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04-23-23 08:28 PM
Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm
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User Post
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-15-06 11:53 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
what the flash time basicaly do is change the BG pallete depending of the value in it, and then decrease that value, the original value is restored when the value reach 00, in the original game, it used when you collect a ? sphere(after beating a boom-boom) and when bob-bomb explode
Originally posted by never-obsolete
msgboard crap is annoying we need find a faster way to communicate in real time.

we could use AIM, MSN or another instant messenger


(edited by Bio on 05-15-06 10:54 PM)
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-16-06 11:32 AM, in SML2 Remake Link
do you want to have a bunny mario in it?
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-16-06 11:59 AM, in SML2 Remake Link
Originally posted by Pac-Man
Bio, is that an offer? If so, I'll talk to ya about it on MSN later, k?

I have been wondering because I found some data a while ago that could be used to make bunny mario. just change 0x586F to 80 to disable cape flight and change 0x5265(power-up that can do cape spin) to 4 or more


(edited by Bio on 05-16-06 10:59 AM)
(edited by Bio on 05-16-06 11:00 AM)
(edited by Bio on 05-16-06 11:06 AM)
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-16-06 04:37 PM, in SML2 Remake Link
you didn't answer my question about if you want bunny Mario in this hack
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-16-06 07:57 PM, in New power-up engine release(NOT a joke) Link
anyone who played JaSp's smb3 hack 'Mario in some usual day' renember how power-up abillity were stackable(allowing to have stuff like Fire racoon Mario), well, I did the exact same thing in Mario world allowing you to be:

Fire+cape Mario

Download here

know bug: fading at the end of level glitch a bit but it is nothing major

Edit:found another bug, cape mario can't spin
EDIT2: Fixed
EDIT3: I forgot the RATS tag
EDIT4: added it
EDIT5: fire cape Mario can now do both cape spin and fireball attack


(edited by Bio on 05-16-06 07:05 PM)
(edited by Bio on 05-16-06 07:07 PM)
(edited by Bio on 05-16-06 07:12 PM)
(edited by Bio on 05-16-06 07:17 PM)
(edited by Bio on 05-16-06 07:22 PM)
(edited by Bio on 05-16-06 07:22 PM)
(edited by Bio on 05-16-06 07:28 PM)
(edited by Bio on 05-16-06 10:46 PM)
(edited by Bio on 05-17-06 06:32 PM)
(edited by Bio on 05-19-06 10:02 AM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-16-06 08:41 PM, in New power-up engine release(NOT a joke) Link
Originally posted by HabsoluteFate
its something i posted a long time ago (although you went one step further and included an IPS patch).

I didn't check your IPS file but if i remember correctly all i had done on my side is replace a jump with a NOP and presto it did both

I'm sorry, but I have NO idea of what are you talking about, mine is coded in a way close to the way JaSp did it(using an extra RAM to save fire abillity). I also already tried to make it run both code and it end up only doing the cape spin

one a sidenote: power-up value 3 is now unused and could be used for a custom power-up


(edited by Bio on 05-16-06 07:43 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-16-06 10:22 PM, in New power-up engine release(NOT a joke) Link
not without some ASM
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-16-06 11:05 PM, in New power-up engine release(NOT a joke) Link
d'oh, so I wasn't the first one to find these adress
Originally posted by Bio
0x5282:power-up that can throw fireball
0x5265: power-up that can do cape spin

but, its still impossible to make Mario throw a fireball and do a cape spin in the same time
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-16-06 11:32 PM, in New power-up engine release(NOT a joke) Link
d'oh, you're right, I'm got totally mistaken, I don't even renember why I was thinking that

anyway, I improved the code for doing both cape spin and fireball


(edited by Bio on 05-16-06 10:44 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-17-06 02:08 PM, in ASM Megahardcoding Link
...please do the stuff yourself...
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-17-06 02:16 PM, in Too many hacks! Link
I guess I will vote for SMWRMK, simply because I want to see my new power-up system in action
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-17-06 02:30 PM, in Sprites Link
then just edit the sprite tilemap to move the bone


(edited by Bio on 05-17-06 01:30 PM)
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-17-06 04:17 PM, in Red Username! Link
meh, everybody turning red... except me
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-17-06 06:22 PM, in Introduce yourself here! Link
this smell like a joke account
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-17-06 07:30 PM, in New power-up engine release(NOT a joke) Link
I did both, here come small fire Mario: (credit for the graphic go to Peter_ac(Pac-Man))

I also make it so fire cape mario shoot fireball with Y and do the spin with X
wait, until I make and upload the new patch

EDIT:done


(edited by Bio on 05-17-06 06:32 PM)
(edited by Bio on 05-17-06 06:33 PM)
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-18-06 12:19 AM, in Is this possible ? Link
1.they are not sprite they're block
2. just edit these map16 propriety in LM or use a custom block over them
3. why is this in adv. ROM hacking?
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-18-06 10:54 AM, in New power-up engine release(NOT a joke) Link
I'm not sure about what causing the graphic bug, but I will try to fix it

@Xygushy: look at habsolutefate post, a cape small mario is possible
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-18-06 01:59 PM, in New power-up engine release(NOT a joke) Link
I guess people are mostly indifferent to this because this isn't enough Mario-ish
C:/xkas bio.asm
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Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-18-06 02:25 PM, in ROM hackers mass interview Link
Originally posted by DahrkDaiz
(like the New Super Mario Bros., let's see who puts Koopa Mario in SMW/SMB3 first )

offtopic, but if you take a look at the general project screenshot(or more precisely here) you will find out that I did it
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 5908 days
Last view: 5907 days
Posted on 05-18-06 02:34 PM, in New power-up engine release(NOT a joke) Link
this is exactly that

also, for these who got graphical bug I suggest to:

1.applying the patch to an unmodified SMW rom insted
2.re-insert the graphic after aplying the patch(renember that small mario going to use the crappy X square for his fireball shooting animation)


(edited by Bio on 05-18-06 01:38 PM)
(edited by Bio on 05-18-06 01:39 PM)
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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm


ABII

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