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Posts by W11

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Hey hello everyone!!!

I started with hacking again, but I have a question.
I'm started from the beginning again, new OW, new GFX etc., but I have a small problem. I can't edit the bytes so, that I always play as CAPE MARIO. I also want that I can die as CAPE MARIO, just 1 hit.
So, if it's possible, can someone help me please?


Question:
- MARIO - 1 hit always die;
- MARIO - Always play as CAPE MARIO.
Originally posted by Iceguy
Use of the asm files in this patch to make you start all levels as Caped Mario.

To make him die in one hit, you can do a hex edit.

[x077D7] Change this to 80 to have Mario die when touched, regardless of powerup status.


Dang!!! I didn't noticed x077D7... Lawl.
Thanks a lot, now I can go further with hacking stuff. Thank you ;).
Hey hello everyone!
I have some questions about the hacking stuff in SUPER MARIO WORLD. The questions are here:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/oe7Ni7lVRa8&hl=nl&fs=1&color1=0x234900&color2=0x4e9e00"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/oe7Ni7lVRa8&hl=nl&fs=1&color1=0x234900&color2=0x4e9e00" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

- How can I edit the X-POSITION and Y-POSITION from MARIO on YOSHI;
- How can I edit the height from YOSHI's tongue;
- How can I edit the MARIO character in the OW MAP (in the upperleft corner) to CAPE MARIO?

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I have a question about YOSHI. You see, I\'m trying to hack YOSHI into a kart, I have the most frames (GFX) done, and his head is edited to lower height... Here\'s a short vid:
<object width=\"445\" height=\"364\"><param name=\"movie\" value=\"http://www.youtube.com/v/oe7Ni7lVRa8&hl=nl&fs=1&color1=0x234900&color2=0x4e9e00&border=1\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/oe7Ni7lVRa8&hl=nl&fs=1&color1=0x234900&color2=0x4e9e00&border=1\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"445\" height=\"364\"></embed></object>
My question is: How can I edit the X-Position and Y-Position from YOSHI\'s tongue?? Do I have to make an ASM file, or can I just edit some bytes with Translhextion.
I think it must be done with .asm files, because the interaction of his tongue must be changed, too.

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Hey hello everybody...

I'm stucked with hacking a leveldesign, and what I'm trying is to make a Vertical Auto-Scroll level. I know how to let fall Layer 2, so it looks like that the layer 1 goes up...
But, how can I let the Layer 2 go up, so it looks like Layer 1 goes down??
Is it possible??
Originally posted by yoshicookiezeus
Not with the original SMW sprites, as far as I know. For that you'd need to code a custom autoscroll command.

Hmm... A custom command sprite...
Well, thanks anyway. Now I only have to learn how to make ASM's xD !
Hmm, I found a small problem in the Ex-Power Up Patch, which let you shoot fireballs while you're small, or have the cape. The problem is, it'll screw up my game, I tested on a backup file and a clean unpatched rom. Here are some screenshots:

The fireball is messed up, and the clouds you'll make by try to stop.

The points you get are messed up, hitting someone will mess up, and even the power-ups are looking horrible.
I don't know what happened, but can somebody tell me how I can fix this?? Is it possible to edit some bytes with Translhextion??
I like MARIO KART DOUBLEDASH the most, because it it just freaking happy. The songs really fit in there, and about the items, I can dodge them, even Blue Shells :D ...
MARIO KART WII is my second favorite, because the courses are more challenging and fixed. The Blue Shell is pretty hard to dodge, and the snaking posibility is removed. Yeah!
Well, I'm with a question here. And it is, how can I change the Air Meter (the one if you're swimming), in an Air Meter (in a current level, like ONLY 105)? I want to make toxic rooms, it comes out handy. Is it possible to make an ASM for some levels if the Air Meter always be active?
What do I have to add and change in the ASM to change Water Air Meter into the customized Air Meter, for a few levels?
I hope somebody here can understand me, I was in kinda rush.
Originally posted by CustomBlock
But only in one level, so it'd be something like this:

LDA $75 ;if mario is in water
BEQ CountUp ;activate air meter
LDA $13BF
CMP #$xx ;level number goes here
BEQ CountUp

That uses overworld numbers though (if > #$24, add #$DC).

Alternatively, instead of checking for a certain level in the air meter code, check a RAM address that gets cleared when the level is loaded, and have a block at the entrance set it. That method would allow you to have poison areas within a level.


Okay, I'll try later, because I posted this on school ;). Thanks a lot :).

Edit:
Aww man, I just don't know how to find RAM ADDRESSES, and how to make Custom Blocks. I'm very sad face :(... If I know that, then I can start with this, dang! If somebody can help me, I'm very pleased :).
Hey hello all.
Well, I've tested the FAST AUTO-SCROLL again, and if the screen is go faster, the player isn't be able to jump anymore. How is that possible?! Is it to fix that? I made a pretty awesome auto-scroll level, and I don't want to edit it. After 8 screens you can't jump anymore... Well, you can't jump that fast.

Is it possible to fix the 'jump fail'?

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Originally posted by SuperyoshiEgg
No.


Sad face :( ...
Oh well, maybe is it possible to make it with ASM... I don't know how, but the time comes when I can creat ASM's...
Thanks anyway.

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Originally posted by SWR
Originally posted by SuperyoshiEgg
No.
Worst reply ever. =/

Anyway W11, it is definitely possible to change the speed of the fast auto scroll. However, I think the fact that Mario get's caught at the edge of the screen and can't jump is a flaw too deeply embedded in the game to fix. I'm not 100% sure of this though.


