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05-19-24 02:45 AM
Acmlm's Board - I3 Archive - - Posts by bothwingsbroken
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bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-13-06 12:10 PM, in Approvisamational Thingy Link
Hey guys! 19/m/ak, been playing SMW for a rather long time. Got into lightweight hacking about 2 years ago, and thanks to the excellent threads on this forum, I'm scratching some surface on the ASM side. If nothing else, I know most of the tools and their functions thoroughly and am confident I could provide some assistance for our new members. But I'm also hoping to power out some tutorials and even hacks of my own. Been reading a while, wondered why I couldn't answer questions. Then I noticed the whole 'approval' thing. Good idea, must admit. It got bad there for a while. So, I raise my right hand and swear on the great SMW bible never to flame, ask for the evil R word, or wear the same shirt two days in a row. Am I in?
~bothwingsbroken
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-28-06 03:03 AM, in Approvisamational Thingy Link
Just some miscellaneous things. What I'm working on now is making mario's physics float so that we can power them up with new items, or the like. Basically placing a JSR to collect the value from a RAM address. So far, it looks coded right, but still doesn't work. But anyway, other than that... I've added 2 mario states, coded a custom intro screen, and just some other lightweight stuff. As soon as I polish something to be worthy, I'll put it up for you. Got some hacking tuts on the way too. But my main non-rom project is a complete guide to hacking SMW, start to finish, as in "Chapter 1 - The Title Screen, Chapter 2 - Other GFX". My primary hack right now is an advanced baserom that comes preloaded with some custom blocks, sprites, and full documentation. I'm also using a corrupter to try and at the least change the instrument assignment for the title theme. No real progress on that yet.

Anyway, will keep you posted.
~bothwingsbroken
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-29-06 06:02 AM, in A Bit of Brainstorming Link
About the "race" idea. You mentioned seperate starting points. This is, ideally, not too difficult to do with ASM if you check the current player flag, and if its luigi, set its overworld XY value in the RAM accordingly. But an ASM tag running on the overworld would probably include adding a JSR to an overworld sprite subroutine and then using that sprite on the starting map. That would, officially, be a pain in the ass, and a bit constricting (as you'd be forced to use a sprite wen you might not want to). So here's a better idea.

I first used this system to recreate SMB3 classic OW pipes. In the OW editor, lay out your mario and luigi paths (seperately). Connect them (temporarily) to your starting point. Now use an emulator like Snes9x that allows you to check the current value of a RAM address (like Snes9x's cheat function. Now on the OW, travel to the first point on Mario's OW path (not counting the starting point). Enter the level, then check three different values. Only two of these values need to be set if they both start on the same submap.
OW X position
OW Y position
Current Submap

Now make a simple blocktool block that writes the new value to these addresses; one for mario's path, another for luigi's path. Then also while you have blocktool open, throw in luigi-only and mario-only blocks.

Now some suggestions for your starting level.
a. Make it your only save point. So that mario and luigi dont wake up on the other's path. Either make it a reusable save point, or make a savegame block (i'll talk more about these in the thread i'm starting next...) .
b. Make the player start in the middle, and make it a side-exit, single screen level; mario-only blocks guarding the left, and luigi-only blocks guarding the right. or vice versa. And then at the edge of the screen, have your character's relocation block; before you exit level, after the character filter. Make sure its not set to activate events. If you do want to use events to reveal them, make sure you swap out side exits for exit and secret exit blocks obtainable from SMW central; Use normal exit for mario and secret exit on Luigi's side. Then set up your event activation accordingly.

This setup, while requiring a slight bit more work than some; it is what could seperate your hack from any other. Best of luck friend, sorry to blab on so long just wanted to cover all your bases. If you need any help I'd be more than glad to set this up for you.

Oh, last thoughts: If you need later save points, feel free to have the paths reconnect at some point with a similar level set up. Just you will need new overworld relocation blocks for each character at every save point. But this insures that mario and luigi can never take the other's path. Also, as long as you set up these relocation blocks, if you want to use them for classic SMB3 OW pipes, feel free to make player-specific pipes (like green pipes for luigi, red pipes for mario). Just a thought, but it's something I would find cool.

