Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with the timer around 100, others might run out of time on their first try.
Name: Cool or Cruel
How do i get past the part with the huge lava gap and the springboard, i tried throwing it across the lava and bouncing, even throwing it far into it and glitch bouncing on it. Please give me a hint rather than the answer,and if i still can't figure it out give a bigger hint.If I cant figure it out from this, ill just look it up on youtube. Thanks in advance.
Hint: It involves Bullet Bouncing and being at the top (HintHint: Use Springboard to get to top of screen) and it also involves you running and jumping off the bullets at the right time. (Crap, did i say too much?)
i just put JMP M to mean JMP Mario. i just like to shorten it. Also JeRRy86. i tested my code before i posted it and it works. also, AND #$03 means just left and right. if you look at the Inversed water block, it uses it.
(When i mean just left and right i mean it can be both)
To make Big/Fire/Cape have 16x16 interaction you do these 3 hex edits
Originally posted by ROM Map
06D79 | $00:EB79 | 2 bytes | ASM | Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario)or change it to A9 01 to have a 16x32 interaction field (like big Mario) (in conjunction with addresses B6C0 and 1B87C)
0B6C0 | $01:B4C0 | 2 bytes | ASM | Change to A0 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change to A0 01 to have a 16x32 intereaction field (like Big Mario)(in conjunction with addresses 6D79 and 1B87C)
1B87C | $03:B67C | 2 bytes | ASM | Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario)or change to A9 01 to have a 16x32 interaction field (like Big Mario)(in conjunction with addresses 6D79 and B6C0)
1) Download Freespace Logger (Found in Tools Section)
1A) Unzip then Drag your rom over slogger.exe
1B) a txt file will be created and it will say the LoROM freespace
1C) Now go into luigi.asm then look for this
!freeSpace1 = $xxxxxx
!freeSpace2 = $xxxxxx
1D) now go back to the txt file slogger created and find a LoROM offset that ends in 8000
1E) now take that address and put it into where the xxxxxx is for Freespace1 but take out the 0x at the beginning.
1F) take another freespace address from the LoROM offset (not the one you just put) then put it into Freespace 2
2) Download Xkas GUI (In Tools Section)
2A) Unzip Xkas GUI and wherever luigi.asm, mario.bin, luigi.bin are. they must be where Xkas GUI are.
2B) BACKUP YOUR ROM BEFORE PATCHING ANYTHING! If you patch something but forgot to do something and don't have a Backup, you will have to port to a new rom
2C) once those 3 files are where Xkas GUI are, open up Xkas GUI then select you rom then select Luigi.asm
2D) If it inserts successfully, test it out to see if it works. if it dosen't then you have done something wrong.
1AA) Look for this in luigi.asm
JML $0FF160 ; Change to $00BA28 if your hack doesn't use ExGFX
1AB) It says to change that to JML $00BA28 if your hack dosen't use ExGFX at all