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Main - Posts by Jesus01


Jesus01
Posted on 01-22-08 05:08 AM, in gravity blocks Link | Quote | ID: 74638


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I have been having troubble inserting BMF54123's gravity blocks. if you follow the readme and put the 3 files in your blocktool folder, it gets rid of most of the blocks (block list goes from 350 to fifty-something), but adds the gravity blocks to the list. I tried adding the blocks in manually, but it doesnt work in the rom (the block does not do anything). Does anyone know how to fix this?

Just to be clear, yes i applied the ips patch to the rom that was included in the file, as well as use a hex editor to change the gravity values.

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...this totally wasnt copy-pasted from the other forum due to seeing this one is better.

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Jesus01
Posted on 01-22-08 05:22 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 74642


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this isnt as much a request as a "is this possible", but i suppose it would be nice if it was done for me...



-a block that speeds up mario 2x when he is inside it
(if you can make it work with sprites too that would be even better, but something tells me that is unreasonable)

-a block that slows down mario 2x when he is inside it



even if you wont make it, can someone at least point me in the right direction of making it. i guess i will try to learn asm (again) ...sigh

---------------------------------
this post, like my first one, was also not directly copy pasted from the other forum

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Jesus01
Posted on 01-22-08 05:47 AM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 2 of 01-22-08 05:48 AM) Link | Quote | ID: 74646


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ummmmmmmm, yeah. somehow i doubt i am going to learn how to do that.

i dont know ANY asm. every time i read a tutorial on it, a little peace of me dies inside. believe me when i say i have read every basic asm tutorial ever written, and I still struggle to understand what an opcode even IS. recoding the game... I think i am more likely to have someone actually do that for me than actually do any asm myself, and the odds of that happening are slim to none.

consider my last post a request then. i just dont understand, thanks anyway.

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Jesus01
Posted on 01-22-08 06:19 AM, in gravity blocks Link | Quote | ID: 74649


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they are definately not broken, i have seen them used in other games.

I really think that it has something to do with the 3 files i didnt add. if it helps, here are the file names; mabe the file types will mean something...

BLOCKS.DBF
BLOCKS.SMT
BLOCKS.NSX

also, i renamed the gravity blocks. i thought that may be the problem so i put them back to normal, but it didnt do anything.

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Jesus01
Posted on 01-22-08 07:39 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 74657


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Posted by Sukasa
Try my tutorial, I tried to aim it towards people like you. In the ROM hacking forum, IIRC.

thanks, that helped alot. i actually did read that once a while ago, but this time i really tried hard and most of it makes sence. (i got confused once you started talking about loops and multiplication, but hey, it was better than when i was stumped at LDA lol)

i will say though, i have no plans of trying to rewrite the game engine, because honestly, thats just nuts, and I doubt that i could do something like that with my current knowledge. i will try to practice though, one day I may be that good i guess .

in the meantime, i would appreciate it a lot if someone did my request. it probably wont happen, but just saying, it would be awesome and nice and stuff

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Jesus01
Posted on 01-22-08 09:23 PM, in Some rom/ram addresses (rev. 2 of 01-22-08 09:23 PM) Link | Quote | ID: 74714


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I am trying to make my first asm thing, but i am having troubble finding the addresses i need. It is going to activate the secret exit on the OW if the player hits start+select (normally lets you exit a level without doing anything).

anyway, here are the things i need to find

-the flag for activating the secret exit
-whatever the start select thing is (flag?)

yup, thats it.
offtopic: I succesfully made a "change your yoshi's color" block that incramentally changes whay yoshi type you have, meaning that I ACTUALLY DID SOMETHING RIGHT !!!!!!!11!111111

(edit: damn typos lol)

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Jesus01
Posted on 01-25-08 02:30 AM, in ASM stuff Link | Quote | ID: 74916


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when you finish writing a block/sprite/whatever with asm, what are you supposed to do with it? I made a few blocks in some notepad files after reading that tutorial sukasa wrote, but now i dont get what I am supposed to do to get them in-game. I tried just making them bin files and inserting them in the block database thing in blocktool, but the game crashes when i touch the blocks. I would really like some help with this, i did everything the tutorial said to, but there was no mention of what to do once i get to here.

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Jesus01
Posted on 01-25-08 05:48 PM, in ASM stuff Link | Quote | ID: 74962


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how do i get the text file to an asm file? do i just save it .asm?

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Jesus01
Posted on 01-25-08 06:00 PM, in ASM stuff Link | Quote | ID: 74970


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...oh, ok.

thanks.

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Jesus01
Posted on 03-14-08 06:51 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 80353


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May i request a shooter that's x position is fixed to the screen (i.e. it is always in one spot on the screen). It would shoot a faster torpedo ted (like the smi 2 bullet bill speed).



I imagine all you need to do is slightly adjust the "normal shooter" sprite to get the first part to work.

as for the torpedo ted, i am not sure if there is a disassembly of it, but if so make it a custom shooter instead and adjust the x speed of the torpedo ted disassembly.

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Jesus01
Posted on 12-03-08 05:47 AM, in 3d models -> SM64 objects? Link | Quote | ID: 95458


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forgive me if this question sounds stupid, i havent ever tried hacking SM64 before, but i was just really curious.

I noticed after downloading toads tool that there seems to be no possible way of remaking objects themselves. it only allows you to choose from existing objects used in the game and move them around. while this makes perfect sence, and could in no way be bypassed, would it not be possible to just make a low-poly .x3d file in zbrush or 3ds max, and somehow use it as the colision field/object for a given level?

I base this knowledge not on romhacking, but simply on game structure and mechanics, so this may sound dumb, but just think about it.

all objects and animations must have been originally modeled and textured before being imported into the original SM64 cartridge, so is it not unreasonable to assume that one could not do something similar?

I own a licence of 3ds max, and could very easily model a low polygon plain to be used for a level base. if any of you with great knowledge in romhacking could disassemble the game enough to understand where the models were placed, and in what format, i could send you the said file, allowing the creation of an entirely original level.



i would be greatfull for any further analysis from those of you with greater knowledge in this area. i am also going to post this thread on jul, so feel free to respond there as well.

thanks.

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Main - Posts by Jesus01

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