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05-13-24 12:50 AM
Acmlm's Board - I3 Archive - - Posts by HabsoluteFate
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HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 04-01-06 03:27 PM, in Unlocked Mario Throwing Hammer Link
I just thought about "oops what if someone doesn't back up their rom"....

It's fake and A300 is not really a fake address its where one of Mario's palette is if i remember correctly

If you look at the given values a little more you might notice they end up spelling "got you"


(edited by HabsoluteFate on 04-01-06 01:39 PM)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 04-04-06 01:42 PM, in Official SMW Dev Environment Thread Link
Originally posted by Stephan Reiken
Ok, I have a slight problem...

When I attempt to save my rom after all I did was apply the Palette Patch, It just doesn't stop writting. I thought It was being slow, then got annoyed and stopped it. Guess what? Suddenely I have a no longer working rom with 591 MB!!! O.o.

I have windows XP... can anyone shead some light on this?

EDIT: A little more info... it isn't a garbled mess of a rom. I looked at it in a hex editor and its 591 MB worth of zeroes, and the tmp file is apparently my rom, but its still kinda strange...


Sounds like a bug...the only way i could fix it is if you could somehow replicate the problem and let me know how I can replicate it...
Perhaps the next release should include a log you can turn on/off and if someone feels like sending the log to me they can so I can use it to fix the problem....
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 04-14-06 02:08 AM, in Ideal games for ripping ExGFX Link
Lost vikings....
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 04-26-06 07:16 PM, in Official SMW Dev Environment Thread Link
I have the SMW Hacking "bug" again and will begin work in the next few days...i should hopefully have a new version soon


(edited by HabsoluteFate on 04-26-06 06:16 PM)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 04-30-06 08:23 PM, in Official SMW Dev Environment Thread Link
Quick little update...I was able to work on this a little over the weekend. The patching utility will now insert RAT tags right before the new code & new data for the mario/luigi palettes. This way Lunar Magic is supported. I'm working on a few other features to add more support to Lunar Magic. For example I will also check to ensure a ROM was already patched using Lunar Magic. This will be a requirement and although some users might not like this I figured pretty much anyone making a custom hack is probably using Lunar Magic anyways.
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-05-06 01:02 PM, in SMW: Return to the Mushroom Kingdom Screenshots Link
Looks awesome and i cant wait to play it although i must admit i cant wait to see you do ExGraphics from another game again....for example all of SMW2 or perhaps all of Sonic 1,2,3, etc including the levels

Edit:
My first choice for a complete rip of graphics/levels would be Donkey Kong country...although you obviously wont be able to include the enemies



(edited by HabsoluteFate on 05-05-06 12:05 PM)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-12-06 06:09 PM, in Yay! Screenies!! SMW Ice Version Link
Level layouts look interesting...you need to use actual blocks that look more like ice (kind of like in SMB3)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-16-06 08:33 PM, in New power-up engine release(NOT a joke) Link
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
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-16-06 10:57 PM, in New power-up engine release(NOT a joke) Link
Originally posted by Bio
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


I found my old post about it saved to my hard drive:


All are SNES rom addresses within the asm code

im currently looking into all code that reads memory location 19 (which tells the engine which mario is used) and figured out how the program decides to spin or throw a fireball depending on if you are cape mario or fire mario (or does nothing if you are small or big mario), this will be usefull later on for my project where i want to have hammer mario in the game

anyways quick hack you can try (tested to work)...:

Make all marios throw a fireball, cape mario no longer spins:
00D064 change it from c902 to c904
00D081 change it from c903 to c904
00D083 change it from "BNE $D028" to "BNE $D007"

To make all marios throw a fireball but let cape mario spin at the same time too do:
00D064 keep it at c902
00D080 change it from 60 to e8 (i wanted to keep all code lcoations the same
so im incrementing an unused register)
00D081 change it from c903 to c904
00D083 change it from "BNE $D028" to "BNE $D007"

quick pseudo code of what happens at the code before any changes were made:
D062:
Load Mario Used from 19
Compare with cape mario
if not equal go to 00D081
if the button is not pressed return
if the button is pressed do the spin and return
D081:
compare with fire mario
return if not equal
if the button is not pressed return
if the button is pressed throw a fireball

