Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,495,524
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-28-24 07:11 AM
Guest: Register | Login

Main - Posts by ShaneM

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14

ShaneM
Posted on 09-07-14 09:56 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 09-07-14 09:58 AM) Link | Quote | ID: 158170


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 121/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by LeviathanMist
This looks pretty exciting! Hopefully I'll get a chance to play through this sometime this week.


Thanks. I sent you an early build with SMB1 with hard mode. It is enabled when getting 8 stars. I can give you the offset when you want to test it.


@Everyone
I'll give a public release of it on here next week. But if you want it early, see my latest post, here: http://forums.nesdev.com/viewtopic.php?f=22&t=11576#p133601

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-07-14 06:39 PM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 6 of 09-07-14 07:02 PM) Link | Quote | ID: 158179


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 122/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by Superjustinbros
I will admit though that this was a good effort, and I'm sure with a few tweaks here and there it could become a true SMB Extended until my Hombrew Enhancement project kicks off.


In all honesty it's the best effort so far. I was the one who discovered those beta tiles and someone added them to TCRF from my effort. It is impossible to make this game any closer to SMB2J. Why? Because the SMB1 on there IS a hack of SMB2J. Also, the enhanced (better, in my opinion) colors came from the .pal file I created to go with this.

Really, I'm skeptical about the tool that you plan on making because:

1) You admitted to not having programming knowledge. This poses a problem as it means that someone else/many people will have to do all the work. Which I highly doubt they will unless they're paid.

2) I don't think you know how complicated it is to code the original SMB/2J in ASM. I know 6502 very well and these two games were a challenge. I know you're calling out ideas on the thread that you made, but even with programming knowledge your ideas are hard to replicate with code. (Maybe a homebrew C++ port would be more reasonable.)

3) It sounds like the tool you are "idealizing" would compete with SMW's Lunar Magic, that tool took 10+ years to get where it is. SMW hacking is more popular than SMB1 and easier to hack.

Sorry to sound like the party pooper but that tool may never really be that primed, if it even starts. Your best bet would be to make a C++ port of what you want.

Also, I'm keeping all the beta stuff in there. I'm sorry if you don't like it but I do. Also, on that pic you posted, there's a hidden message, a 'II' since that is on Side B of the game.

EDIT: By all means, go ahead and make your own hack using mine as a base. Just edit the tiles the way you want them. I don't mind. In fact, I made this to ease hacking for people who want to import SMB1 levels with more features.

EDIT2: I would have been glad to assist with the tool you wanted, but I only know the 6502 and Z80 processors. But really, you should aim for a C++ homebrew.

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-08-14 06:05 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 09-08-14 06:08 AM) Link | Quote | ID: 158191


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 123/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by LeviathanMist
So, when playing this, are there any particular bugs/oddities I should be watching out for? Or should I just play it and take note of anything weird? I can already tell looking at the title screen of SMB1 that the game inputs of the demo haven't been changed - but because the jumping physics have been altered, the demo player never dies anymore.


Basically, since this is a hack of SMB2J (the SMB1 on Side A is actually SMB2J with SMB1 levels/all data corrected to match it), I recreated Hard Mode from scratch. My coding was kind of wasteful but got the job done. Really, just look out for anything odd on Hard Mode (after getting 8 stars; to give yourself 8 stars, go to 0xCC3C and change $00 to $08). Make sure enemies function the way they should/ nothing out of the ordinary. That includes World 9, also. Some features such as maze paths for 4-4 etc taken from ANNSMB; some levels such as repeated ones (5-3 etc.) borrow from VS SMB. A full list of changes can be found over at NESDev, from which I linked my latest release of this. Hard Mode differences are listed there, too. Just follow the link I posted last night to the build I posted, there.

About the demo: The player never died to begin with. The only difference is that due to the player jumping 3 squares high when stomping on an enemy instead of 1, Big Mario now stops at the first pipe rather than second. SMB2J actually fixed a demo glitch where if the player hit select too many times the demo timer would be off. (I didn't fix that, Nintendo did.)

Also, SMB2J is on Side B, if you're interested. I fixed every single known SMB2J glitch as well as add hidden (yes, hidden) stages within regular ones (so an option to find 2 exits!) as well as new bonuses (as mentioned in the first post).