Again, good luck, hope this helps!
~bothwingsbroken
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-29-06 06:38 PM, in My Project Link
Hey again everybody. Just a note: this thread is NOT announcing a new hack; it is simply discussing some different SMW items that could very well benefit the whole community if released in a new base rom.

Basically, I have some ideas, with some logic behind them, and while I develop them I'm hoping to get some feedback so that my work won't collide with other existing simple hacks, or to see if someone has a smarter way to implement the functions in question.


The List : :
SMB3 OW Pipes - A simple concept; all you have to do is have a block in-level that sets mario's X, Y, and current submap values. You can rip these through Snes9x's cheat function when you are at the OW point you want the pipe to lead to, and then write your ripped values with a blocktool block at one side or the other of a pipe level. Now, its a pain in the a$$ because you have to create another blocktool block for each exit point, but at the same time it can set off your hack from everyone else's. And with a base .bin file, it requires almost no asm knowledge, just changing a couple numbers. Now for the bugs: I have this feature working smoothly, but there is a bug. If you have events set up, mario will snap back onto the path when the event is activated. If the events are alraedy completed, and you come out of the pipe and move, you will snap back onto the path. However, in rare cases, if you try to reenter the path without moving, you'll end up in the bonus game level. There is a temporary work-around; just modify the bonus game level to include an exit, maybe even remove the lives game from it so that players can't infinitely profit. Not sure. I'm still working on a permanent fix anyway.

Multiple Exits - Read the above item. This can be applied in near limitless number, allowing one level to have as many exits as you can imagine. One point, your goal point had best have a straight exit with no true "beating the level" or events will activate incorrectly. Of course, your first two exits can have events.

Floating Physics - Basically I'm trying to make mario's run speed, jump height, and fly gain assigned to a RAM address. If this is possible, we can power it up through blocks or custom sprites. So far, I've tried a JSR at different points surrounding the ROM addresses trying to get it to pull a value from RAM, but it appears the values are strung. So I have to better parse that area of the ROM in order to understand how this can be done. But I think it would benefit all of us.

Growing Block - Those of us with a DS who have played the New Super Mario Bros. will recognize what I mean; the "turn blocks" that spawn more blocks on top of them. Not sure how doable it is, but maybe having a "null" sprite interact with custom non-solid blocks on top, you could run a check every frame for a RAM counter, and then adjust the blocks to be solid or not depending on how many times mario hit the base block.

Flying Spring Board - A custom sprite, naturally, that I don't think is hard to do. Haven't started on it yet, but basically I think I will just rip existing springboard code, and give it some basic flying ASM. Could add some very unique challenges.

Larger Intro Screen - The whole "presents" screen. I've managed to modify or disable it, but now I want a full page intro screen loading before the title screen. I don't know if it can be done through DMA or not, I'll give it a brief effort and if I can't; there are tutorials everywhere for writing custom intros to snes roms (commonly seen in group rips). I'll get it to work and not disable the SRAM, then we're good to go.

Time - A true element of time. I'll use PalletteASM to implent a 3-life/3-level time passage from day to night. Depending on the pallete, when night mode is activated, I'll write all the basic colors of the pallete to be darker, and then brighten 3 lives/levels later. And the purpose of this would basically be fore Luna/Sol gates that open corresponding to day or night. Basically a counter would be tripped every time you enter a level, and then load a counter from ram. if the counter is 3-6, color the pallete. If its 6, color the pallete then reset the counter so the next time it will be back at 0, daytime. Also maybe some custom sprites to appear or dissapear at day or night. Koopa and goomba by day, Boo and Anti-Boo by night. Haunted forests, anyone?

8 Switch Blocks - I'll get four more switch blocks. Just for the hell of expansion.

So any ideas, suggestions, "please don'ts", I'll listen.


bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-29-06 07:09 PM, in My Project Link
Awesome! Was I close with the whole JSR routine around the ROM address, or was it a different method altogether? I'm basically working towards a new base rom, like an up-to-date demo world, a prepared starting point for new hacks, unprotected. If you have like an ASM ips or something to enable just this, I'd be glad to include it, and of course you would recieve full credit. Or if you could just set me in the right direction (or confim that I'm in the right direction?) I'd be ready to do the dirty work myself.
Thanks!
~bothwingsbroken
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-29-06 08:08 PM, in My Project Link
LevelASM vs. PalleteASM:
I want the time-transition to be pallete-specific, so that cave tilesets dont turn a darker green, while forests do turn a darker green. Now, I could use LevelASM to run a current pallete check, but I just seem to think PalleteASM would be easier for a pallete-based hack. I could be wrong, that's just my logic. Would LevelASM really be easier?

