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Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread | New thread | New reply |
ThunderSpeed |
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Newcomer Level: 8 Posts: 1/8 EXP: 1774 Next: 413 Since: 07-03-07 From: Rochester, NY Last post: 6120 days Last view: 6120 days |
Ok, I'm having trouble with this. I have that first part of the code placed at $0A4500 in my rom, and the second part placed at $0A4520 in my rom. Using Lunar Address, I calculated my pointers for the first part of the code to be "14 C3 00" and the second part of the code to be "14 C3 20". Now, jumping on any Koopas or Goombas kills the game, turning the screen black and stopping the music. Did I calculate my pointers wrong? |
joe |
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Red Paratroopa Level: 31 Posts: 154/172 EXP: 178113 Next: 7250 Since: 04-08-07 From: Justus League 2 Last post: 6123 days Last view: 6091 days |
Your pointers are calculated right, but did you enter them right?
At 98AB: 5C 00 C3 14 At AC18: 5C 20 C3 14 ____________________ "I'm sick of it and I'm out. See you around." ~Cpu's last post here |
ThunderSpeed |
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Newcomer Level: 8 Posts: 2/8 EXP: 1774 Next: 413 Since: 07-03-07 From: Rochester, NY Last post: 6120 days Last view: 6120 days |
Ha, well there's your problem. =P Thanks Joe. I can't believe I didn't think of that.... Working with Genesis pointers for a year can throw you out of it... |
The13thProdigy |
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Red Paragoomba Level: 20 Posts: 39/64 EXP: 40566 Next: 1873 Since: 02-24-07 From: Playing Super Metroid. AAAAAA nostalgia Last post: 5457 days Last view: 1925 days |
How about a block that's only passable if the light switch is off? Like, the switch that activates the spotlight in the room before Bowser in the original SMW. That way you could make a puzzle requiring you to find the blocks over and over again |
Raibys |
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Level: 15 Posts: 1/34 EXP: 15528 Next: 856 Since: 07-16-07 From: I-Tech Biotechnologies Last post: 5429 days Last view: 4453 days |
How about a buster beetle from SMB3? |
icegoom |
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Cheep-cheep Level: 33 Posts: 158/195 EXP: 215732 Next: 13447 Since: 02-25-07 From: United States Last post: 6053 days Last view: 6055 days |
Posted by icegoom So I think I've sort of figured this out by looking at mikeyk's disassembly. The stun timer for any stunnable enemy gets reset any time the enemy's status gets changed from 09 (stunned) to 0A (kicked). You can change ACA0 from 0A to 09 to make it so that Bob-omb's explosion timer never gets reset, but unfortunately, this affects all stunnable foes. (With this changed, kicking a Koopa or Buzzy Beetle shell will cause it to fly forward a few blocks, then stop dead instead of rocketing forward and taking out anything in its path) There's also an issue where you can simply walk into the side of a Bob-omb to kick it very slightly and reset its explosion counter. You can also change AC81 to 32 (this branches past the Bob-omb behavior to key behavior) to make it so that Bob-omb acts solid if you try to walk into it from the side. This is kind of weird, and if you jump on a stunned Bob-omb, Mario oddly bounces on top of it until you move to the side or the bomb explodes. If I can figure out some way to redirect just Bob-omb to use a different routine which doesn't change the status to 0A, I could make a Bob-omb which couldn't be diffused while keeping the other stunnable sprites intact. (This Bob-omb probably wouldn't be useable as a weapon, which is fine by me) I don't understand much about ASM, but presumably I'd copy this code to some free space in the ROM:
Then change the 0A to 09 and then tell Bob-omb to jump to the new code. Maybe it has something to do with this, but I think this just deals with what happens when you walk into the side of a stunned Bob-omb and not what happens when you throw one you're carrying:
So, erm, yeah, maybe I'll figure this out if I keep poking around at the code and trying to understand ASM tutorials, but any push in the right direction would be appreciated. Oh, and if I'm not supposed to be posting disassembled code like that, I'll take it down. |
Phoenix Yoshi |
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Red Cheep-cheep Level: 34 Posts: 194/216 EXP: 251606 Next: 2045 Since: 02-19-07 From: Georgia Last post: 5572 days Last view: 5544 days |
This is probably one of the craziest ideas I've ever had, but...