If you need me to elaborate on anything please inquire as I would be glad to assist; and thanks again.

P.S: When you stream it, may I have a link so that I may see?

EDIT: Demo data behaves different after getting 8 stars due to Hard Mode (the Goomba is replaced by a Buzzy Beetle on the title demo). But this is not a glitch.

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-09-14 04:42 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 09-09-14 04:45 AM) Link | Quote | ID: 158216


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 124/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by LeviathanMist


Bullet cannons seem to be very conservative. I only saw them shoot a few times in the entire game. I feel like they should be shooting more often, especially in hard mode. In the original SMB, they shot much more often.

I like the Lakitu physics. They've established a notoriety rivaled by their SMB3 counterparts.

Glitches/oddities:

At 7-3 (starting around 22:13) - I die a few times while the wind is blowing. The wind pushes Mario's dead body to the right. Not really a glitch, but it looks funny.

When you hit some mushroom blocks, instead of appearing to shift up, the block itself disappears for a fraction of a second. 22:38 is a good example. Seems to happen more often when wind is blowing.

34:13 I go down a pipe, and die. I'm near Bowser throwing hammers, so my guess is an invisible hammer caught me. Still, it appears there's nothing there, and the nearest hammer is a few full blocks away from me. Plus, I had already gone down the pipe, I should be immune to damage until the next screen.

35:53 I beat the game, but the ending theme doesn't play - nor does any music or sound effects.

A suggestion: Lower the amount of points you get per life at the end of the game. I had so many lives that my score rolled over to 0. I'd say 20000 per life is a good number. Assuming the maximum lives you can hold is 127, that would give you an extra 2540000 points max. I understand if you don't wanna do this for the sake of purity, but there's also the score rollover issue to deal with - anyone beating the game with over 99 lives is guaranteed a score rollover under the current system.


First, thank you for playing this and testing it.

*Sits back and thinks for a minute*

I'm going to go in order, here.

1) I can work on the Bullet Bill thing.

2) Are you referring to blocks temporarily disappearing when wind is blowing on 7-3? That is normal and happens only for half of a second (also in SMB2J, too). If it's another occurrence from when the wind is not blowing then please clue me in on what stage and under what circumstances. (This happens because shrooms are stored as OAM as well as wind and sometimes the buffer overflows.)

3) The hammer thing is actually an original Nintendo glitch that I'm still trying to figure out how to fix. http://www.mariowiki.com/List_of_Super_Mario_Bros.:_The_Lost_Levels_glitches#Hammer_through_the_Pipe

4) The sound isn't working? Hmm. There is a glitch if you press start right before the screen pulls up the victory scene; did you do that? What emulator and what version of said emulator did you use? (SMB2J which is what this game is a hack of, uses 4 banks of data. The victory scene takes bank $03; when you see brief pauses like that in between and, for example, when going to World 5, it is actually loading the new file into PRG. If you are using Nestopia you can see what it's doing under Disk System options. ie. "Reading" "Writing" "Loading")

EDIT: At least getting more than 128 lives no longer crashes the game like the original did and rendered a Game Over. I'm a little concerned about the sound at victory thing. Please fill me in with what I requested so that I can try to mimic it. When I tried it on my Nestopia 1.40 it worked fine.



____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-09-14 06:18 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 3 of 09-09-14 07:52 AM) Link | Quote | ID: 158223


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 125/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
I have not tested with 99+ lives on Side A. But SMB2J on Side B I have tested with 128. The coding is exactly the same as far as that routine goes. I'm really hoping that it is your equipment. I have a new build where I fix glitches. I will release it tonight/early tomorrow. Maybe you can play that one and let me know? But, I will also list the fixes I've made, too.


Posted by LeviathanMist


One question - what's different about this hack over your "SMB1 & SMB2J (2-in-1)" hack that I played months ago?


