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Posts by Netto Takashi
Netto Takashi's Profile - Posts by Netto Takashi
Pages: « 1 2 3 4 »
I'm trying to use the Locked Blocks that came with BlockTool, but there seems to be some kind of error with Locked Block 4. Instead of unlocking when Key Block 4 is hit, it unlocks when Key Block 1 is hit. I tried looking at the .bin file to see if I could figure out why, but a. I suck at reading ASM, and b. it's part of one large .bin file that encompasses a whole bunch of other blocks as well.

Can someone help me figure out how to make the correct key open these blocks?

As a side note, it would be nice if I didn't have to actually touch the unlocked blocks in order for them to change...but then I suppose locking them to begin with would become more difficult...

(I'm not sure this is the right forum to post this in, but whatever...)

--------------------
Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Hmmm...it's been about 3½ days without a reply...

*BUMP*

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Originally posted by Netto Takashi
I'm trying to use the Locked Blocks that came with BlockTool, but there seems to be some kind of error with Locked Block 4. Instead of unlocking when Key Block 4 is hit, it unlocks when Key Block 1 is hit. I tried looking at the .bin file to see if I could figure out why, but a. I suck at reading ASM, and b. it's part of one large .bin file that encompasses a whole bunch of other blocks as well.

Can someone help me figure out how to make the correct key open these blocks?

As a side note, it would be nice if I didn't have to actually touch the unlocked blocks in order for them to change...but then I suppose locking them to begin with would become more difficult...

(I'm not sure this is the right forum to post this in, but whatever...)

I was getting no replies whatsoever when I posted this in the Basic Hacking forum, so I'm reposting it here. I think it better fits here anyway. <.<

--------------------
Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Hmmmm...still no replies? Damn...doesn't anyone have any idea what's going wrong?? I suppose I could post the BIN file which no doubt contains the bug...would that help any?

--------------------
Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Yes, I did. It locks all the blocks like it should.
However, instead of Key Block 4 unlocking Locked Block 4, Key Block 1 does. The rest of the Locked Blocks are unlocked by the correct Key Blocks, just not Locked Block 4.

EDIT: How do I attach a file to my post?

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
1. Yes, I am using the correct block in BlockTool. I double-checked to be sure.
2. Please direct me to this "MediaFire."
3. I highly suspect the error is somewhere in smb32.bin, though it just occured to me that it might be in the Locked Block settings...

Originally posted by Settings
Block Title: Locked Block 4
ASM filename: smb32.bin
Below offset: 987
Above offset: 987
Sides offset: 987
Spr UD offset: -1
Spr LR offset: -1
Cape Offset: -1
Fire Offset: -1
Reloc Offsets:
154,221,277,2AC,2DA,300,31C,37B,
3B0,3C3,3D6,3E9,40D,414,482,491,
49D,4A9,4B5,4C1,4DF,501,523,545,
567,58F,5B7,5DF,607,62F,


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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Actually, KoT, the locked doors use smb3.bin, but the locked blocks use smb32.bin...at least in the version I downloaded, yours might be different. >.>
So, yeah, the Locked Block initializer clears the locked door flags, and there are four Key Blocks that set these flags. There are supposed to be four different Locked Blocks, too, but for me, Locked Block 4 is acting like a second Locked Block 1.

Now, it's worth noting that the Locked Blocks don't immediately turn into the next block in the Map16 when the key flag is set, you have to actually touch them after setting it. My guess is this was done because their creator either couldn't get them to change instantly, or couldn't figure out a way to change them back when the flag was cleared. Possibly both.

Aiyo, if you can make me some better-working blocks, I would be eternally grateful. Well...okay, maybe not ETERNALLY, but definitely grateful. Since key1.bin and such are really short, I'll copy them here manually so you can figure out what the flags you're dealing with are.

Originally posted by Key1.bin
AF 0B 01 7E 09 01 8F 0B 01 7E 60

Originally posted by Key2.bin
AF 0B 01 7E 09 02 8F 0B 01 7E 60

Originally posted by Key3.bin
AF 0B 01 7E 09 04 8F 0B 01 7E 60

Originally posted by Key4.bin
AF 0B 01 7E 09 08 8F 0B 01 7E 60

Originally posted by Lockinit.bin
A9 00 8F 0B 01 7E 60



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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Originally posted by Berserker Matthew
Also, the reason the creator didn't make them change dynamically (instantly at a moment's notice, like sprites can) is because blocks only run their code when they're touched.

I figured as much...