Hope this helps! Ill try and get my site up and running over the weekend...i'd like to put all that information in there...i would like to keep the most complete documentation on the game's code over time


if you cant understand why i did what i did....i would recommend you learn assembly

on a side note the following two memory locations define
the constant value used for the following two marios:
7E0002 has a value of 2 (cape mario)
7E0003 has a value of 3 (fire mario)
changing the values probably will really screw things up....(if things even work after they are changed)

found something else too
00E3FD is where it checks if you are cape mario, if you arent it jumps somewhere else, if you are it displays the cape.
to give a cape to everyone even small mario:
00E3FD change it from c901 to A519
00E3FF change it from D057 to A519
mixing this with the spin code from earlier let all marios spin:
00D064 change it from C902 to A519
00D066 change it from C902 to A519
unfortunately the spin doesnt kill enemies here, im assuming that code is somewhere else...given time im sure ill find it

one last thing for tonight i havent looked at for too long but is pretty weird:
00EB77 change it from A201 to A202, as well force memory location 19 to have
a value of 2 (large mario) (7E001902)if you dont do that mario will go through the floor and
die on the title screen. if you do set it to 2 then you can play on the title screen,
unfortunately you cant exit the title screen
[/h]

As for adding power ups in general check out the SMW Dev Environment thread in the Advanced ASM Hack Forum...i'm doing work that will allow for more than just 3 power ups...there will be 16 when all is said and done...although i have been slow working on it because i have been busy (although i have done work recently)


(edited by HabsoluteFate on 05-16-06 10:00 PM)
(edited by HabsoluteFate on 05-16-06 10:01 PM)
(edited by HabsoluteFate on 05-16-06 10:03 PM)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-16-06 11:28 PM, in New power-up engine release(NOT a joke) Link
Originally posted by Bio
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


How is it impossible? Check my notes from above:

To make all marios throw a fireball but let cape mario spin at the same time too do:
00D064 keep it at c902
00D080 change it from 60 to e8 (i wanted to keep all code lcoations the same
so im incrementing an unused register)
00D081 change it from c903 to c904
00D083 change it from "BNE $D028" to "BNE $D007"
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-20-06 10:00 AM, in nbase, a half-finished patch for powerups and various other stuff Link
Originally posted by Glyph Phoenix
I was going to make a patch that overhauled the powerup system and gave Mario 4 different powerups to choose from every so often, all equally balanced. I'd give Small Mario agility so he could spin jump off enemies and tread in air at high speed and Cape Mario fireballs in addition so he would be the ultimate weak enemy annihilator and Fire Mario something I hadn't yet thought of and I tried to give Big Mario easier to control physics but hadn't figured out how to do that yet.

But I don't know anymore. I've already done some things like mapped fireballs to Y and given them to Cape Mario and enabled spin jumping purely for Small Mario, but I'm really getting tired of things like the existing powerup system getting in the way.

I'm really getting tired of things in general. Does anybody really care about this? Does anybody have any better ideas? I could really use some of those better ideas for SMW balance right now because most of my current ideas aren't that great and end up incomplete. Here's the patch I've got so far. It does some... things including what I've mentioned in the previous paragraph.


Since my ultimate goal is to allow for 16 different power ups i would appreciate if you joined the open source project i'm heading...i'm sure things would move along quicker if i had other people helping out on the SMW Dev Environment
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-23-06 12:27 AM, in Just finished New Super Mario Bros... Link
I probably would have finished it earlier but i'm trying to get the 3 stars for each level...in the end i just couldn't resist so I just completed the worlds i had left and went ahead and took care of good old bowser. I will have to go back now and try and find all 3 stars...on top of that there is also all the warp zones (which are just cannons)
One question though....how the hell do you get to worlds 4 & 7?
I went from world 2 to world 4 and then world 6 to world 8

Here's my impression of the game...I LOVED it and I hope Nintendo will not shy away from having another mario Platformer like this in the future. Racoon mario would have been nice though...