What's different? Well, I've added:

1) Wind
2) Upside Down Piranhas
3) Poison Mushrooms now show up in ? blocks and invisible
4) SRAM saving and Game Over menu from SMB2J
5) World 9
6) More glitch fixes
7) Fixed Lakitu and superior level design
8) Snow palette on snowy stages

Basically, I ran out of room hacking SMB1 FDS. So I did the next best thing: Hacked SMB2J to make it SMB1! "



____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-09-14 08:01 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 6 of 09-09-14 08:05 AM) Link | Quote | ID: 158233


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 126/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by LeviathanMist
It could also be possible the ROM I used has the wrong checksum, as I don't know how or where to look at the checksum of a ROM. It was a 65500 byte file though, as mentioned in the thread.

Anyway, I'll test it when you release an update as well, I'll try different versions and see.


I will be releasing the revision soon.

The tool I used to calculate my CRC16 was actually freeware. The tool is called chk http://download.cnet.com/CHK-Checksum-Utility/3000-2248_4-75909659.html

All you do is open chk.exe, go to Options, click on CRC16 and then drag and drop your ROM over the utility to get the checksum.

One advantage of using CRC16 is having a small, yet reliable checksum to verify the right file that a patch is to be made to. Which is why I will be doing so with all my releases. I hope this clears things up. --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-09-14 08:16 AM, in Super Mario World (NES) Link | Quote | ID: 158236


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 127/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by Luigi442wii
YET is impossible to find on YouTube OR Dailymotion.

Quite good for a pirated SNES downgrade though.


Problem solved: https://www.youtube.com/playlist?list=PL7604A66354CA2953

Just click on the soundtrack that you would like to listen to. --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-09-14 08:32 AM, in New to Assembly? (6502 Lessons for Beginners) (rev. 3 of 10-09-14 11:11 PM) Link | Quote | ID: 158237


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 128/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Have you ever wanted to code a game but had no tools available? Wish you understood what was going on within a debugger like FCEUX? Problem solved!

This is the most comprehensive guide to assembly for beginners. It is what I used when I started out last year with zero programming knowledge. It breaks everything down for you from: program counters to stacks to flags etc. It has served me well and it will to anyone who's a novice at hacking in general. ASM is the most useful hacking tool that one can acquire. It is the holy grail of hacking knowledge.The first link is to Skilldrick's page. Personally, I'd break it down to a few paragraphs a day to read and understand what is going on. By the time you are finished reading it, you'll have full assembly knowledge!

The second link is to a site that contains all the mnemonics/opcodes. The only thing you'll need is either a simulator (a tool where you create custom code to test and create routines) or a game itself to hack. Happy learning!


https://skilldrick.github.io/easy6502/

http://www.obelisk.demon.co.uk/6502/reference.html

Here's a third one on how hex editors work:

http://www.flexhex.com/docs/howtos/hex-editing.phtml

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-09-14 09:51 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 3 of 09-09-14 09:56 AM) Link | Quote | ID: 158238


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 129/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
This is the final build of this, unless a glitch comes up.

List of changes:

*Fixed Blooper collision glitch - Where if the player stood at the bottom of a Water type level as their Super/Fiery form, they were immune to Bloopers. This was an original Nintendo glitch that has now been fixed.

*Fixed glitch where Bullet Bills were being loaded at a max of 2 Bills at once rather than 3 for Hard Mode. I set a flag with the Y register to do a check which fixes this issue. Hard Mode should now match the original SMB1'S version entirely.

*Added 2 more Goombas to the beginning of 2-1 and fixed a glitch with 8-1.


SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = 8D39

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-09-14 10:17 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 09-09-14 10:19 AM) Link | Quote | ID: 158240


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 130/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by LeviathanMist
I was just about to edit my post. Here's my latest run through of the previous version, and my comments/suggestions for it:

1:41 in video 2, is that platform supposed to only be one? I always thought there were supposed to be 2 platforms going down.


That happens when there are too many enemies on screen. (Platforms are stored as enemies as seen in SMB utility; that is normal.)

Posted by LeviathanMist

At 6:49 in video 3 (8-1), bouncing koopas appear, and immediately commit suicide. Kind of defeats the purpose of having them if they're just gonna jump down the pit every time. This happened in my last playthrough as well.


Yep. I fixed that Nintendo-original issue in my latest build right above.