Also, about the sprite pos. for classic pipes; Good idea, but in one way, contricting: A single sprite, with a single set of coordinates, would only work on a one way pipe. I mean, using two different levels for the two tiles would allow travel back and forth, but it just lacks the freedom of exiting a pipe from inside the pipe, at either end. If you make the player proceed all the way through the pipe, this works. But *true* classic pipes, need to be exitable at either end.

Oh and one other item for the list, shouldn't be extremely hard;
Multiple Same-screen exits - I imagine if there was a way to write to the "current screen exit number" we could use a sprite, or a block, or a combination of the two like smallhackr mentioned, to redirect the player to a different exit.

Basically I'm trying to remove the limitations set up by the existing structure for the ROM, or at least work around them. Creativity is 80% of a hack; when it's hindered, it limits the capabilities of the hacks in question.

Also, about the switch block expansion: a cheater way to do it would be to have an invisible "trigger sprite" that activate the blocktool code and then self-terminates; the blocktool code would basically function like a change block, sprite activated, that would only change if the flag was true. Eventually I definately want a more permanent solution, but this would be a doable start. Then all we'd need would be four more switch sprites. I'm thinking the graphics are already there so an existing switch sprite code with a modified flag pointer, should work.

Oh and another thought on the sprite position for the classic pipes, that might not really work because have you looked at those values? They seem to function in a near random order, and run from 00 to ff. levels don't really have the range to store that large of a coordinate array, and I'm not sure theres a simple algorithym to do the math... It's an awesome idea though, if we can make it work.

Anyway, I'll keep digging, and keep you posted. Please keep feedback coming in, it's really helping.

Edit - - - -
Overworld time passage: doable, I just have to locate any unused (or unwanted) sprite code, and hopefully just place that sprite on the map. what I would like but don't know if its possible, is flag-based passable points. I imagine this would be very difficult, but if we could engage and reverse a "enable direction" flag, we could have luigi-only, mario-only, day-only, night-only, etc. paths on the overworld. Any ideas?

As for the multiple exits; you can use the pipe technique to exit the level at another point on the map. Enter the woods on one side, exit and one of maybe 8 different points, for example. Not neccesarily direct path exits, you see.


(edited by bothwingsbroken on 09-29-06 07:21 PM)
(edited by bothwingsbroken on 09-29-06 07:29 PM)
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-29-06 09:08 PM, in My Project Link
It does mask this but by changing the gfx and sound routine to skip bytes, it loads the solid color as the background (which I leave black) and then loads the game. It speeds it up, technically, by skipping like 12 bytes, but, again, this notice is so unnoticeable that its not exactly practical. Not to mention that it makes your rom appear broken to the impatient user taht won't wait the 2 seconds to see it load. And I agree that the pirate intro is a bit lame; but if its done... creatively... as well as being easily editable, would give that one hair more control over the ROM's function. And there is a practical... "excuse" for it. It gives you some extra work-room to preload custom values to a ram address before even the engine loads. Not sure if its a needed ability, but; just brainstorming.

Also, another note I found while screwing around with some things: On the title screen, if mario dies, the player gets to play. Make this level beatable, and it returns you to 0,0 on the overworld map. If you use a custom block before the goal point that writes mario to a new overworld coordinate, and if you have some extra space, or even, say, an extra submap, you could have a hidden minigame (mini as in you can't save it) only reachable by playing and beating the title level screen. And expanding on this a little, if you set the current file flag in RAM, you could possibly enable saving to a slot of the players choice, and this could function as a secret "intro world", or even a shortcut world, the possibilities are vast.

And one more custom feature idea; how about a savegame block? On the ROM map at SMW central, people have narrowed down the savegame ASM routine; if we could isolate it, we could make a savegame block, that could add a new challenge to the game: with no level-passed savepoints, a player would have to find savepoints, and they could be easily reached, or the most sacred, hard to find places in the game. Either way. If nothing else, a Save Point House could be a convenience for the easier hacks.

