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0 users currently in SMW Hacking. |
Acmlm's Board - I3 Archive - SMW Hacking - ... I think my ROM... Exploded. | New poll | | |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Step 1.
Step 2. There's more to the right, but that's just remnants from the level I copied to this from and I haven't disassembled it yet. Step 3. I decide to test it since I'm pretty sure you can't get that dragon coin and probably need to rearrange that again. Step 4. Fairly basic. Keep moving. Keep moving. Step 5. ... What the hell!? Step 6. Clearly something screwed up. Save the level again, reload and try again. Same. Step 7. Test if it's the emulator's fault relative to new data and the savestate from the overworld. Kind-of ridiculous, but it could be. After loading ZSNES, don't load from savestate before the start of the level, play from battery save until get to the level.Same. Step 8. Give up and ask you guys what's going on. (edited by Alastor the Stylish on 04-07-06 01:44 PM) |
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FPI Coney Since: 11-18-05 From: Germany Last post: 6434 days Last view: 6446 days |
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Actually, very easy. It's level 24. Use another level number (24 is the Dragon Island-level where the time remaining and the points have something to do with the level exit location) | |||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Augh! Thanks. I didn't know that would cause problems. | |||
wtfweb Red Koopa Since: 02-10-06 Last post: 6443 days Last view: 6433 days |
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has anyone ever figured out exactly how level 24 exits work or how to incorporate the level into a hack correctly? | |||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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I thought they worked based on coins and time
And I can't imagine using it in a level would be hard if you knew what you were doing. Doesn't it follow the same process as redoing the enter ghost house/enter castle/no yoshi sign places? (edited by Alastor the Stylish on 04-07-06 04:21 PM) |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by Alastor the Stylish It is, but nobody (to my knowledge) figured out how it works (as in, how many coins and how much time to enter this area and how many coins and how much time to enter that area). Originally posted by Alastor the Stylish Yes it does. Those levels are even in the same pointer table as the level entrances. ...too bad that editing such levels often causes them to mess up somehow. Maybe it's caused by the (invisible) blocks inserted by Lunar Magic to execute code while the level loads? We need a low-level SMW editor without amazing stuff like new features and level repointing. An editor that simply edits the level, where one has a limited amount of bytes to build the level with. *Looks at my crappy MWL level viewer* |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Originally posted by SmallhackerWhat?Originally posted by Alastor the Stylish I wrote the following awhile ago. I'm pretty sure it's accurate. 0x36BFB: Path with Yoshi Coin, Platforms, ? blocks 0x36CB0: Path with Slanted Platforms 0x36D72: Bumpy Path 0x36DBE: Secret End 0x36E7E: Normal End Address unknown to me: Water place with mushrooms in bubbles Address unknown to me: Cliff place with feather and you're supposed to fly From start: 0-8 coins: Go to address 0x36CB0 9-20 coins: Go to address 0x36BFB 21+ coins: Go to address unknown to me (cliff) From addresses 0x36CB0, 0x36BFB, unknown (cliff): 250+ time remaining: Go to address 0x36DBE 235 to 249 time remaining: Go to address 0x36D72 234- time remaining: Go to address unknown to me (water) From addresses 0x36D72, unknown (water) Go to address 0x36E7E (edited by Alastor the Stylish on 04-07-06 06:20 PM) (edited by Alastor the Stylish on 04-07-06 06:21 PM) |
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spel werdz rite Since: 11-19-05 Last post: 6433 days Last view: 6431 days |
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I also posted some info on it in the SMW ROM Addresses thread.
Not as good as Alastors', but it's datum none the less... |
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The V Koopa Since: 03-01-06 From: In my own world Last post: 6538 days Last view: 6538 days |
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If you use my hack (Super Mario Starlight) as a base, you should get a fairly glitch-free level for 6-2. I replaced the original level with a totally different one (a TEST level) before I started editing. I tried a simple palette swap on the original level when I first started SMW hacking and had the same problem. That hack was lost, alas. The hard drive it was on died and I didn't have a backup (stupid me). | |||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Oh, it would be amazingly easy to give some wide GFX and paletting changes to it... But... That's not really what I aim to do | |||
Tatrion <_<; Since: 11-17-05 Last post: 6433 days Last view: 6432 days |
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That's why I'm just using 24 as a pipe in mine...
There was one hack that I think used level 24 correctly. I think it was called Ultra Mario world, or something. It was nearly perfect, except you could get dumped into the bonus room randomly... I'd have to see if I still have that hack on my computer. |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6433 days Last view: 6432 days |
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Or alternatively (and obviously), you could put a level with no screen exits on Level 24. Failing that, you could just not use level 24 in the hack at all. | |||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Both of those.
Somewhat. Ruin the concept, though. |
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cpubasic13 I'm ahead of myself... Wait... Since: 11-17-05 From: Citra, Fl. Last post: 6433 days Last view: 6432 days |
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Wait, couldn't you figure out the pointers to those offsets and change them all to your level you want to use? I am pretty sure that could maybe fix it...
Then again, I hardly used pointers... but that sounds like it would work, right? |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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That was what I was planning to do, but smallhacker said that the stuff LM adds makes it, uh, explode. | |||
wtfweb Red Koopa Since: 02-10-06 Last post: 6443 days Last view: 6433 days |
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yeah i think that would only work until
a) you edit and re-save the level or b) you lock your hack (i guess because doing this re-saves every level) edit: i was just thinking - would it be possible to find the offsets for where levels you want to use are located after a hack is locked, then go back in with a hex editor and change the offsets from the default ones to your own levels without running any risk of editing the levels again? this seems logical unless there's another reason the changed offsets get messed up when you lock a hack. if this would work though it should work for ghost house and castle entrances too, i think. edit2: nevermind, that definitely wont work. locking a hack changes a lot more than i thought it did. (edited by wtfweb on 04-10-06 06:10 PM) (edited by wtfweb on 04-10-06 09:45 PM) |
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182077607309.34 + Red Cheep-cheep Since: 11-22-05 From: Atlantis. All your base are belong to us. Last post: 6464 days Last view: 6456 days |
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Originally posted by Alastor the StylishThe cliff is level CF and the place with the mushrooms is level CE. There is also another normal end at level CD (I think you’re supposed to get to it by having four Yoshi Coins in “Bumpy Path” or the place with the mushrooms). I think Lunar Magic usually changes the addresses’ of the levels it saves, so if the level is hard coded to take you to certain addresses and you change them then it would probably take you to a garbage level. But ether way, you’re using a level that the original game didn’t use, which also apparently takes you to a garbage level. …I tried saving level CF (without changing it any) just now and when I went through the pipe on level 24 the game crashed. |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Yes, we know that part. That's why we also change the pointers. But if what Smallhacker says is correct (and I assume it is, since he's trustworthy, so I don't check myself) it screws up anyway because of the blocks LM inserts.
Or something. |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
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Or just make a part where you have to go inevitably through a coin bunch.
Let the power of Ascii explain it. 00 00 00 00 00 00 00 00 00 00 [_] Like that. 0 is a coin, and [_] is the pipe. That way you can't go wrong unless the time limit screws this idea-- |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Honestly now, what does that have to do with LM's blocks keeping the algorithm from working as it should? |
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Acmlm's Board - I3 Archive - SMW Hacking - ... I think my ROM... Exploded. | | |