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Main - SMW Hacking - Cape spin 'reload time'? Possible? | New thread | New reply |
Sendy |
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Goomba Level: 12 Posts: 18/22 EXP: 7643 Next: 278 Since: 04-27-09 Last post: 5341 days Last view: 5331 days |
Seriously, the cape in SMW is the most overpowered powerup in any platform game, like, ever...
Is there a way to prevent 'infinite twirling' where you are essentially immune to attacks from the sides as long as you keep tapping the button? I mean, if there was a slight delay between the twirls, you would have to time your attacks, as opposed to being able to just smash through virtually everything as long as you can muster the staggeringly difficult skill of steadily tapping a button. I figure, since there's a slight delay with the racoon tail twirl (at least I'm pretty sure there is), this stands a chance of being able to be done with a simple hack. I realize I'm being fussy here, since it's just a powerup, and the player doesn't have it all the time, but I have to admit it bugs me a bit when designing levels. |
setz |
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Spike fuck~ Level: 58 Posts: 680/722 EXP: 1538076 Next: 39470 Since: 02-19-07 From: Pittsburgh, PA Last post: 5300 days Last view: 2587 days |
Posted by Sendy I think you're forgetting the alucard shield. ____________________ |
KDE User X |
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Koopa Level: 25 Posts: 66/104 EXP: 79433 Next: 10187 Since: 12-26-08 From: Finland Last post: 5208 days Last view: 5207 days |
Posted by Sendy Nope, maybe slight, but still its par with cape, at last in nes version ____________________ |
carsr4carpeople1 |
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Red Goomba Level: 16 Posts: 34/40 EXP: 19610 Next: 646 Since: 11-22-07 From: Illinois, USA Last post: 5353 days Last view: 4833 days |
Naw, with the racoon feather, theres actually somewhat of a delay, you can't just plow through things.
Sendy, Im going to assume there is a RAM value/flag that says mario is cape spinning, so if i find it, ill see if i can do anything. (Or just get lots of help from people on IRC. ) ____________________ Come join #NekoCentral on IRC! |
Sendy |
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Goomba Level: 12 Posts: 20/22 EXP: 7643 Next: 278 Since: 04-27-09 Last post: 5341 days Last view: 5331 days |
Posted by carsr4carpeople1 Yes, I never remember plowing through enemies in SMB3. I've said it before and I'll say it again, the cape is ridiculously overpowered in so many ways and breaks virtually any game you put it in. It's also REALLY fun to use, it just has so many design flaws that break levels. I guess that's what you get when you rush a game out because of deadlines... Thanks for looking into it, cars, hopefully you'll get lucky p.s. Does anyone want to hear some more ranting about the cape from me? Plenty more where that came from |
carsr4carpeople1 |
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Red Goomba Level: 16 Posts: 35/40 EXP: 19610 Next: 646 Since: 11-22-07 From: Illinois, USA Last post: 5353 days Last view: 4833 days |
Sendy, from what i heard, there are several RAM addresses that make the cape function. From what i heard, it seems somewhat difficult to do, but i know someone who has worked a lot with the cape routine. ____________________ Come join #NekoCentral on IRC! |
Iceguy |
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Newcomer Level: 8 Posts: 3/8 EXP: 1662 Next: 525 Since: 07-25-09 Last post: 5394 days Last view: 5397 days |
I found this quite interesting, so I decided to be a bit of research on the cape twirl timer. Looking up in all.log, I found this:
CODE_00D076: A9 12 LDA.B #$12 CODE_00D078: 8D A6 14 STA.W $14A6 This is the 'spin' timer for the cape. When Mario presses X or Y, the spin timer is always set to 12, so it never goes back to 00. To work around your problem, you need to set up some sort of timer before this code is executed so that the spin timer isn't 12 all the time. What I did was hijack this and the status bar routine. The status bar one increments a RAM Address ($0660) all the time when Mario is caped ($19 = 02). In the spin timer routine, I made a check whether one second had passed (using $0660 as the timer). If it didn't, it simply bypasses the spin timer and returns. Otherwise, the timer is set back to #$12 and I STZ $0660. If you're still interested, here's the code: !Freespace = $13C400 Header LoROM org $D076 JSL Routine NOP org $8DC4 JSL Routine2 NOP ;----------------- org !Freespace !CodeSize = Ending-Routine db "STAR" dw !CodeSize-$01 dw !CodeSize-$01^$FFFF Routine: ;---------------- LDA $0660 CMP #$3C BCC Fail LDA #$12 STA $14A6 STZ $0660 Fail: RTL Routine2: LDA #$02 STA $420B LDA $19 CMP #$02 ; If mario isnt caped.. BNE Fail ; return. INC $0660 RTL ;------ Ending: ;------ All you need to do is patch that with xkas. You can change some defines such as the RAM Address used and Mario's twirl timer. |
Sendy |
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Goomba Level: 12 Posts: 22/22 EXP: 7643 Next: 278 Since: 04-27-09 Last post: 5341 days Last view: 5331 days |
Sorry for the bump, just wanted to say thanks, Iceguy, for a quick hack that works almost perfectly! The only problem with it is that the game still makes the 'twirl' sound effect every time you press the button, even when you don't actually spin.
It's interesting and slightly weird playing as caped mario and not being able to lazily bulldoze through all your enemies! |
Main - SMW Hacking - Cape spin 'reload time'? Possible? | New thread | New reply |
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