Edit - -
Another concept. How about a key like the one in SMB2 with a Phanto that follows? The key would destroy a keyhole block when mario, holding the key, collides with it. The key would also self-destruct at this point. Phanto could be a simplified version that basically sits idle, and then while mario is holding the key, he changes palletes to a brighter color, then acts like a high-speed boo. Then when mario dropsthe key, he turns back into an inactive state. He can only hurt mario in an active state. Doesn't have to be phanto, persay, could be a new baddie.

And also, perhaps a block Pokey? Basically a Pokey made from like, turn blocks, that you can stand on, and of course stand on and adjust (lower) the height. An interesting twist would be to make it non-aggresive, and solid; so it won't hurt mario, but it also acts like a solid block, that mario can't walk through. He'd either have to lure it out of a path, run jump over it in the open, or eat it with a yoshi.

Alright, well, I'm off to work on these all. I'll post .ips files feature-by-feature with coded support and an in-game example of each. But seriously, is there a reason that I should use LevelASM over pallete ASM for the time passing hack? And does anyone know offsets for any OW sprite asm?


(edited by bothwingsbroken on 09-29-06 09:06 PM)
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-30-06 02:01 AM, in My Project Link
: : The Checklist : /b]

SMB3 OW Pipes - Debugging
Multiple Level Exits - In Progress
Physics Float - In Progress
Speed Powerup (to demonstrate physics) - Not Yet Started
"Bump" Block (growing block was the wrong name) - Not Yet Started
Flying Spring Board - Not Yet Started
Larger Intro Screen - Not Yet Started
Time Progression - In Progress
Lunar/Solar Blocks - Not Yet Started
OW Time Progression - In Progress
OW Flag-check Path Enabling - In Progress
Additional Switch Blocks - Not Yet Started
Additional Switch Palaces - Not Yet Started
Multiple Same-Screen Exits - Not Yet Started
Title Screen Secret Game - Debugging
Phanto - Done by MikeyK
Keyhole Block - Not Yet Started
Block Pokey - Not Yet Started
Savegame Block - In Progress
Savegame Update - Not Yet Started
Loadgame Update - Not Yet Started

Kailieann, do you by chance have a byte range for load game subroutine? As long as I'm at it, I want to add some more data to the save game variables, and possibly leave a couple blanks for others hacks. Also does anyone know the capacity of the SRAM? Does SMW currently fill that capacity or do we have room to grow on the load/save game data? This could expand the possibilities of custom ASM by a significant amount.

I'll edit this post for updates and .ips links when they are ready.


(edited by bothwingsbroken on 09-30-06 01:05 AM)
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-30-06 02:58 AM, in My Project Link
Wow. As of this exact moment, the rest of my project is on hold. I've got a plan that could well revolutionize the depth of Mario gameplay.

Summary:
There are six submaps and an overworld. I'm going to split this into three sets of two, and give two to each mario save file. The overworld, through an updated save routine, will be a common map to three files. And if I designate an area of the SRAM for "common" data, it opens doors to hacks not yet concieved. For example:
Original:
Mario A
Mario B
Mario C

Mine:
Past Mario
Present Mario
Future Mario

And each mario starts in his own submap; after their two subworlds, they merge onto the overworld; the levels will be common to all three, and file-specific solid blocks can allow each mario into different areas, while sharing some areas; maybe the level before bowsers castle has to be beaten by all three marios, past present, and future. This overworld can serve as a time vortex or something. And then team all three up to kick some bowser behind.

Just a thought. So my main priority is rewriting the savegame and loadgame subroutine completely; I want to save more data to each file, and i want to designate about 30 extra blank ram addresses to each file, for expansion; and also range about 100 ram addresses for common data. Common data opens tons of new possibilities. So yes, this save, load, and erase subroutines have just become my project's greatest priority; that and splitting the three files. Sorry, I think it's cool.
~bothwingsbroken

