| Metroid Health Patch Release |
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Forum Index - SMW Hacking - Resource and Tool Releases - Metroid Health Patch Release |
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| Posted on 2009-03-10 04:12:07 PM |
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Umm, sorry for the bump, but is there anyway you could make it to where...
#1: If Mario were to hit a Podoboo (fireball that jumps from lava), he were to go strait down into the lava...
AND
#2: If a Thwomp were to land on Mario he would get busted back twice as far... and if it were to land near him (only if Mario is on the tile next to it) it would just bounce him back.
If that is too much trouble, then just say so... otherwise, I'm just asking. Thankyou for reading.
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| Posted on 2009-03-10 04:14:40 PM |
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That might be something that would have to be coded into a custom sprite. There is a disassemble of the podobo and thwomp in the custom sprite section.
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| Posted on 2009-03-10 05:19:50 PM |
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Another question.
Is the status bar editor after using this? Again, I'd do it myself, but I'm not at an actual PC and mine still needs repairs.
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| Posted on 2009-03-10 09:22:39 PM |
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Are you asking if the status bar editor is usable after this?
It should be. It was with the original health patch. Try it out (make a backup, of course).
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| Posted on 2009-03-14 08:52:09 PM |
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Very nice work. I have one question though.
How would you code this to make it so you start with fire flower and keep it when hit?
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| Posted on 2009-03-14 09:00:44 PM |
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Dude that sounds pretty awesome. *downloads*
I honestly don't remember how long I've been waiting for this. I'm still waiting for somebody to make a Sonic the Hedgehog-like damage system...but oh well. I know how to do it, so I guess I'll stop being lazy, and get to work.
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| Posted on 2009-03-15 06:49:31 AM |
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@fireyblaze42: You can do that by hacking into the status bar routine and put this code there:
LDA #$03
STA $19
That way the code will always be run, so Mario will always have a fire flower no matter how many times he gets hit.
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| Posted on 2009-03-15 02:43:03 PM |
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Originally posted by IceBlock@fireyblaze42: You can do that by hacking into the status bar routine and put this code there:
LDA #$03
STA $19
That way the code will always be run, so Mario will always have a fire flower no matter how many times he gets hit.
Hmmm. I thought it would have something to do with the Custom HP part of it. Anyway, I couldn't find the right place to put the code, but I experimented alot and found out how. As you can guess, I'm not that great with ASM. Thank you anyway.
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| Posted on 2009-03-18 07:16:31 AM |
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Actually, it's very simple to do. Just find these lines (lines 243 and 281, press control G and type the line numbers):
LDA #$01
STA !Powerup ; Start big
Change the LDA #$01 to LDA #$03
LDA #$01
STA !Powerup
Again change LDA #$01 to LDA #$03
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| Posted on 2009-03-18 09:20:20 AM |
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Everything important is commented on in the ASM file to the left of the code. If you want to change something, just read the comments and find what you want to change and change it.
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| Posted on 2009-03-19 09:42:29 PM |
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This is pretty awesome, and I like how different things can hurt Mario differently.
Originally posted by Obvious level 105 editI'm still waiting for somebody to make a Sonic the Hedgehog-like damage system...
I'm pretty sure Delmaru already has one made for his hack.
EDIT: Whoops, 1000th post. I meant to make a thread for that. =\
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| Last edited on 2009-03-19 09:43:09 PM by Giga. |
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| Posted on 2009-03-19 10:32:15 PM |
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Not really, it's a Patch that KilloZapit had made for Octillery, then Octillery gave it to me. I'd ask either of them (Octillery is Raibys)
BTW Giga, that hack is long gone.
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| Posted on 2009-03-19 10:46:12 PM |
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Hey, it wouldn't be impossible to make a .asm assigning how much damage each SMW sprite should do, would it?
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| Last edited on 2009-03-19 10:46:30 PM by Troopa. |
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| Posted on 2009-03-20 08:30:43 AM |
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Wouldn't you have to code the damage value into each sprite instead?
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| Posted on 2009-03-21 07:43:47 AM |
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Well, I suppose you would simply hijack the hurt routine to subtract X many points depending on a table that corresponds to the sprite number you just came in contact with (there is a way to find that out, I think.) and then subtract the HP accordingly. It wouldn't be REALLY hard, but finding the collision would be a total pain.
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| Posted on 2009-03-21 07:47:35 AM |
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I hijack the hurt routine in the patch, so you'd have to create a table and routine in another patch and JSL to it in the hurt code that's in the health patch. It would take a lot of work that I don't feel like getting drowned in at the moment, but it would be possible.
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Forum Index - SMW Hacking - Resource and Tool Releases - Metroid Health Patch Release |