Posted by LeviathanMist

In stage 9-1, from about 17:00 to a little past 18:00, you can see me cheese my way through the stage by allowing the wind to push me through obstacles. This glitch was present in the original SMB2j, even on land. It's especially cheap underwater, since bloopers never swim low enough to hit you if you're on the ground. If you can't fix it, adding a hole immediately after each obstacle might discourage abuse of that glitch.


Yep. That is fixed, too. If you read the first change I made above, I improved collision with Bloopers to match the SNES version. So now the player does get injured by Bloopers.


Posted by LeviathanMist

One last suggestion - isn't there a way you can make use of the whole "times beaten" byte? I know plenty of people who have beaten SMB hundreds of times. It took me 40 minutes to beat this without warping and get a star. Someone like me can rack up 24 stars in a few days of playing. Might I suggest expanding it to a numeric counter after you beat it 24 times? Even a max of 99 or 127 would offer greater incentive to keep beating it, and take longer. I just hate to see a whole 90% of a byte's potential going to waste


The value you are referring to is known within the ASM files as "GamesBeatenCount". That was originally saved to SRAM, until I also added high scores to it, too. The most I can do is make use of it for Hard Mode. I am running out of room in bank $00. In FDS program RAM, you have a limited amount compared to the NES how you could expand it. In FDS, bank $00 is considered the hardwired or main bank in which all major routines are stored. It would need to be coded there but I don't have room. If I did, I would expand on Hard Mode and make Red Piranhas also show at 1-1 and Hammer Bowser start at 1-4 when accumulating 8 stars. I would also make a better lives counter to draw numerical (hex) values rather than any consecutive tile after Crown Z. Had this been an MMC3 NES hack that would be totally possible. Please tell me if you find anything in this new build. Thanks. --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-10-14 05:19 AM, in Super Mario Bros Hacking Question Link | Quote | ID: 158252


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 131/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by 32x1000
How would I make it where In the original super mario bros, mario is constantly moving to the right?


Are you asking how it would be made like the snowy stages on SMB Remix or the stages that have you running when the level starts?

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-10-14 07:33 PM, in Super Mario Bros Hacking Question Link | Quote | ID: 158265


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 132/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by 32x1000
Yes



Um..."yes"?

To which choice, specifically.

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-11-14 06:01 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 7 of 09-11-14 06:10 AM) Link | Quote | ID: 158273


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 133/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by LeviathanMist

When I beat the game, it showed the ending text as normal, but as the background turned blue, I saw a flash of "THANK YOU LUIGI!" for a split second above all the text. It looks like text that would be there if beating a regular castle. I'm not sure if this was a subtle addition by the patch, something that was there in the original, or a mistake.


1)No mistake. What probably happened was you collected many lives on a stage such as when you did last time with 7-1. Remember that the same thing happened to Mario? That happens because the game was still counting lives but the music stopped. Remember, if the music doesn't finish after counting lives it moves to the scene with the 7 Toads surrounding Toadstool and the text "THANK YOU X!" appears. Am I right? Did you collect many lives this time, too?

2) Moonwalking = Really, the only way to correct this would be to redo the whole horizontal scrolling engine, which I'm not going to do because of time. This is not a glitch but has to do with the screen being $F0 long.

3) Glitch about 5-4 = Actually, the stage in question there is 1-1. Did you know that that glitch is impossible to do on my 1-1 because it is a hack of SMB2J? (That glitch is actually fixed in this version because the routine "CheckPlayerVertical" was optimized.) What is happening there is something else. The Firebar's bounding box is longer than what can be seen on screen. So it "wraps around" the screen. Secondly, that never happens through valid play means. I know you had to exploit the "horizontal scrolling" thing to even get up there on 5-4 as it is impossible through normal play means. But try that on 1-1 with even Luigi and you will see it is fixed. (=another issue from the one listed above in the link.) I hope that what I am saying is making sense to you. Please reread again if needed; thanks.


4) Wall jumps = This is something reasonable that I can probably fix. This truly is a collision detection quirk.


5) Blooper and 9-1 = Why should they hit Small Mario? There is no collision. (Look very closely and they never touch.) The collision glitch I fixed with Bloopers deal with Big Mario/Luigi since collision was made but damage wasn't.