Update -
I've got a good idea of how to approach this. I'm basically appending a JSL to the end of the save game subroutine, which I've found works a good deal differently then I believed. However, while I'm at it, it doesn't look to hard to clone the existing routine to another location in the rom where I have a bit more room, and even possibly add two more slots while I'm at it. The only part on this that I'm not sure of, is if it's possible to add two more items to the menu. Load game settings are actually unbelievably more simply to add this; so the only hard part would be saving them. And even that, I guarantee is possible. So if any of you can shed some light on the menu, I'm proceeding to code support for the two extra files. As long as I'm reworking, might as well go all out, right? The only catch I see with my savegame method is that loading and saving will be significantly more processor-intense, and probably cause some lagging, rather than the near instantaneous save seen before. But its a small price, and I'm only guessing it will be slower, it might not. Anyway, I should have some type of demo in the next couple hours.
Had another thought, I know that mario and luigi's GFX have been split through an existing ASM hack. Is anyone here familiar enough to split the GXF routine for the three (or soon to be five?) game slots? This would enable a "character select" form of gameplay, even possibly giving each character their own quest.

Alright, I'll get my head back in the damn hex editor lol.
~bothwingsbroken

Update 2 - - -

I fell asleep on the keyboard. Yeah.

I'll be back tommorow with your playable. Here's what I got done:
SRAM assignment:
70:3961-3992 - Extra SRAM slot 1
70:3993-39C4 - Extra SRAM slot 2
70:39C5-39F6 - Extra SRAM slot 3
70:39F7-3B75 - Save Slot 4 + bonus data
70:3B76-3CC2 - Save Slot 5 + bonus data
70:3D00-3D32 - Common Save Data (loaded regardless of current file)

New things to save:
Mario's Status
Yoshi Flags
Coins
Score

Note that the extra save slots are not quite funtional yet. I don't really have a way to test them, and the whole "grouping" routine is slow progress.
*Yawn* Tommorow's another day.
~bwb


(edited by bothwingsbroken on 09-30-06 03:41 AM)
(edited by bothwingsbroken on 09-30-06 03:43 AM)
(edited by bothwingsbroken on 09-30-06 04:49 AM)
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 09-30-06 07:39 PM, in My Project Link
While I'm at it, does anyone know the level load subroutine address range? BTW I don't know enough about GFX routines to split the graphics out. I can look into it, but for now all I'm doing is setting up the new SRAM functions. I do like the unlockable file idea, but again I don't know the menus yet either. I'll look into it when I finish the new SRAM routine.

Also, so none of you get confused; what I'm making is NOT a hack, persay, but an expanded baserom for others hacks that does two things: comes preloaded with custom blocks/sprites and GFX and ExGFX setups (I'm actually working on expanding for two .bins of ExGFX as well...) and also expands the current capabilities of the rom itself, such as expanding save areas for future hacks, adding game slots, and hopefully even enabling a character select, eventually. I don't waste time making hacks that will be outdated in a month. I want to give others something to base their new hacks off of, something that can be as immortalized as Demo World once was.
Just thought I'd make that clear so you all don't get your hopes up. The past, present, future, was just an example that you could have three seperate quests (soon to be five), and if you wanted even allow them to merge or share some parts. This would be good for RPG type games, as well; I'll add a placer address to remember where each file saved at and maybe you can meet them in the level. But that RPG or that game is not what I'm developing, just an advanced base rom that can support it. So if you want, get your brain boiling, just if your thumbs are what's swelling, put them on ice. It'll be cool, but far from fun for a while.


(edited by bothwingsbroken on 09-30-06 06:43 PM)
(edited by bothwingsbroken on 09-30-06 06:56 PM)
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 10-01-06 04:32 AM, in My Project Link
Good point mentioning BTO. Hadn't really thought about that. And yeah, the Mario/Luigi hack, I already have it and in hwe32.430 i've done a simple compare operation and listed changes in red. I just haven't had time to intrepret all of it yet as right now this save thing is my main priority. Expanding the save function increases value for all of us. Hey, attention sprite specialists- Does anyone know a way to *add* overworld sprites? I want to enable setting starting points right in LM. Also if anyone has offsets for existing sprite ASM I could always just rewrite the "fish" sprites which are already supported by LM to load player start points. Or something. Good ideas welcome. It looks like it's gonna be one more day on this save thing though. Leaving it half done would result in glitches. It works, though! Slots four and five are coded but not operational until I get the menu stuff. I just have to finish adding the excess SRAM stuff and then set up my status save flags to save mario's powerup, state, and yoshi color for each of five files. Should be done by tommorow I imagine. Just a quick question, when I get it working, should we keep this here or start a new thread for the expanded SRAM hack?
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 10-01-06 05:06 AM, in Taking away holding and Small Mario? Link
These notes assume a light amount of ASM understanding. If you don't understand, thats okay, I can elaborate for you when I have more time.

