(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
06-16-24 05:28 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Using the Mario/Luigi blocks with the Luigi Patch.... New poll | |
Add to favorites | Next newer thread | Next older thread
User Post
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6332 days
Last view: 6328 days
Posted on 03-28-06 12:41 AM Link | Quote
I noticed that the Blocks that can change you into Mario or Luigi aren't exactly compatiable with the separate Luigi graphics patch. All it really seems to do is just change the pallettes...any way to fix this?
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6327 days
Skype
Posted on 03-28-06 04:45 AM Link | Quote
My patch updates the graphics during the fade to black on the overworld map when the game switches character. (In fact, it changes right after the character byte has been changed.)

There are three possible solutions.

1) Add the DMArio code to the character switch block. (Probably the easiest solution)
2) Patch the main level routine to update the graphics every frame. (May cause slowdown. I'm not sure how fast DMA is.)
3) Patch the main level routine to check if the character has been switched since the last frame. If so, update the graphics.

If nobody wants to do it, remind me in a week or so. (I've got a project for school which I have to get done on time, and I've got a lot left to do.)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6328 days
Last view: 6328 days
Posted on 03-28-06 05:25 PM Link | Quote
I bet you could do #3 with LevelASM. Grab the current character byte and store it in some unsued place. If the byte being stored doesn't match the one already there, reload the graphics.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-28-06 06:32 PM Link | Quote
Originally posted by HyperMackerel
I bet you could do #3 with LevelASM

using the level loop will be better, exept if you only want the block to be fixed in a specific level


(edited by Bio on 03-28-06 04:33 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6328 days
Last view: 6328 days
Posted on 03-28-06 08:38 PM Link | Quote
Well if you use it in a lot of levels, yeah. Or hell, you could tack it on to LevelASM's code itself.
Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - Using the Mario/Luigi blocks with the Luigi Patch.... |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.011 seconds; used 369.19 kB (max 444.61 kB)