Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in The Pit of Despair. |
Acmlm's Board - I3 Archive - The Pit of Despair - SMWOE - Progress and release thread | New poll | | Thread closed |
Pages: 1 2 | Add to favorites | Next newer thread | Next older thread |
User | Post | ||
Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6445 days Last view: 6431 days |
| ||
Originally posted by Synthrax 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: 6431 days Last view: 6430 days |
| ||
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: 6434 days Last view: 6431 days |
| ||
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: 6430 days Last view: 6430 days |
| ||
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: 6431 days Last view: 6430 days |
| ||
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: 6497 days Last view: 6431 days |
| ||
Originally posted by Synthrax 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: 6431 days Last view: 6430 days |
| ||
Originally posted by ZTaimat 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: 6431 days Last view: 6430 days |
| ||
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: 6431 days Last view: 6430 days |
| ||
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: 6430 days Last view: 6430 days |
| ||
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: 6445 days Last view: 6431 days |
| ||
Originally posted by Bio 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: 6430 days Last view: 6430 days |
| ||
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: 6445 days Last view: 6431 days |
| ||
Originally posted by Bio 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: 6431 days Last view: 6430 days |
| ||
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. |
Pages: 1 2 | Add to favorites | Next newer thread | Next older thread |
Acmlm's Board - I3 Archive - The Pit of Despair - SMWOE - Progress and release thread | | Thread closed |