Without giving away too much...
The game has it all...homage to the original Mario Bros (End of world Flags among other things), SMB2 (I see some minor things but overall thats the forgotten game in new super mario bros overall which I'm ok with since it was my least favorite of the series), SMB3 (All the new power ups available), SMW (more than one way to finish a level), and SMW2 (Giant Piranha Plants)....and i'm sure it pays homage to a few other mario games that i never bothered to play because the 3D mario games never interested me in the first place
On top of that the game has a bunch of new stuff specific to this game...such as the extra large mario you probably have seen screenshots of and the combination of 2D & 3D.

My biggest complains? Yoshi is missing & so is Racoon Mario...overall awesome game...i can't remember the last game i actually played so much in so little time...and i'm not done playing since i want to try and get all the other stuff i skipped when i was playing

HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-23-06 11:30 PM, in New Super Mario Bros? Link
For those of you who can't get to world 4...I just figured out how to do it!

By the end of the last castle on world 3 there is a mini mario mushroom...take it because your going to have to beat the end boss with mini mario....

how do you do it? here's how i did it...

every time the "snake" would appear I would jump, rebound off the wall and as soon as i'm above the snake i would hit the down button which would super stomp the snake guy...3 times and he's dead...a bit harder to do than some of the other stuff in the game since you can't afford to get hit once because you die instantly...although if lives are a problem you can always try the 1up trick with the turtle in world 2-4 (99 1ups)

i'm going to play world 4 now....!


(edited by HabsoluteFate on 05-23-06 11:11 PM)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-24-06 08:19 PM, in New Super Mario Bros? Link
From what i heard (I havent tried yet) beat the last castle in world 6 as mini mario and you should get to world 7 from there....let me know if it does work

anyone know how to get to the big mushroom that is almost right below world 2-5?
Thanks
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-26-06 06:47 PM, in New Super Mario Bros? Link
Originally posted by Skreename
Umm... I think you have to beat the castle in world 5 while mini to get to World 7, not the one in 6. Same as the one in world 2, really.



Your right...i finally got the chance to play again and beat the last castle in world 5 as mini mario and presto...i'm playing world 7 now...

It would have been cool if there was a way to make a Star Road type map appear like SMW has
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 05-27-06 11:29 PM, in Super Mario World in: the form of a romantic message?! Link
that guy obviously never got laid in his life...and with dates like that he isn't going to either
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 06-02-06 08:09 PM, in New Super Mario Bros? Link
Points trick...

well if you beat every level it will get to the point where you can go into the mushroom house over and over again...you could keep going back in and get 1000 points for hitting the power up...it would be kinda boring after a while though....

i'd have to double check but i'm sure there are certain levels with tons of coins...i know that i have finished level 1-1 a lot of times and can storm through it pretty quickly and get a ton of points that way. Fastest way to get through level 1-1 is to be turtle mario and just storm through it.....when you finish the level you can add up your points pretty quickly

darn...not sure what happened but i lost my save state and have to start all over again....oh well..



(edited by HabsoluteFate on 06-03-06 09:34 AM)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 06-04-06 09:41 PM, in ExAnimated Overworld! Link
Originally posted by S.N.N.
Zo
My
God.

The trees are smiling at me

Amazing work, Bio and pete! That OW looks super. The grass looked like it was the hardest one to animate, since it moves a whole bunch of different directions.


I don't know the trees look like they have aprox 5 frames of animations (2 that are re-used)...look at the other animations and i'm sure at least a couple of the other animations also have that many frames of animation

Looks cool!
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 06-25-06 05:25 PM, in XKEEPER IS A FAGGOT!!!!!!!!!! Link
Where are the moderators? If someone wants me to moderate I'd be more than happy...although I don't post on a regular basis I tend to read whenever i can...it would be sad to see this forum gone...although there has been a lot of crap I think it overshadows some of the wonderfull work some of you guys do
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6531 days
Last view: 6531 days
Posted on 06-25-06 09:18 PM, in XKEEPER IS A FAGGOT!!!!!!!!!! Link
Originally posted by Alastor the Stylish
Originally posted by HabsoluteFate
Where are the moderators?
We've posted in this thread, you know


Ok then...shouldn't a thread like this be closed....?
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Acmlm's Board - I3 Archive - - Posts by HabsoluteFate


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