World 9's data bank ($03) is full. I can give you the offsets so you can see for yourself. I really am not being lazy. This is a remake of -1 on the NES' Minus World. This is similar to SMB2J's Fantasy World, where nothing is suppose to make sense. Messed up scenery (like on 9-3 on SMB2J) different logic etc.


@Everyone
Here is a patch which fixes hammer to player to pipe collision that LM found in his last video playthrough. Thanks for the find, LM!

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = D835

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-11-14 09:12 PM, in Super Mario Bros Hacking Question Link | Quote | ID: 158287


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 134/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by Superjustinbros
But if you're looking for an endless-runner-type gameplay, no such thing exists.


Which is exactly why I asked him what he wanted. I was going to hack it for him. But I still need a response from 32 if he wants me to attempt it.

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-12-14 04:05 AM, in Super Mario World (NES) (rev. 3 of 09-12-14 04:09 AM) Link | Quote | ID: 158304


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 135/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by Chaobomr
How about a link to the ROM?


ROMs (and direct links to ROM images) are not permitted on here. That includes unofficial, pirated/bootleg content, too. --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-12-14 04:49 AM, in Super Mario Bros Hacking Question Link | Quote | ID: 158308


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 136/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by 32x1000
I want an endless runner or something similar to it


Alright. I'll give it a try for you. It should be easy. See, the code for when a stage is finished already makes the players go forward. All I'd need to do is replace the joypad bits reading with a similar code and increment the data values (to make it go faster). I'll give this a try for you next week. --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-12-14 07:09 AM, in Super Mario Bros Hacking Question (rev. 4 of 09-12-14 07:17 AM) Link | Quote | ID: 158313


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 137/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by caesur4
Shouldn't it just be as easy as having a specific hex value in the RAM be constantly written to or loaded with the "dpad right" input value?

edit: nope! nevermind, my thought process was a bit too simplistic. But maybe if you AND the input value with the "dpad right" input (looked like it was #$01) before loading it where it needs to go each time?

Looked like 0x06FC and 0x074A all had something to do with controller inputs, just from looking at the RAM map on datacrystal.


I have doppleganger's disassembly from RHDN. All I have to do is change the code within the ASM file (when I locate the correct routine) and make.bat then paste the binary output file over 0x10-0x8010 in the ROM then make an .ips for OP. Simple as that. I very rarely hex edit because assembling is easier. That's what I usually do with all of my hacks.

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-12-14 05:48 PM, in Super Mario World (NES) (rev. 3 of 09-12-14 05:50 PM) Link | Quote | ID: 158316


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 138/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by Chaobomr
I shoulda said "link to .ips" or something like that, unless that isn't allowed either. Crap!


IPS' are always allowed unless they patch back into the original game. If a patch of SMW was made, a modification to the binary or CHR would be a must. I have the file, but even if I make a change and create a .ips patch, what good would that do if the issue at hand is locating the original file?

PS: There are actually 2 NES versions of this game, the shorter 4 World version and the longer 7 World one. --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-13-14 03:46 AM, in How do I _________..? (rev. 3 of 09-13-14 03:48 AM) Link | Quote | ID: 158349


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 139/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by SuperMarioRpgHacks
How can i post images?


You use a service such as Photobucket. When you are ready to post a picture uploaded from there, use [ img ] pic [ /img ] and that's it. (Please be sure to put the link where I wrote "pic" and also to remove the spaces from the "img" and the word "pic".) --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-13-14 11:05 PM, in Super Mario Bros Hacking Question Link | Quote | ID: 158371


Snifit
Compromised account.
Please contact an admin to restore access.
Level: 36

Posts: 140/285
EXP: 293549
Next: 14561

Since: 02-17-14

Last post: 3139 days
Last view: 2654 days
Posted by 32x1000
Could you make it where if you press down, Mario stops ?


I'll attempt this for you the week of the 29th, one day when I have off from work. I can do the forward accelerating thing, but we'll see about the stop thing. --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14


Main - Posts by ShaneM

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.235 seconds. (329KB of memory used)
MySQL - queries: 130, rows: 162/162, time: 0.225 seconds.