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Main - SMW Hacking - Why can't I memorize and understand SMW's source code? New thread | New reply


Aaendi
Posted on 02-05-10 10:13 PM (rev. 2 of 02-05-10 10:14 PM) Link | Quote | ID: 126670


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Yet most everyone else does? How do you cram 4 megabits of asm code into your brain and understand exactly what every part does?

boingboingsplat
Posted on 02-05-10 10:19 PM Link | Quote | ID: 126672


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You don't.
SMW is horrible, nightmarish spaghetti code.

There's a reason there's no finished documentation on what the code does.

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Aaendi
Posted on 02-05-10 10:39 PM Link | Quote | ID: 126673


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What about the Super Mario All Stars version of Super Mario World?

KP9000
Posted on 02-06-10 12:04 AM Link | Quote | ID: 126681


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Moved to SMW Hacking.

Oftentimes, there's no memorizing or understanding most games. Go ask Kejardon about Super Metroid.

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koala_knight
Posted on 02-06-10 12:21 AM Link | Quote | ID: 126682


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Posted by Aaendi
What about the Super Mario All Stars version of Super Mario World?


Same code, just some altered graphics.

Aaendi
Posted on 02-06-10 07:49 PM Link | Quote | ID: 126703


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How do people make custom bosses and enemies?

Trelior
Posted on 02-06-10 09:05 PM Link | Quote | ID: 126708


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Posted by Aaendi
How do people make custom bosses and enemies?
ASM hacks.

GreyMaria
Posted on 02-07-10 12:28 AM Link | Quote | ID: 126721

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Last I checked, wasn't "ASM hacks" basically the definition of the original Super Mario World?

Or am I exaggerating on someone's exaggeration.

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Aaendi
Posted on 02-07-10 01:05 AM Link | Quote | ID: 126723


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Posted by Trelior
Posted by Aaendi
How do people make custom bosses and enemies?
ASM hacks.


No duh! I mean, where in the game's asm code do I plug my code in, and how do I make it compatible with the SMW engine?

NightKev
Posted on 02-07-10 01:27 AM Link | Quote | ID: 126726


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That's what the SMW documentation is for (however unfinished it may be).

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blackhole89
Posted on 02-07-10 04:29 AM Link | Quote | ID: 126737


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People did epic hacks of SMW back before any documentation existed.

The trick is that you don't keep all of it in memory; you keep just general and coarse-grained enough information in your head that you can reconstruct any information you need to achieve a particular goal from looking at the code in very little time, i.e. "knowing where to look".

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boingboingsplat
Posted on 02-07-10 05:17 AM Link | Quote | ID: 126738


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I guess I should point you to Sprite Tool? It inserts custom sprites.

Knowing how to code said "epic" functions is a different story.

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Traffic Light
Posted on 02-07-10 10:14 AM (rev. 2 of 02-07-10 10:14 AM) Link | Quote | ID: 126742


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Posted by blackhole89
The trick is that you don't keep all of it in memory; you keep just general and coarse-grained enough information in your head that you can reconstruct any information you need to achieve a particular goal from looking at the code in very little time, i.e. "knowing where to look".


It sounds like pattern recognition. Like in chess, you don't need to memorize anything to be good, you find the best moves on the fly.

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Xenesis
Posted on 02-14-10 11:02 PM Link | Quote | ID: 127080


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Posted by GreyMario
Last I checked, wasn't "ASM hacks" basically the definition of the original Super Mario World?

Or am I exaggerating on someone's exaggeration.


It's actually the definition of most of Nintendo's Programming on everything below the DS/Wii.

Kawa
Posted on 02-14-10 11:15 PM Link | Quote | ID: 127081


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Actually, the GBA was coded mostly in C(++). But that says nothing about the overall hackishness.

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Ailure
Posted on 03-24-10 11:05 AM Link | Quote | ID: 128705

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Posted by blackhole89
The trick is that you don't keep all of it in memory; you keep just general and coarse-grained enough information in your head that you can reconstruct any information you need to achieve a particular goal from looking at the code in very little time, i.e. "knowing where to look".
If you manage to keep all of SMW in memory, it's probably time to start on other projects to start with.

Might be at the point where it's easier to write a SMW clone with reverse engineered physics.

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Kawa
Posted on 03-24-10 02:30 PM Link | Quote | ID: 128720


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Posted by Ailure
Might be at the point where it's easier to write a SMW clone with reverse engineered physics.
I find it funny you should say that. I started on a clone game knowing relatively little about the original's internal workings. Now I know more about that game than I'll ever need to.

SMW is still horrible spaghetti code though.

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