Um, yeah, any combination of them can be locked/unlocked at one time.

That bit of ASM code describing would probably be a lot more helpful if the locked block code wasn't buried in the middle of a 0x630 byte file... >.<
I've GOT to find this "MediaFire" so you people with more knowledge of this stuff could check the code for me...

EDIT: Well, that was easy to find.

http://www.mediafire.com/file/hzmmw0md5jz/smb32.bin

EDIT2: Okay, I managed to get what you were saying, and I BELIEVE I've now fixed the problem. It had said 01 where it should have said 08.

EDIT3: Yup, I've confirmed that the problem is now solved. Thanks for all the help and support, you guys!
Oh, and uh, Aiyo? If you're still willing to make some new Locked Blocks, I wouldn't mind having a second set...like, numbers 5 to 8?

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Originally posted by dottedboy
I set the BG scrolling to none but when I am flying up inLakitu's cloud the layer slowly scrolls down...

That...I'm not sure there is a simple solution for...

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
You may need to change which Map16 page you're using for the background. That's the second-last option under "Level Settings."

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Originally posted by Multichaotic Mega Mole
(oh, also, don't forget to make sure your .bin files are named "ExGFX###.bin", and are no larger then 4 KB.)

ExGFX80 and up, to be specific. That's actually rather important.

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Did you remember to set the "Block Acts Like" setting to 25 (blank tile)?

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
I noticed a sprite in the Generators list called "Swooper death bat ceiling. (use ExGFX)". I thought, hey, that sounds cool, but I don't know how to implement the graphics for it. So...how do I implement graphics for this?

EDIT: Oh yeah, it's sprite 0xE4, in case that matters.

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Sweet, it worked! Thanks, Kyoseron.
...and um...thanks for trying, Lu Nar.

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
I believe the set of blocks that I am requesting shouldn't be too complex to create, I just don't know how.

What I want is an editted version of The Heavenly Haunter's password blocks (see Custom Blocks section), such that:

1. Instead of each code block adding a value (1 to 5) to the code flag, each block flips a different bit (+/- 1, +/- 2, +/- 4, etc.) in the code flag. Basically, to pass through the password block, you need to have the correct switches "on."
2. The blocks can only be hit from beneath (so that standing on them doesn't trigger them multiple times).
3. Add a "reset block" that returns the code flag to 00 when touched.

A full set of 8 code blocks would be preferred, and should be possible.

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
I'm working on a new ROM, and I intend to use the "disable two-player games" patch, but I have no idea how. The instructions on XKas in the "READ THIS FIRST!" topic are confusing at best (apparently I'm supposed to have the ROM, the patch, and XKas all in one folder, but there's no indication as to what XKas is or where to get it).

Help?

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
ME AM ENTER CONTEST!

http://www.mediafire.com/file/t04gwowyutd/SMWHack.ips

The first two levels are both entries. The first one was created by a friend of mine who goes by the name "Tiefy" and does not have an account here. Its name is TUBERCULOSIS (guess which level it started out as). The second level is my own creation, made...somewhat hastily, and I call it "DEATH LAKE" for reasons that should become obvious to anyone playing it.

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
I have built a level of my own! It will be uploaded tomorrow (that is, at a more sane time today)!
Level Name: Mario's Mansion? (may change this...)
Author: Netto Takashi (a.k.a. That "Netto" Guy)
IPS patch: ...I just said I was uploading this tomorrow!

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Originally posted by Pumpkin Bomber
Are we allowed to span more than one level? That way we can make a long area without it being one big level. (its so hard to type ona PSP...)

I don't see why not. My stage spans 6 levels, including exit.
Also, as I suspected I would, I came up with a BETTER name for it.

Level: Flip-Flop Maze
Author: Netto Takashi
Username: That "Netto" Guy
IPS patch: http://www.mediafire.com/file/0zzhjnmyt3m/FlipFlopMaze.ips

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Originally posted by Served Serverely Severed
@Netto Takashi: I've found a big problem with your level, if you die as luigi, you fall straight through the mario blocks and die. :(

... *eye twitches*
Blast! I knew I'd miss something!
All right, I've fixed that little problem and made a new version.

New IPS file: http://www.mediafire.com/file/ty4m2tmwmzj/FlipFlopMaze_V2.ips

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Hack in progress: Super Mario Vault
Overworld 100% complete
Approximately 7% of levels complete
Project suspended indefinitely
Pages: « 1 2 3 4 »
Netto Takashi's Profile - Posts by Netto Takashi

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