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Posts by RPG Hacker
RPG Hacker's Profile - Posts by RPG Hacker
Pages: « 1 2 3 4 5 6267 268 »
OK, just a quick question. I've installed the 6 Digit Coin Counter in my hack. Look at this:



Now, however, I want to remove the counter from the status bar again, while still keeping the patch itself functional. Does anyone know how to do that? I also think I've found the part in the patch that handles the status bar:

Code
;=====================================;
; Values that edit status bar & score.;
;=====================================;

org $008CB2

db $3C ; \
db $FC ;  |
db $38 ;  |
db $FC ;  |
db $38 ;  |
db $FC ;  |
db $20 ;  | Tilemap in status bar.
db $FC ;  |
db $20 ;  |
db $FC ;  |
db $38 ;  |
db $FC ;  |
db $38 ;  |
db $FC ;  |
db $20 ; /

org $008CE7

db $2E ; \  Change $FC to $2E if you want the coin sign in front.
db $3C ;  |
db $00 ;  |
db $38 ;  |
db $00 ;  |
db $38 ;  | More tilemap data.
db $00 ;  |
db $38 ;  |
db $00 ;  |
db $38 ;  |
db $00 ;  |
db $38 ;  |
db $00 ;  |
db $38 ;  |
db $FC ;  |
db $3C ; /


So what do I have to change?

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Wait... It's really THAT easy to replace instruments in SMW O_O ? I always thought it was a task takes takes a lot of time and is extremly difficult. But that's not the case. It probably takes like 1 minute to replace a sample and everything you have to do is playing a bit with sample tool. Especially about WAV-samples I'm surprised! I thought before you could insert them into the game you had to go through thousands of conversion processes. But that's not the case! You literally just record them and insert them. That's it! Man, check out what I have done with my voice =) !

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/W6mRbMIOFq0&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/W6mRbMIOFq0&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Yeah, it does that sometimes :3

That's my unedited voice, btw. It's not pitched at all!

Anyways, it's a lot of fun to play around with it (for reasons shown above). But the best use out of it would defenitly be to get instruments from other games for a higher music quality.

EDIT:
Btw: I'm not sure if I just overlooked it or if it really wasn't mentioned, but can you change the music banks for the title screen or overworld with sample tool?

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
YES! I'VE FINALLY DONE IT!

After a few days of hard work my first big ASM Patch is finally done. An RPG-styled HP Counter!

The counter replaces the SMW timer and the damage taken as well as the Maximum HP are fully customizable (from 1 up to 999).

Also like in some other RPGs (for example Secret of Mana or Seiken Densetsu 3) the main characters head is shown next to the HP and always has the same palette as the main character. The head itself is just a Mushroom stored to the Item Box, with the correct graphics of course.

My patch also makes it so that you only have 1 life. That means when you die you're Game Over.

I got a lot of code (especially the locations to some routines in SMW) from other ASM patches. As you can see I'm also using the Knockback Patch from the Metroid HP Bar Patch. But still most the stuff was done by myself.

The patch isn't completed yet. I still have to implement SRAM saving and loading. Otherwise you won't get the head in the Status Bar when loading a save file and your HP and Maximum HP will always be reset. Also since this is my very first patch there still should be a lot of code that can be improved and many sources for bugs. Also the patch requires a lot of prework on your ROM. Because of that I'm not releasing the patch yet. But I plan to do that as soon as I've improved it.

Anyways, here is the link to the video:

Video

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Yoshi Master
Wow, that is very impressive RPG hacker! I see a new wave of cool SMW hacks on their way...


Thanks :) !

Originally posted by iReaper
I like the idea RPG Hacker. What would be cool, if you could "level up". like once you level up, you gain +10hp max total e.g you has 250hp you level up, you then have 260hp. ^^


Hehe, just you wait and see what I have planned for the future ;)

I want to make my game like a real RPG. That also includes level up. But first I want to learn the basics. I learned a lot of stuff with the HP Patch. But I also still have got a lot of stuff to learn (for example I never made a custom Sprite myself). But I'm on my best way.

I've also implemented SRAM Saving into my game now. Since I know how SRAM saving works now I could basically change the patch pretty easy so it doesn't affect the timer. You just have to change some adresses in the header and remove a part of the code. That's all!

My mushroom graphics are also fixed now (thanks to the ItemFix Patch). And I just tried out custom sprite damage and it works fine.