I'd like a Block that hacks the Save Routine so when you hit the block, it saves your game at the exact location you're at, your powerup status, your Item Box status, coin count, and other stuff that normally gets reset to normal when you reload a saved game, and has the game return you to IN A LEVEL at the exact location you hit the Block when you reload your save file. Basically, a Paper Mario Save Block. If all that is too much, then just a Block that opens the Save Routine in a level (so when you hit it, it saves your Overworld position for the next time you open the save file) would be fine. I'd like to have the player save by hitting Save Blocks in my hack, instead of just clearing certain levels.... (The whole saving status and stuff thing is just to make it more like PM Save Blocks. XD) Thanks in advance. Oh, and I had a request for another block, and I could've SWORN I posted it in this thread, but just in case I accidentally posted it in a different thread (or if it didn't get through at all): I need some ASM to remap the sprite used for the "bounce" animation of the Turn Block. The SMB3 Brick Blocks use the Turn Block Bounce sprite, so if I'm to use both in one level, I'd have to... y'know. Remap the tiles of one or the other. Also, I'd appreciate it if someone would look at the code used in SMB3.BIN hosted at SMWC to see where in the heck it shows what block the SMB3 Coin turns into if you hit it from below as Small Mario with the P-Switch activated. Currently, it turns into the Turn Block's Map16 block! That's.... really annoying for me. Thanks in advance. (Ugh. I'm SOOOO getting this hack of mine complicated.... ) |
mikeyk |
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Paragoomba Level: 22 Posts: 22/74 EXP: 50004 Next: 8346 Since: 06-11-07 Last post: 6053 days Last view: 4129 days |
icegoom: I think the easiest minor edit would be to change PC 0xAC0E from 05 to 03. This will also cause some other enemies to not be re-stunned when kicked (Goomba, MechaKoopa). You'd have to hack the routine a little bit if yoy wanted to prevent that. |
mimic |
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Micro-Goomba Level: 12 Posts: 1/19 EXP: 6484 Next: 1437 Since: 07-21-07 Last post: 6062 days Last view: 5818 days |
Could I request a frozen chuck that is frozen but when hit with a fireball it becomes unfrozen and does the same thing as a normal chuck. |
FirePhoenix0 |
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Bullet Bill Level: 50 Posts: 361/505 EXP: 899229 Next: 48088 Since: 02-23-07 Last post: 5526 days Last view: 5509 days |
After my post disappered, I'll ask again. Could someone find the ASM for the prtable springboard? I want to test some stuff with it. ____________________ |
icegoom |
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Cheep-cheep Level: 33 Posts: 159/195 EXP: 215732 Next: 13447 Since: 02-25-07 From: United States Last post: 6053 days Last view: 6055 days |
Posted by mikeyk Wow, that seems to do exactly what I wanted. I didn't much like Mechakoopas having their stun timers when kicked, and I'm not even using carryable Goombas, so that's all right by me. Thanks a lot! |
The Kins |
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Paratroopa Level: 28 Posts: 111/140 EXP: 131296 Next: 42 Since: 02-19-07 From: AUSSIELAND Last post: 5919 days Last view: 5919 days |
I'd like to request a mushroom or other sort of powerup sprite that switches on Mario's "underwater, so swim and shit" flag for a short period of time, then switches it off. How feasable is it? |
Yoshi Master |
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Red Goomba Level: 15 Posts: 26/35 EXP: 16361 Next: 23 Since: 03-30-07 From: Wouldn't tell you if I wanted to... yeah. Last post: 5967 days Last view: 5938 days |
I am no block expert, so I'm gonna have to request a solid block, but when hit from below, there is no sound made whatsoever. Can't be that hard. |
Reini |
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Koopa Level: 25 Posts: 24/104 EXP: 83464 Next: 6156 Since: 05-19-07 Last post: 5259 days Last view: 5245 days |
Posted by Yoshi Master I request a Giant Buzzy Bettle and a block that when hit,it shows a hidden passage.If it doesn't exist,then forget it. |
Forte.EXE |
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Koopa Level: 25 Posts: 90/103 EXP: 82666 Next: 6954 Since: 03-19-07 Last post: 5445 days Last view: 5420 days |
Well... there are many blocks that so far currently exist in the latest Blocktool. How about this: could someone or somebody in their spare time create and program a type of block that breaks when Mario runs through it?
For clarification, think of this type of block as a mimic to Metroid's Speed Booster blocks; Mario has to be at a full run in order to break through, otherwise it remains solid (to both Mario and other sprites on the game's screen). This type of block can be useful for running based puzzles or "hidden" death traps. |
FirePhoenix0 |
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Bullet Bill Level: 50 Posts: 369/505 EXP: 899229 Next: 48088 Since: 02-23-07 Last post: 5526 days Last view: 5509 days |
Posted by Forte.EXE I believe that there are already blocks in Blocktool that Mario can only pass through when at full speed. Maybe someone can take a look at the code for them and change them to be breakable. (Not me though, I know nothing of ASM.) ____________________ |
Mario2008 |
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Red Paragoomba Level: 20 Posts: 27/61 EXP: 37658 Next: 4781 Since: 03-25-07 Last post: 5525 days Last view: 5525 days |
where can i find a custom block that give u points when u hit it from the bottom. or explain to me how to make it |
Remnic The Hedgehog |
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Chasupa Level: 56 Posts: 161/675 EXP: 1379711 Next: 18465 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5179 days Last view: 5187 days |
Coin blocks can already do that. ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
Tyty |
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Vire Jizz Danmaku Level: 77 Posts: 369/1381 EXP: 4048069 Next: 143060 Since: 04-20-07 From: Canada Last post: 4453 days Last view: 3726 days |
Posted by tyty210 Because SMWCentral sucks at fufilling requests ____________________ |
lwares |
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Koopa Level: 25 Posts: 54/103 EXP: 82097 Next: 7523 Since: 06-13-07 From: Colchester, UK Last post: 5919 days Last view: 5264 days |
Could someone please make the Three different incarnations of Birdo from SMB. 2 with a HP of 3, drops a goal orb when defeated, can be ridden on and spits the following:
pink - only carryable eggs red - both carryable eggs and fireballs green - only fireballs If I'm incorrect let me know! As well as fulfiling my previous requests (which have been ignored) Posted by lwaresMany thanks... ____________________ L.Wares Need any information or help hacking SMW? ask these people via PM: Music & SFX - mattrizzle & blackhole89 addmusic - S.N.N. Custom sprites/sprite tool - mikeyk |
Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread | New thread | New reply |
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