed or not.

And the patch alone just seems.....bad..
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 02-02-06 11:14 PM Link
Its normal, after all, its my first ASM hack. I will recode it in a less crappy way that, hopefully, will have no bug
I think the main problem is at Snes $F9F9 It was unused in the original, but techokami hack was having some code here, I will have to find another blank space in bank 0


(edited by Bio on 02-02-06 10:20 PM)
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6329 days
Last view: 6327 days
Posted on 02-02-06 11:31 PM Link
Most excellent, both for it not being private and for the release. Now...if only we could find a way to use the alternate tiles for Luigi in a normal SMW ROM while still keeping Mario's tiles for himself. We could essentially make two completely different chracters, given enough time.
ZTaimat

260








Since: 11-19-05

Last post: 6394 days
Last view: 6328 days
Posted on 02-03-06 12:55 AM Link
Originally posted by Synthrax
Actualy I take that back, the boss jump doesn't seem to be affecting anything. The Mario Jump screws up however, whether you have that patch applyed or not.

And the patch alone just seems.....bad..


Yes, Mario jumps a pixel high while standind still or running full speed. (he does actually jump. he can magically jump onto yoshi with the crapped up jumps too...)

Also, It seems there are quite a few objects iggy cant place w/out killing the game. And could you explain what the 3 ludwig jumps differ in?

...and i'd like to know why the hell anyone would want to set ludwig/mortan/roy's HP to 255.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6329 days
Last view: 6327 days
Posted on 02-03-06 01:00 AM Link
Originally posted by ZTaimat
...and i'd like to know why the hell anyone would want to set ludwig/mortan/roy's HP to 255.


If you want to make it so that they can only be killed (efficiently) by fireballs, perhaps?
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: 6328 days
Last view: 6327 days
Posted on 02-03-06 07:58 PM Link
I just made that an option to allow anyone who actually wanted to exploit it to it's fullest could do that.

Also, greater compatibility with anyone who did that already w/ a hex editor.

I know what messed the mario jump... My misunderstnading of two bytes, leading me to change them too... Gah!

(BTW, I don't work on SMWOE again until I get back to school in 1- days... Ignore the M/L jump dialog, everything else works fine, including the hex editor dialog )
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: 6328 days
Last view: 6327 days
Posted on 02-06-06 12:48 PM Link
Yea, I got back to school, and fixed the bug with the jump data.

As soon as I can get to a VB6 compiler, I'l reupload the file (Notepad might be able to edit .frm files, but it can't compile them).
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 02-14-06 11:44 PM Link
Good new, I finally fixed the luigi jump code, my old code was so crappy
link
I have tested with Techokami's hack and it worked fine
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6342 days
Last view: 6328 days
Posted on 02-15-06 08:30 AM Link
Originally posted by Bio
Good new, I finally fixed the luigi jump code, my old code was so crappy
link
I have tested with Techokami's hack and it worked fine

YES
*applies patch, ROM does not a splode*
YES
*tries SMWOE*
D: Oops. *goes back to the patch alone*

Thanks bio! You kick ass like BMF, but more openly

EDIT: Let's just cut to the chase, shall we?
Where is the variable for Luigi's gravity stored in the ASM hack you made, Bio? I'll edit it manually, as it would just be worlds faster IMHO.


(edited by Techokami on 02-15-06 12:17 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 02-15-06 01:25 PM Link
here all the adress used by my code:
D8222: Luigi slippery, change to 00 to diable it
4653:Luigi gravity(tapping B)
4654:Luigi gravity(Holding B)
4655:Luigi gravity(Spin jump)
lower the gravity byte are, higher you jump


(edited by Bio on 02-15-06 12:25 PM)
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6342 days
Last view: 6328 days
Posted on 02-15-06 03:36 PM Link
Originally posted by Bio
here all the adress used by my code:
D8222: Luigi slippery, change to 00 to diable it
4653:Luigi gravity(tapping B)
4654:Luigi gravity(Holding B)
4655:Luigi gravity(Spin jump)
lower the gravity byte are, higher you jump

Alright, thanks man!

By the way, would it be possible to make Luigi's jump graphics be his walking animation (and not just a single frame, as in animated)? It would give a more complete feel to the game, but if it's not possible then don't worry about it.
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: 6328 days
Last view: 6327 days
Posted on 02-15-06 10:57 PM Link
Techokami: I will fix SMWOE to be compatible with the new version of Bio's code.

The version you have is set to change bytes in the Dxxx range, not the new range (4653 - 4655). Also, for the animations, use SMWPTE.
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