Next to come is probably "tolerance". For example: In an RPG, when you get hit by your opponent, you usually don't take the same amount of damage. Of course the your defense plays a roll, but that's not even what I mean. I mean that even if your defense doesn't change at all, the damage you take sometimes varies between... Let's say +/-15%? Percent-Calculations however should be a little bit tricky to do with my patch. I'll have to look into it.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I like the idea. The list should also include used SRAM adresses, since these can conflict as well.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Some of you have already seen it in the ASM Projects Show-Off thread. Today I'm happy to finally announce that Version 1.0 of my custom RPG-styled SMW HP and MP Counter (say that five times fast) is finished! This is one of my first patches ever. The Coding at some places defenitly isn't the Coding of an Expert and I also took a lot of stuff from other patches (anyways most of the work was done by myself), but I hope you can forgive me for that ;) . Everyone has to start small, right :) ? Please report any bugs you find to me, I'll try to fix them.

Also read the Readme before doing anything with the patch, otherwise you'll probably regret it.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/f5Sf_78YdYI&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/f5Sf_78YdYI&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

EDIT:
Version 1.1 out!

Download:
http://www.smwcentral.net/download.php?id=441&type=patches


--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Since the space in SMW is pretty limited, though, you'll most likely have to replace instruments instead of adding them.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Thanks :D !

Yes, I will. I figured out that some Flying related MP stuff should be changed in the next version; you should have a few more options. But it isn't too hard to change.

Also I forgot to mention it in the Readme, but I also want to add "tolerance" to this hack. That means when you get hit the damage you take can vary in a range of about +/-15%, like in a real RPG (though I don't know the exact percentages).

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Roy
For an eventual next version, I have a tip: Make code to check if Mario is in the Bowser battle. If he is, don't display Mario's head. (It looks like a garbled mess.)


Yep, I've noticed that and wanted to fix it anyways. How do I check, though, if I'm in a Bowser Battle? Something about the level header settings I guess?

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Roy
Something like:

LDA $0D9B
CMP #$C1
BEQ DoNotDrawMarioHead

I didn't really look where the code was that drew the Mario head, but I'm sure you can find it.

Other than this, a great, innovative patch. Nice job!


Thanks :) ! Sounds easy enough. Removing the Mario Head is no problem. It's just a replacement of the Status Bar item, so everything I have to do is write an #$00 to it.

Originally posted by dragonphoenix29
Very nice patch you got there RPG Hacker, I think I'll try it out after, it would work perfectly in the hack I'm working on.

I have a suggestion for the next version (or any other version after that). It would be neat if you could have an Hp or Mp bar as well (with or without the numbers)

Example:


It wouldn't have to look like that though, just something I whipped up in paint. Even without using my suggestion its a great patch (I have no idea how good you are at ASM so I wouldn't know if its a feature that could be added in or not)


Yeah, that's a nice idea. Probably I can give it a try after I have finished the numbers version. To do the meter I would have to figure out how to to percent calculations in ASM. Well but since I wanted to add a tolerance system to this patch I'll have to do that anyways.


Oh yeah, also I found a little bug: If you want to use this hack on your Wii or DS, you'll have to erase all three save games through SMW first, otherwise it'll load glitched up data into the game. Also saving didn't work properly on the DS. Don't know why.

I already know what causes this bug, but I don't know how to fix it. Probably anyone of you can help me? I'm looking for a routine that is only run through ONCE when you start a new game. For this version I did it so, that the game checks out the number of Levels beaten in SRAM. If it's either #$FF or #$00, it loads the initial data. I already figured out that this is not the best way to do it. On ZSNES it works fine, but on other Emulators it seems to load glitch data if you don't delete all three save games first. So has anyone a solution for this? As I said: Everything I need is a routine, that only runs through when you start a new game (Probably related to level C5?).

Also I think I know how to improve the Flying. If you're Flying and run out of MP, I'll just make it so that the game simulates that neither Y nor X are pressed. In that case you'll fall down, but you can still change direction. I just have to figure out how do this.

EDIT:
OK! The controller thing works fine! Just STZ $15 and $16 when your MP are too low and that's it!

Oh yeah, another question that just popped up: I didn't know what SRAM Adresses to use when I was making the patch, so I created a save game for each file and then looked in Translhextion, which adresses were untouched. From $700360 upwards (or downwards) the space was unused, so I took that. From a friend I heard, though, that I should use $707FFF and above. Do you think $700360 can cause any problems? So far I didn't encounter any (except for the ones stated above). Anyways I've set my patch up so that I can change the adresses pretty easy (I have a "Defines" Section just for adresses).

EDIT2:
Fixed Iggy/Larry and Bowser Battls!

EDIT3:
Now made it so that when your lifes are lower then your starting lifes and you save the game, next time you load the game not only your lifes are reset to your starting lifes, but also yur Health and MP are refilled. I think it's better that way. Your Powerup you'll keep, though.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Roy
Then you can use $700800 and higher - not sure about addresses above $707FFF though, since I never checked how the SRAM was mapped beyond that.