Its not too hard. For "hit points", pick out an unused ram address (from the ram list at smwcentral.net) and this will be your hit points counter. Goto the hurt mario subroutine, listed again on smwcentral, and change so that all it does is remove from the counter and return from subroutine., where you have it deduct from the counter by 1. Now you'll have to either add every-frame asm to an existing subroutine, or use LevelASM to add a check so that when this counter = 0, jump to the kill mario subroutine. That way, he won't get small once he's big. Now as for making him start as super mario, that requires some thought. I'll get that later.

Some other things to think about:
Displaying HP on the status bar; the status bar tile array is really a simple thing to modify; its all right there in the RAM addresses, labed in the map as "Status Bar Tile Array" and works very straightforward. The first byte at this address seems to have something to do with the stausbar position, and every byte after that is a tile, which starts at top left, works horizontally across a row, and then down to the next line at the left, much similar to how we write. So count the number of tiles in where you want your meter (assuming you want a SMB2 like health bar), just check every frame either with LevelASM or with some custom expanded routine that runs every frame, and if the counter is on, change the tile to a red dot or whatever (You will have to add a dot tile to the font graphics in GFX28... at least I think I remeber it being 28. Might try 27-29 if not.) To change a tile, set the according byte as follows: the first digit of the byte is the row as you see it in TLP or Lunar Magic. The second digit is the corresponding coloumn. So its really not too hard. Use smallhackers Status Bar Editor to make some room. I'll be working on expanding the status bar later, but for now I'm busy with the SRAM, so you're stuck with this.

Also, you'll need a way to gain hitpoints. You can change the ASM of the mushroom with spritetool so all it does is play the sound, give you points, and add 1 to your HP counter. Or you can just make a HP+ block. Just make sure when you add, that you do a check to see if its less than the current maximum. If you want an adjustable max HP, I can help you with that too, but this is all the time I have right now. Sorry!

Hope this helps. If not I'll write detailed instructions later. If you need, it would be a while, but I could actually throw this together for you. Probably it would be a couple weeks though as for a while I'm caught up with my expansion project.

~bothwingsbroken
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 10-01-06 05:01 PM, in Walk on unrevealed overworld paths! Link
I actually tried to make an RPG OW about 2 years ago... It can be done, but its not as pretty as you might think. Just make a level tile, check the boxes for level already passed, and cannot reenter once beaten. Like the switch palaces after you beat them. Place these tiles EVERYWHERE that is passable (everywhere except cliffs, water, lava, whatever. And for towns I used either like the cave tiles, where you auto-enter another town, or I used star road tiles, where you press a button to enter the town. And of course for star tiles, you can enter the town name. But, as stated, with fixed 16x16 movements, and it won't leave mario facing left/right/up, he'll always face down every step; its not a pretty sight. But just thought I'd mention it if it helps. Sorry its kinda off topic, just answering another question in the thread.
~bwb
bothwingsbroken

Goomba


 





Since: 09-07-06
From: Online

Last post: 6435 days
Last view: 6435 days
Posted on 10-01-06 05:15 PM, in Super Mario Bros: The Castle 2 [SS] Link
A few comments:
What are the keys on the status bar? Are you wanting like 3 or 4 keys to be collectable, and show up on the status bar? If so are they going to be permanent or level-specific? I can help with coding items and displaying them on the screen if you need a hand.
Oh and about your two-player block... Is that a mario/luigi block or is that truly a single player/two player block? M/L is a bit overused, if thats truly a two-player mode block taht even mario could walk on as long as two players is set, you should make it lead to alternate paths that require two players to co-op to complete. Just a thought, would add a certain 2 player challenge seperate from the one-player game (as I personally dislike hacks that make me pick up controller 2 when I'm playing solo, seeing I play mine on an actual SNES.)

