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Main - Posts by Smallhacker |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 69/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
"Small hacker", without the delay between the words.
Wow, I sure am full of surprises. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 70/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by Mattrizzle87Posted by Smallhacker Hm. Yes, one of the sprite levels does fit that level. However, I won't bother making an image of it, since there's only a goal bar and it's pretty obvious where it's located. ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 71/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
DISCLAIMER: Do NOT expect me to do this, as I'm not planning to. It's just an idea I've had.
Here's a question I've been thinking about for the last few weeks: "What if someone disassembled SMW and ported it to C++?" Disassembling and converting the code into C++ would create an exact copy of SMW, but as a computer game, Super Mario World++. Porting the game to C++ as Open Source would open up endless possibilities for 'hackers': True graphics (or possibly even 3D graphics) MP3 music Additional layers Waaaaay easier to make ASM hacks (well... more like C++ hacks ) More, longer and more complex levels No sprite graphics conflict (Yay! Blaarg and Magikoopa in the same level!) OMFGAWESOME special effects. etc., etc., etc. If porting ALL code to C++ is too much, one can rewrite "behind the scenes" code from scratch ("Behind the scenes" code is that which does not affect the gameplay, such as loading, music playing, rendering and saving routines), while porting the important things, like Mario's physics. (Rewriting the physics instead of porting them would most likely cause noticeable differences between Mario's behavior in SMW and SMW++) However, my main questions are: "Would SMW++ be so popular that this project is worth starting?" "Would anyone actually 'hack' it?" Comments? Questions? ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 72/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by Raccoon Sam The idea is to PORT the physics, not rewrite them. ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 73/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Some stuff I've disassembled, in case anyone finds a use for it.
spritedis.txt Some sprites and their subroutines (and those subroutines' subroutines, etc.) disassembled. Not commented at all, except for where sprite code starts. SMW_source.txt Some code at the beginning of the ROM. "Labelized" and partly commented. After reading this thread, I've gained some interest in the idea of disassembling the ROM. The result could be REALLY useful. If anyone decides to form a disassembly team, I'm in. Sukasa: Such a program would be very helpful. Also... Moonedit? Brilliant idea! Does Moonedit have any file size limit? ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 74/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Like it says in the readme (it's called "readme" for a reason, you know?), the patch should be applied to a clean ROM. ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 75/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
So... Uh... Am I the only one who noticed that this patch works in snes9x, but not in ZSNES? ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 76/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Hello, everybody.
This post was written in Microsoft word 2 002. Did I say “ written “? I meant said. This post was created using the voice to text feature in Microsoft word 2 002. Discuss. ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 77/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Incredible. Awesome. Cool. Beautiful. Useless.
...and that's why it's so pwn. ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 78/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by Xkeeper YES! ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 79/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
After about half an hour of training the program I am pretty satisfied with the result.
Of course it is not perfect but it is good enough. And yes, This post was also are written using voice to text. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 80/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
(Yes, I know about the "an". I was too lazy to correct it.) ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 81/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Sukasa and I have been working on disassembling and documenting SMW for a few days. Some routines are so terrible that they really make me think "WHY???".
Example of one routine: It begins with this: $00/AB09 C008 CPY #$08 ;\Completely pointless code.(Translation: Compare Y to the value 8. Skip past 0 bytes, no matter what.) Later in the routine: $00/AB0F A700 LDA [$00] ;\ Okay, so take [$00], storeMe: Why in the world does it OR the bytes together? Wouldn't that ruin the data? Sukasa: Apparently, it's meant to be ruined Me: ...Is it some kind of mega-lame encryption, And if so, WHY? ...later... Me: ...this place gives me headaches... Can't we work on some other code? Sukasa: Sure, go ahead. anyways, this seems to upload the decompressed GFX while scrambling it afterwards (). Me: Okay... WHAT THE HELL? I'll have nightmares about this routine for a few years. Sukasa: Ouch. ...and if you're looking for a completely ununderstandable (is that a word?) routine, you might want to try to look at the Mario update routine. Here's an image illustrating the routine: It is a miracle that the game actually works. ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 84/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Pac reminds me of Connor from the TV series "Angel".
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Panser Swedish weirdo times eleven Level: 42 Posts: 85/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
A "modern" capless Link with a t-shirt and baggy pants? Interesting.
The only problems I can find are: He's too stretched The hands looks like someone dropped a planet onto them ...six fingers? He looks like a girl for some reason ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 86/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
For RAM and ROM addresses, you have to switch the byte order.
2 byte addresses: AB CD becomes CD AB 3 byte addresses: AB CD EF becomes EF CD AB Also, you forgot to push Y from the stack. ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 87/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
"when i edit the map16 block data to act like 130, it reverts to 29 "
After changing that setting, did you right click on the block to update it, and then press F9 to save it? Anyway. This is what your code does: LDA $0DBF ;\ In short: If Mario's Coins >= x32, increase Mario's lives and set Mario's coins to Mario's lives. One of the mistakes you've made is to use the Mario's Coins and Mario's Lives addresses. These are the correct ones: $0DBE for lives, $0DBF for coins. The Mario's Coins/Lives are only used to remember Mario's Coins/Lives while playing as Luigi. $0DBE and $0DBF are used by the current player. (I have renamed those two address to be less confusing.) ____________________ |
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Panser Swedish weirdo times eleven Level: 42 Posts: 88/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
I would just like to clearify why "STA $0DBF ;If lives were increased, store lives to coins, otherwise, store coins to coins" does what it does
LDA $0DBF ;<--- Here, A is set to amount of coins ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 89/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Yes, the location and format of the sprite data and "black border" data as well as the location of and pointers to the levels used. Look through the old (and maybe also the older) ROM addresses thread. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 90/339 EXP: 494914 Next: 26448 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by cory21391 The islands are shown from a ~45 degree angle. The fortress and pipe are shown from a 0 degree angle, making them look flat compared to the islands. ____________________ |
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