Well it probablly was just a typo then and he meant $7007FF, not $707FFF. As long as it works without any problems it doesn't matter anyways. In any case the used SRAM adresses can be changed pretty easily.

So do you have any idea how I can improve the check at the start, that decides, wether to load the initial data or the data saved to SRAM? Right now I'm doing it by checking the number of levels beaten, but that's not the best option. It works fine on ZSNESW and probably on SNES9X, but it doesn't work so well on Wii and DS (you first have to erase all three games for it to work on those).

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Kaijyuu
EDIT: Silly me, this is a patch, not a personal hack... Disregard the above :P


Yes, that's exactly the problem. I want to have it all in one patch, without the need of any other stuff. Otherwise you could as well just use level.asm to do that.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Alcaro
What about hijacking the RESET routine?
Code
header
lorom

org $00804E
JSL CodeOnlyRunOnce

org $xxxxxx;FREESPACE!!!
CodeOnlyRunOnce:
STA $7F8182;Hijacked code
;insert code here
RTL


Well that would load the data every time I start the game, right? But I only want the data to load when start a new game in SMW. I already have an idea how to do this now. It may not work, but it's worth a try.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by YamiMario
Thats pretty awesome.
Could be useful in future hacks.


Thanks :D

I have a solution for my problem now, but it isn't perfect, either. It works only if you have an intro level. If you skip it it doesn't work.

Hey, wait... I got an idea...

EDIT:
Whew! It's fixed now! Well... Kinda... If you decide to skip the intro there still is a little bug. When you get to the overworld the first time, Mario is shown with his Game Over graphics, x0 lifes are displayed and the Mario in the corner is glichted. But once you enter a level everything works fine again. I don't know what causes this yet and I'm defenitly not motivated enough to put all my resources into it. It took long enough to get it to work the way it does now. Eventually I'll look into it later, but for now I'll focus on other stuff.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Well you could download "[IPS] New Powerup's Version 2.0", then patch your game with any of the patches and just replace the graphics. The patches do exactly what you need, so that shouldn't be a problem. Also they are IPS-patches and easier to use then an xkas Patch. If they don't work, then probably your ROM isn't as clean as you think. Probably it's not headered?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Well in my patch I disassembled the Fireball completely, so that I could write a routine that skips the Fireball Routine if your MP are too low. So instead of shooting the new Fireballs it shoots the Fireballs from my patch. I don't know if I can do something about this. Probably I could if I had xkas Patches of those new Fireballs instead of only IPS Patches.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Thanks for your support :D

Man, I still couldn't fix the overworld skip glitch. I just don't know where I have to insert the code. Here, it looks kinda like this:


When you start a new game, it says "x0" lifes and shows a glitched Mario.


When you enter a random level, everything works fine again.

My recommendation right now is to not skip the intro because I really do know how to fix this yet. Everything else works fine, though.

Oh yeah, also did you notice the new number graphics? Look nice, don't they? I took them from TSRPR. I'm going to ask FPI (hope he replies). If he allows me, then I'll include them in the package, otherwise I won't. Also I'm going to rip the numbers from Secret of Mana and probably Secret of Evermore now.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Randor
Looks pretty awesome, I might use this for my RPG hack.

But what happens when you die?
Do you have instant game over?

Also is there a version with ONLY the HP bar?


You can set it up yourself (the Readme tells you how). By default it's set up for normal SMW use (that means you start with 5 lifes) but you can set it up so that you start with only 1 life and you can disable the increasing of lifes.

Also FPI allowed me to include his Status Bar graphics with the patch and right now I'm ripping the Secret of Mana GFX.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Randor
Originally posted by RPG Hacker
Originally posted by Randor
Looks pretty awesome, I might use this for my RPG hack.

But what happens when you die?
Do you have instant game over?

Also is there a version with ONLY the HP bar?


You can set it up yourself (the Readme tells you how). By default it's set up for normal SMW use (that means you start with 5 lifes) but you can set it up so that you start with only 1 life and you can disable the increasing of lifes.

Also FPI allowed me to include his Status Bar graphics with the patch and right now I'm ripping the Secret of Mana GFX.


But there is no life counter, how can I see how much lifes I have?


Yeah, I had to disable the counter to make room for the HP and MP Counters. You still see the Life Counter on the overworld (Like in the old Super Mario Bros. you could only see your lifes before each level).

Here are some screenshots of the SoMGFX (the Letters are still from TSRPR):



EDIT:
Version 1.1 now online! It fixes a few bugs and adds some more options as well as GFX files. I highly recommend you reread the "Usage" section of the Readme.

http://www.smwcentral.net/download.php?id=441&type=patches

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Pages: « 1 2 3 4 5 6267 268 »
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