I do like the first two screens. Do you have horizontal and vertical on variable for the background mode? would add a certain depth for that castle background (ss.2); find out where the wall and the base ground align, then from there down make the background green, so when you jump up on something it looks psuedo-3d. Just a suggestion, is all.
About the score, I would either move it over to align the RIGHT side, or if you want it on the left use Status Bar Editor to place 0s until the higher byte values are set. Otherwise low scores don't look good.

Just a few thoughts.
~bwb


(edited by bothwingsbroken on 10-01-06 04:17 PM)
bothwingsbroken

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Since: 09-07-06
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Posted on 10-02-06 12:19 PM, in Stupid Powerup Patch Link
Bravo. I do like. I actually have a lot of use for this. I'm mainly interested in the GFX routine. Good job, as usual. Even your old stuff is impressive.
bothwingsbroken

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Since: 09-07-06
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Posted on 10-02-06 12:32 PM, in My Project Link
I see your point, Glyph. As for opening and closing things by how long was waited; this is why I wanted to make it turn-based rather than time-based. Turn-based, when used to reach alternate or secret OW locations, I personally don't see as a bad thing, considering I plan on changing a LOT of things in level besides just opening and closing areas (like show/hide sprites, etc.). Basically the level will have two very different forms, one for day, and one for night. For me its about expanding capabilities. As we all know, you don't have to use day/night blocks in your hack. Just if I code it, and you so desire, you have that capability. If nothing else you could use day and night for a pretty pallete change. To let you in on a little secret, I'm using it to swap levels for a "ghost mode" where loose ghosts come out at night. So basically all it would do is double the amount of levels, pretty much. And hopefully increase replay value.
As for expanding the SRAM for lives, yoshi status, etc. I do, in some form agree, that some hackers won't like this, so I will release a hack with and without that particular function. But the purpose of the SRAM expansion is to near triple the amount of addresses saved, mostly unused addresses, to spped up the process for future hacks when they need a ram address to be saved, they won't hjave to modify new/load game, and savegame routines themselves, which might deter some really good ideas from ever being born. I ust thought that while I was at it, I woul like my hard-earned Red Yoshi to stay with me when I have to save and come back later. You could always throw it off a cliff if you wanted to go back and get it again. See I like rare items. I'm an RPG fan. So I want the legendary blue yoshi to be near impossible to get. But what fun is that if he ditches you when you go to bed for the night? Yoshi's life has no value now because we all "go get him again". But if you had to actually work for it, and had the ability to save him to sram, he'd have a more important role than the springboard; he'd actually be a character. But per request, I don't mind making a version that just increases blank addresses and doesn't save any existing values other than originals.
bothwingsbroken

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Since: 09-07-06
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Posted on 10-02-06 03:46 PM, in The Re-Return of the Abbreviation Game! (Current Abbv. NIFFLE) Link
NIFFLE
Nuclear-Infused Fire Flower Levels Everything
-or (at your discretion)-
Now, I finally found Luigi's eater!
bothwingsbroken

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Since: 09-07-06
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Posted on 10-02-06 07:49 PM, in Lakitu's Cloud Link
Its pretty simple, really.

PC Address: 086A5 - This is the sprite number that lakitu spawns when he dies. I'd just enter the moving coin sprite, so it acts like most other sprites. Or, change pc address 086C6 (4 bytes)to EA EA EA EA to make lakitu's cloud never get spawned.

As for horizontal movement only; find his asm, and rewrite it in blocktool. Or request the sprite in the custom block/sprite request forum (stickied). Lakitu doesn't interact with objects, so I'm afraid there's just not much else we can do there.

Hope this helps!
~bothwingsbroken


(edited by bothwingsbroken on 10-02-06 06:52 PM)
bothwingsbroken

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Since: 09-07-06
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Posted on 10-02-06 07:56 PM, in A Bit of Brainstorming Link
The only way I would play a Wario/Waluigi hack is if someone makes a custom sprite for Wario/Waluigi. The sizes present just don't suit them. Wario's twice the width. Unless you shrink the scale of everything =\ The only other option is to make a concealment sprite that overrides mario and matches his every move, and is size suitable, then edit the physics to be believable.
bothwingsbroken

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Since: 09-07-06
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Posted on 10-02-06 08:03 PM, in Sypher's Super Mario World Hack Link
I RELEASE YOU!!!!
(you can post now sypher)


(edited by bothwingsbroken on 10-02-06 07:05 PM)
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