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| Acmlm's Board - I3 Archive - - Posts by BMF54123 |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days |
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I've decided to disable gliding and flying, except in designated areas. Spinning and floating will remain unaffected. There are simply too many secrets that would be ruined if I allowed people to fly around anywhere they please.
Now I just have to figure out how to work it into the story. Perhaps Bowser has cast a spell on the winds themselves, rendering his cape--and hot air balloon--flightless, thus trapping him on the island? Yeah, that works... |
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BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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*BMF54123 points to the thread title
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They're called "unfinished" for a reason. I'm sure Sgraff87 is already aware of most of those things. ![]()
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Originally posted by insectduel, in another topic
So, uh, why doesn't SSM just post here himself?
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Oh, God, here we go again... |
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BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Huh, I dunno. I just tried editing it, and it worked fine. You've closed and reopened both the emulator and TLP, right? Have you tried a different emulator, in case that one holds the ROM in memory or something equally weird?
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Try saving the ROM under a different filename in TLP. If that doesn't work, your computer is officially haunted. ![]()
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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I think he means "patches with ASM hacks" or something... |
I agree with Link2006, no screenshots = no thanks. Next time, you should wait until you have them uploaded before you post anything. (restricted) |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Originally posted by HyperHackerNo, it saves to a separate file in the same folder as the ROM. ![]()
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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First, an explanation, and the aforementioned ASM hack...
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As you've almost certainly noticed, SMW's vertical scrolling is a little bit odd...you have to actually land on a solid platform before the screen will scroll upwards. This can make quickly navigating vertical shafts a bit tricky, especially if there are enemies just offscreen, and (in my opinion) it just makes the game feel less "fluid" overall. I've figured out a way to disable this behavior, so the vertical scrolling always follows Mario, just like horizontal scrolling does. In a hex editor, simply change the byte at $7A78 (normally D0) to 80. This will bypass the routine that checks whether Mario is standing on solid ground or not (RAM address $72) and sets the scrolling flag accordingly. Now, about the poll... Go ahead and try this out in your ROM (it's easy to reverse, just change the same address back to D0), then let me know which type of scrolling you prefer: normal (SMW's default behavior), or free (the "hacked" behavior). I'm debating whether or not I should put this in my hack, and I need some feedback before I make such a relatively drastic change...
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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the star brings DEATH AND DESTRUCTION but sometimes happiness and rainbows depending on its mood
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STAR'S CURRENT MOOD:
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BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Originally posted by peter_acSo YI graphics aren't overused?
Personally, I'd like to see more hacks use SMB2 graphics. It is my favorite game in the series... ![]()
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Nope, nothing like that on the staff side, unless admins have some sekrit features I'm not aware of. |
I suggested a name-change history quite some time ago, but either the idea was dismissed pretty quickly, or people just forgot about it...
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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That's...an incredibly descriptive error. |
Sorry, but there's probably not much any of us can do with so little information. (restricted) |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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*BMF54123 throws up a little |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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I've encountered that problem once. It's...very odd. |
I think we need to dissect the "Mario hurt" routine and see exactly what it does. I have a feeling it's replacing either Y or $1693, which control the block's "acts like" setting... [edit] Well, that was easy. Just apply this tiny patch to your ROM: hurtfix.ips Technical explanation: the original code loads Y with the appropriate "hurt" sound effect (either 04 or 0F, depending on whether Mario is gliding or not) and stores it to $1DF9. Unfortunately, Y also holds the high byte of the current block's "acts like" setting, so changing it to anything other than 00 causes the block to act like #125, which is the key/wings/balloon/shell block. All the patch does is change two LDY/STY operations to LDA/STA, thus preserving Y. I have no idea why Nintendo used Y instead of A for this routine, since A is always modified after the sound effect number is loaded anyway... ![]() (edited by BMF54123 on 12-10-05 04:28 AM) (edited by BMF54123 on 12-10-05 05:22 AM)
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Originally posted by asdfI noticed that one, too. The two problems could very well be related...all sorts of weird stuff can happen if you don't preserve registers like you're supposed to.
Anyway, see my previous post for the fix.
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Don't forget, you also need to subtract 1 from the size of the data. |
For example, to protect 32,768 ($8000) bytes: 53 54 41 52 FF 7F 00 80 53 54 41 52: STAR FF 7F: 8000 - 1 = 7FFF (size) 00 80: FFFF - 7FFF = 8000 (inverse of size)
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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You can make your own background scroll with LevelASM. Just use the following code:
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REP #$20 LDA $1466 CLC ADC #$xxxx STA $1466 SEP #$20 where xxxx is the number of pixels you want to scroll each frame (if you want to scroll the other way, just replace the CLC ADC with SEC SBC). Now, all you need to do is disable horizontal background scrolling in LM, and set the LevelASM pointer to your code address. That's all there is to it! ![]() | |||||||||||||||||||||||||||||||||||||||
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| Acmlm's Board - I3 Archive - - Posts by BMF54123 |