| Invisible solid block coin fix (for real this time!) |
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Forum Index - SMW Hacking - General SMW Hacking Help - SMW Data Repository - Invisible solid block coin fix (for real this time!) |
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| Posted on 2009-05-26 10:58:47 PM |
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Okay, the other fix was lame, and had a few glithces, such as, if you placed the block at the top of the screen, and there was a coin on top, then when you hit the block, the coin is collected, but it still stays.
This fix is better because I actually looked into all.log to see whats up. So here it is:
Change x11548 back to B8, if it isn't.
Change x113B9 to 01
It still might be glitchy, so tell me whats up. It might be that the value has to be changed.
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| Posted on 2009-05-27 05:28:07 AM |
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<embed width="448" height="361" type="application/x-shockwave-flash" wmode="transparent" src="http://i373.photobucket.com/player.swf?file=http://vid373.photobucket.com/albums/oo178/alcaroops/escape.flv" />
I can't deny that it works in the coin-on-top-of-the-screen situation, but it still has some problems.
I hope you can find a proper fix, though.
Edit: Silly html filter tells me to close the embed tag...
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| Last edited on 2009-05-27 05:28:45 AM by Alcaro. |
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| Posted on 2009-05-31 12:59:08 PM |
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Originally posted by Alcaro*video*
Actually, that glitch can make it realistic. If something is in the air, one should be able to pass under it, no?
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| Posted on 2009-06-01 09:51:30 AM |
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Besides the glitch Alcaro found, have there been any other problems with this fix? Also, would that same glitch occur if the two question blocks were directly on the ground? (i.e. Would the shell continue bouncing back and forth or would it slide right through the bouncing blocks?)
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| Posted on 2009-06-01 03:13:29 PM |
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*Ahem*
Originally posted by Smallhacker, Post ID 260171IIRC, the "easy" ways to fix the problem have side effects, such as enemies being able to fall right through the block as it bounces. This is also the case for Mario. Additionally, if the block is on top of a solid tile, Mario dies when the block stops "bouncing":
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| Last edited on 2009-06-01 03:14:45 PM by Mattrizzle. |
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| Posted on 2009-06-02 09:26:45 PM |
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I think the only real fix here would be to hack the routine that deletes the bounce sprite to make it also erase the solid block. It's clearly there for a reason.
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| Posted on 2009-06-03 04:17:37 PM |
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I theory-ise that the routine for the bounce block sprite is set to change any non-tile 25 tile it touches to the invisible solid tile.
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| Posted on 2009-06-03 10:37:45 PM |
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Has anyone examined the Map16 in RAM to see what tile that invisible block is? Maybe we could get away with just changing its behaviour. Insert a custom block over that ID that only acts solid while the bounce sprite is active.
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| Posted on 2009-06-03 10:43:23 PM |
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HyperHacker: Its tile 152
Anyways, It seems that whatever block is used to replace the coin, then that same block also replaces the block that is hit during the bounce session. In SMW's case, the coin is replaced with a solid block, so the block that got hit is also replaced with a solid block. In my case, a tile 25 block replaces the coin, so a tile 25 block replaces the block that is hit in the bounce session. I have yet to found what is causing this, or where the routine is at, so any help is greatly appreciated.
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| Posted on 2009-06-05 11:16:44 AM |
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Couldn't you just edit the shell in Tweaker and make it "Immune to boncing bricks"?
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| Posted on 2009-06-05 11:51:40 AM |
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@HyperHacker
That wouldn't work, because, as Ladida said, the tile the replaces the coin is also the tiles that replaces the Question block. So if you did code a block that does what you said, and someone hit a block from below to get a coin, then stood on it and hit another block, the tiles where Mario is would shortly become soild, but long enough to kill Mario.
@Ian
Huh? What are you talking about? There is no such option in Tweaker. Have you even used Tweaker? Tweaker would not help in this situation (At least, I don't think it would...).
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| Posted on 2009-06-05 07:55:19 PM |
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Eh? That doesn't make sense. If they're the same block, why is one invisible?
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| Posted on 2009-06-06 09:16:02 PM |
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Originally posted by LadidaHyperHacker: Its tile 152
Anyways, It seems that whatever block is used to replace the coin, then that same block also replaces the block that is hit during the bounce session. In SMW's case, the coin is replaced with a solid block, so the block that got hit is also replaced with a solid block. In my case, a tile 25 block replaces the coin, so a tile 25 block replaces the block that is hit in the bounce session. I have yet to found what is causing this, or where the routine is at, so any help is greatly appreciated.
SNES ASM can only result in one block type resulting from something happening, especially if they're on different pages. Try moving tile 152 to slot 1D or 1E and see if that helps. If not, it's the ASM format, and fixing it is physically impossible.
(This coming from a guy who knows NOTHING of ASM!)
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| Posted on 2009-06-06 10:10:02 PM |
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Hyperhacker, maybe I explain that badly. What Ladida said is, the block that shows up when a coin is collected by hitting a block under it, it is the same tile as what the Question block becomes before it's a brown block. That's why, when the tile that it becomes is passable, things can go through it, like it Alcora's video. If you had something that made it temporarily soild, what if some one was standing where a coin had been, after being hit from below? Death (Probably).
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| Posted on 2009-08-06 01:50:57 PM |
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Two-month bump, but I did find where someone posted the actual fix. There is one correction I had to make to the quote (in bold italic), however:
Originally posted by SnifflySquirrel, @ Acmlm's Board Incarnation 4...you can fix that coin glitch fairly easily. At SNES $02:9347, there's a JSR to $91B8. Redirect this JSR to an unused space in ROM bank $02 and place the following code at the new destination:
LDA #$02
JMP $91BA
Now coins above bounce sprites will be replaced by tile 25, and bounce sprites will still replace the tile underneath them with tile 152.
I tested this using $02:FFE2 as the new destination and it does indeed work.
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| Posted on 2009-08-06 04:31:17 PM |
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Thank you Mattrizzle for finding that! I remember seeing that thread, but I never found it again, as I searched for it a long time ago. I believe this thread can now be closed, or left open, I guess, if anyone needs help. Thank you Mattrizzle for finding that.
Edit: Just so you won't have to pop open Lunar Address or an assembler.
20 E2 FF at x11547
A9 02 4C BA 91 at x181E2
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| Last edited on 2009-08-07 02:04:29 AM by Ladida. |
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| Posted on 2009-09-26 08:29:01 PM |
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Isn't $02:#### the sample code, like the actual code format of the game? You know, where the ASM goes to remind itself how to work or something? I'm no good with this sort of stuff...
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| Last edited on 2009-09-26 08:30:47 PM by Wiimeiser. |
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| Posted on 2009-09-27 12:59:59 AM |
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What?
$02xxxx is a location within the rom. That's it. Some of the original game is stored there, like the code that is fixed in this thread. It's not the gibberish you were talking about.
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| Posted on 2009-09-27 09:58:53 AM |
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Do you know how little sense that made? Most banks contain more than one thing, so your argument is invalid.
Also closed for bumping and derail. Don't do it again.
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Thread Closed |
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