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Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread New thread | New reply

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ThunderSpeed
Posted on 07-15-07 08:37 PM Link | Quote | ID: 55212

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Here's what you need to change:
98AB: 5C LL MM HH (where HHMMLL is the pointer to where you will place the following data)
This will make the Koopas go into their shells (but only for one frame):
HHMMLL: C9 11 F0 14 C9 04 F0 10 C9 05 F0 0C C9 06 F0 08 C9 07 F0 04 5C AF 96 01 5C CB 96 01

AC18: 5C LL MM HH (where HHMMLL is a different pointer to where you will place the following data)
This gives the Koopas the stun time that Buzzy Beetles, Goombas, and Mechakoopas use:
C0 0F F0 14 C0 04 F0 10 C0 05 F0 0C C0 06 F0 08 C0 07 F0 04 5C 1C AA 01 5C 28 AA 01

The pointers must be in SNES format. If you don't know how to convert an address to SNES format, get Lunar Address. Of course, you also need a hex editor.


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
Posted on 07-15-07 09:54 PM Link | Quote | ID: 55231


Red Paratroopa
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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
Posted on 07-16-07 01:16 AM Link | Quote | ID: 55277

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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
Posted on 07-16-07 01:44 PM Link | Quote | ID: 55411


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From: Playing Super Metroid. AAAAAA nostalgia

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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
Posted on 07-16-07 06:48 PM Link | Quote | ID: 55451


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How about a buster beetle from SMB3?

icegoom
Posted on 07-21-07 11:20 AM Link | Quote | ID: 56552


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Posted by icegoom
So, I'm wondering if it would be possible to "fix" Bob-omb. Currently, you can carry a Bob-omb until it's just about to explode, then throw it horizontally and reset its explosion counter. You can pretty much carry a Bob-omb forever and keep reusing it as a weapon so long as you throw it when it starts flashing to stop it from exploding. If you throw it vertically, the explosion timer does not get reset and it explodes when it should. Could the code for throwing a Bob-omb vertically be applied to throwing it horizontally so that there's no way to "defuse" it once it's been activated?

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:

CODE_01AA94:        20 46 AB      JSR.W CODE_01AB46         
CODE_01AA97: 20 28 A7 JSR.W PlayKickSfx
CODE_01AA9A: BD 40 15 LDA.W $1540,X
CODE_01AA9D: 95 C2 STA RAM_SpriteState,X
CODE_01AA9F: A9 0A LDA.B #$0A ; \ Sprite status = Kicked
CODE_01AAA1: 9D C8 14 STA.W $14C8,X ; /
CODE_01AAA4: A9 10 LDA.B #$10
CODE_01AAA6: 9D 4C 15 STA.W RAM_DisableInter,X
CODE_01AAA9: 20 30 AD JSR.W SubHorizPos
CODE_01AAAC: B9 6B 9F LDA.W ShellSpeedX,Y
CODE_01AAAF: 95 B6 STA RAM_SpriteSpeedX,X
Return01AAB1: 60 RTS ; Return


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:

CODE_01AA7E:        C9 0D         CMP.B #$0D                ; \ Branch if Bobomb
CODE_01AA80: F0 15 BEQ CODE_01AA97 ; /


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
Posted on 07-21-07 10:15 PM Link | Quote | ID: 56601


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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
Posted on 07-21-07 10:27 PM Link | Quote | ID: 56602


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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
Posted on 07-21-07 10:31 PM Link | Quote | ID: 56603


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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
Posted on 07-21-07 11:37 PM Link | Quote | ID: 56619


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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
Posted on 07-22-07 01:36 PM Link | Quote | ID: 56788


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Posted by mikeyk
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.

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
Posted on 07-22-07 03:03 PM Link | Quote | ID: 56798


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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
Posted on 07-23-07 01:55 AM Link | Quote | ID: 56953


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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
Posted on 07-23-07 10:45 AM Link | Quote | ID: 57118


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Posted by Yoshi Master
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.

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
Posted on 07-23-07 12:38 PM Link | Quote | ID: 57127


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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
Posted on 07-23-07 02:16 PM Link | Quote | ID: 57140


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Posted by Forte.EXE
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.

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
Posted on 07-30-07 01:22 AM Link | Quote | ID: 59431


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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
Posted on 07-30-07 03:06 AM Link | Quote | ID: 59441


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Tyty
Posted on 07-30-07 08:22 AM Link | Quote | ID: 59527


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Posted by tyty210
Could I get a Whispy Woods boss, it should drop koopa shells and thwimps, and shoot out a custom sprite that acts like the puffs



Because SMWCentral sucks at fufilling requests

____________________

lwares
Posted on 07-30-07 08:33 AM (rev. 8 of 08-26-07 04:57 PM) Link | Quote | ID: 59529


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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 lwares
**Requests orignally from SMW Central**
Mouser [SMB. 2]
Wart [SMB. 2]

Many 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
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