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P-balloon mario oddities
Forum Index - SMW Hacking - General SMW Hacking Help - P-balloon mario oddities
Pages: « 1 »
After editing Mario to always be 16x16 in my hack, I encountered a problem. You see, I've tried to disable the odd x-flipped tile used for the bottom of big P-balloon Mario, but I had no idea how to.
Here is what I'm talking about:

This code in the RAM map confused me:
Originally posted by RAM map
$7E:0078
1 byte
Player
Used to obscure the player partially or fully. Format: dlucapLU.

U = hide upper half of the body.

L = hide lower half of the body.

p = hide extra player tile that is shown during the inflated P-balloon pose (does not apply if the player is small).

a = hide attributive 8x8 tile.

c = hide regular cape tile.

u = hide upper extra player tile when in flight (hovering with the cape).

l = hide lower extra player tile when in flight (hovering with the cape).

d = used in conjunction with all other set bits in order to disable processes such as the star timer decrementing.

What is the dlucapLU format anyway?
I'm not really sure, but I think it works like this:

dlucapLU
00000000
<---- 0 is disabled and 1 is enabled


Example:

dlucapLU
00100100
<---- those parts are going to be hidden

Since we got 100100, we convert that from binary to hex (use calculator) and we got $24.

--------------

I'm really guessing here.
How would I edit this address?
Originally posted by Mini_Coin
How would I edit this address?

That's not an adress to edit, since it's RAM. That means it's to be worked with ASM.
Would this code work, or am I misunderstanding something?
Code
LDA #$24 STA #$7E0078
Last edited on 2012-03-04 05:22:53 PM by Mini_Coin.
Originally posted by Mini_Coin
Would this code work, or am I misunderstanding something?
Code
LDA #$24 STA #$7E0078

STA #$7E0078

Change that to
STA $78


Otherwise it's fine as far as I can tell.
Just to make it clear, would it be possible to make this affect all levels (Like in a patch) or does it only apply to LevelASM?
Code
CODE_00E385: A9 C8 LDA.B #$C8 CODE_00E387: E0 43 CPX.B #$43 CODE_00E389: D0 02 BNE CODE_00E38D CODE_00E38B: A9 E8 LDA.B #$E8 CODE_00E38D: 85 04 STA $04

This code deals with Big Mario's balloon frame. Try this patch:

header : lorom
org $00E389
BRA $02


I haven't tested it, so there may be other stuff to edit
Originally posted by Ladida
Code
CODE_00E385: A9 C8 LDA.B #$C8 CODE_00E387: E0 43 CPX.B #$43 CODE_00E389: D0 02 BNE CODE_00E38D CODE_00E38B: A9 E8 LDA.B #$E8 CODE_00E38D: 85 04 STA $04

This code deals with Big Mario's balloon frame. Try this patch:

header : lorom
org $00E389
BRA $02


I haven't tested it, so there may be other stuff to edit

It works, but it still leaves 1 part of the X-flipped left. Apparently BRA $03 doesn't fix that.
Hmm

In addition to that, do this:

org $00DF5D
db $00

original value was $28, just so you know (and in case I messed up the address, so you can fix it)
Last edited on 2012-03-04 10:35:56 PM by Ladida.

^Nope, didn't work. I tried $18, $08 and $28 but it had no effect.
Here is the .ips if you're interested.
Weee i got it.

Patch should look like this:

Code
header : lorom org $00E389 BRA $02 org $00DF5D db $00 org $00DD2F db $00

If it doesn't work, then you have permission to decapitate me.
Originally posted by Ladida
Weee i got it.

Patch should look like this:

Code
header : lorom org $00E389 BRA $02 org $00DF5D db $00 org $00DD2F db $00

If it doesn't work, then you have permission to decapitate me.

Thank you, it worked! Maybe you should add this to the ROM map...
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