What I was thinking of: If it's possible to find the bytes of the Auto-Scrolls (Sprite F3), then it maybe is possible to hack the speed, I'm pretty sure it can be with ASM, but the Sprite has bytes, right? I think it's possible to hack the speed with Translhextion, but I don't know where to start xD ...
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Originally posted by Laughy-Taffy 2008
True, in ASM you can do that, but it's very complexicated.

Why not just use "Slow Auto Scroll"?


Then it is too boring xD... You must fly throught narrow areas and jumping below the ON/OFF blocks to open/close paths, in a rythm :D !
That's why I put FAST AUTO-SCROLL in it: To play fast, and in style...

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Hey hello all...

Long time ago I started asking thing how to fix this, and that...
Well, I've found some graphical glitches. I don't know what happened this time, maybe someone can help me out?

Here are the pictures:

You see, the most graphics are glitched, this is the same with the Ghost House GFX. But I've used another (Ex)GFX, which fixed this... However, if I used another ExGFX on this, the SWITCH still won't be fixed!


You can see the SWITCH is pressed down, but the graphics are correct, it won't glitch...

Is it possible to use a Custom Block of this, to fix the graphical glitches? About the ground, I can fix that, no need of help for that, but I need help for correcting the graphics of the SWITCH... If it can't be fixed, is it possible to make a Custom Block for this? I had the idea, if you jump on the block (tile 130?), it will activate the SWITCH message, and will activate the SWITCH event. If this is possible, is it also possible to edit the block, to change it from i.e. YELLOW, to RED/BLUE/GREEN? Then I can fix those graphical glitches.
I don't know how this happened, but I have some ideas to fix it, but I can't do it alone. Can someone help me out?
Originally posted by yoshicookiezeus
That looks to me like you inserted a custom Map16Page into page 0x1... Try importing the original Map16 from an unedited ROM, and changing the object tileset back to Switch Palace 1.


... Wow. That was a stupid action of mine... xD
It worked, now I can go ahead. Thanks a lot.
Hey hello all!!!
It's me again, and I want to show some screenshots from my hack: WINGCAPMAN'S LOST DREAMS...
It still is a Beta version, so it means it's unfinished. I'll upload the hack if I know how to make assamblers, because I want new Bosses in it, and some new Sprites... But I'm pretty noobish with it, so that comes later...

VIDEO: New Title Screen
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/UajQNJZUgO0&hl=nl&fs=1&color1=0x234900&color2=0x4e9e00"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/UajQNJZUgO0&hl=nl&fs=1&color1=0x234900&color2=0x4e9e00" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
The background is WhiteYoshiEgg's job. I only edited the background, so the credits of the BG goes to WYE.

PICTURE: Level: Start Point picture #1

In level 1, you must know how to fly, but also know how how to brake in the air! Just fly forward, try to Perfect Fly, then press jump all the time, and if you're going to the right, then hold Left Button in. Remember to hold Y/X button too.

PICTURE: Level: Start Point picture #2

Well, you see WINGCAPMAN flying.
Tip: 'Before reaching this screen, hold a shell/Goomba before entering a pipe, and don't destroy it.'

PICTURE: Level: Mini-Boss

Okay, I just changed the graphics of REZNORS, into big skunks xD...

PICTURE: Beta Level: TETRIS AREA

The blocks and pipe are falling down. But, I'm still planning in what kind of World I'll put this level in. I think it goes in the 100-Levels long level. Yeah, it will be pain in the @$$ if I'm doing it wrong again... Last time, I couldn't make any Secondary Entrances anymore, the player always go to Level 000... O_o

PICTURE: Test Level: 13B

I only made this level to test graphics. You can see FLOWER in this one, I planned how to use her:
She's a Secret Exit when you hold the Key. I just remove the Keyhole's graphics, and place on FLOWER. But, the character is pretty big. How can I even creat a Custom Sprite like that?! I also planned this for other WINGCAP TEAM characters.

Do you think it's good to you?

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Originally posted by UltiMario
This is beautiful. Absolutely beautiful.
For FLOWER though, you can have a block that teleports you when holding a key in the middle of her, this could lead to the secret exit.
BTW, Latias is one of my favorite Pokemon, I'd love to see how she goes through.


Sounds good to me... But the problem is, I want let FLOWER move... I meant, FLOWER always look at you (WINGCAPMAN). I saw that in some hacks, but those Custom Sprites were 16x32 pixels... And that's not the format of FLOWER.
If you know how to change it, I'll be pleased. You don't have to ;)...

Originally posted by andy_k_250
I'm impressed with your graphics here. I'm not 100 percent sure that all of the graphics blend together well, but separately they are all good. I really like the title screen and what you did to the Reznors. Watching Skunks spraying the main character will be fun. Keep up the good work!


Thanks a lot xD ... Yeah, I really had fun of edit REZNOR's graphics :P ...
But, there are coming more, so I'll update this sometimes.

Originally posted by SonicBlue77
I must say, i'm really impressed by how those graphics look and i'm very curious about the levels, they look exceptional. Like UltiMario said...
Originally posted by UltiMario
This is beautiful. Absolutely beautiful.


Thanks a lot :) .
Yeah, I'll upload the Beta Version if I 100% finished World 1, I just learn how to make ASM, and custom music. It can be done over a year or something to finally know how ASM's work xD.