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Re: Askorium
Posted: 07 Oct 2009, 03:43
by Argumentable
http://www.youtube.com/watch?v=ElyM2JtL ... EE&index=6
Ok so what's the music in this and where can I find it?
Re: Askorium
Posted: 07 Oct 2009, 14:38
by Crimson
Challenger on the NES, according to the comments.
Re: Askorium
Posted: 07 Oct 2009, 14:54
by Argumentable
That's what it says, but I hadn't found it on either of the sites I know have music
Re: Askorium
Posted: 09 Oct 2009, 13:20
by raocow
So.
How does one goes about changing the hud? I've seen some youtube hacks with modified huds so it musn't be THAT hard, right?
Namely, I just kinda want to remove the whole thing. IF I can I could place the reserve item in an upper corner but I'd be happy with just getting rid of all the rest of the hud information.
Re: Askorium
Posted: 09 Oct 2009, 20:40
by yoshicookiezeus
Most of the status bar can be removed with the aptly named
Status Bar Editor. However, that won't work with the score counter; you'll need to change some bytes using a hex editor to get rid of that:
ROM Map wrote:010DB - 3 bytes - Change this and/or 01109 from 20 12 90 to EA EA EA to disable writing the score to the status bar when playing as Mario and/or Luigi, respectively. Useful if you want to place another counter in place of the score using Smallhacker's Status Bar Editor.
Re: Askorium
Posted: 09 Oct 2009, 20:45
by raocow
Neato!
Man, I don't now what I'd be doing if it weren't for you, zeusman
Re: Askorium
Posted: 09 Oct 2009, 20:49
by yoshicookiezeus
For stuff like this, SMWC is generally your friend. Ctrl+Fing the ROM map and the Tools and Patches sections gives solution to many SMW-related problems.
</blatant advertising>
Re: Askorium
Posted: 09 Oct 2009, 22:11
by raocow
Wait, I can't seem to be able to change the thing in the hex thing. I try to find those adresses with Cntrl+G - that's what I'm supposed to do, right?
Re: Askorium
Posted: 09 Oct 2009, 22:17
by Tprevie
raocow wrote:Wait, I can't seem to be able to change the thing in the hex thing. I try to find those adresses with Cntrl+G - that's what I'm supposed to do, right?
raocow, you silly guy, it's ctrl+F, not ctrl+G!
Re: Askorium
Posted: 09 Oct 2009, 22:21
by crushawake
Right, raocow:
1: Open up your rom in Translhextion.
2: CTRL+G.
3: Type in x010DB (you put the "X" because it's hex!).
4: Press okay. Change the 3 bytes to EA EA EA instead of 20 12 90.
5: CTRL+G.
6: Type in x01109 (you put the "X" because it's hex (lolobviouscopypaste)).
7: Press okay. Change the 3 bytes to EA EA EA instead of 20 12 90.
There you go!
Re: Askorium
Posted: 09 Oct 2009, 23:50
by raocow
dang it I didn't put the X
argh, I'm so dumb
Re: Askorium
Posted: 10 Oct 2009, 10:29
by Oni
You guys seem friendly here, and I feel like I'd be told to read FAQ's if I asked this somewhere else. So, I have never done any ROM hacking before, and had an idea pop into my head of one that could be very interesting, although huge in scope. I have questions on what is and is not possible.
1. What's the limit on functional switch palaces? This is mainly to restrict parts of the world for me.
2. How much can I change what powerups do? Example: Can I make the feather still have the cape spin attack, but remove flight from it? I want to make a type of sword slash attack, and am curious of the possibilities here. As for the fire flower, can I either make it shoot straight, or remove the bounce (as in, it hits the ground once it stops)?
3. The hit system. Is it possible to create a healthpoint system accross the entire game? What I'm thinking is you would start at something like 50hp (little), the mushroom equivalent would give 50hp (big), but not change the sprite. I don't want the character to grow when he receives powers. Same for the Feather/Fireflower. I suppose this would be fine without displaying the health, it's more the sprite size that I'm concerned with here.
3a. If this is possible, can some levels constantly decrease the HP by a small amount (like a DoT, for those familiar) in some levels? An example is something like the pink poison cloud level in VIP3, but that uses the clock as a health-type thing.
3b. Can I have mario be perma-small for half the game, and then have an event or unlockable that changes his sprite to be big for half the game? While retaining this 50/100hp health system.
4. This is probably a simple one, how big can I make the overworld? Is it limited to a certain amount of screens or levels?
That's all I can think of right now, but I know there's more. Thanks for any replies!
10 points to whoever can guess what the idea is.
Re: Askorium
Posted: 10 Oct 2009, 12:00
by raocow
A lot of this is actually possible, as I've seen them before (the fireball thing, the cape but no flight thing, the healthpoint thing that can grow with certain powerups) but I have no idea how to do that, I guess you need to find patches to change the code.
Re: Askorium
Posted: 10 Oct 2009, 12:20
by Crimson
Oni wrote:10 points to whoever can guess what the idea is.
OoT sidescroller adaptation.
Re: Askorium
Posted: 10 Oct 2009, 18:15
by yoshicookiezeus
Oni wrote:1. What's the limit on functional switch palaces? This is mainly to restrict parts of the world for me.
The original four: yellow, green, blue, and red.
2. How much can I change what powerups do? Example: Can I make the feather still have the cape spin attack, but remove flight from it? I want to make a type of sword slash attack, and am curious of the possibilities here. As for the fire flower, can I either make it shoot straight, or remove the bounce (as in, it hits the ground once it stops)?
SMWC has patches for both of those, if I remember correctly.
3. The hit system. Is it possible to create a healthpoint system accross the entire game? What I'm thinking is you would start at something like 50hp (little), the mushroom equivalent would give 50hp (big), but not change the sprite. I don't want the character to grow when he receives powers. Same for the Feather/Fireflower. I suppose this would be fine without displaying the health, it's more the sprite size that I'm concerned with here.
I think that making some changes to the Metroid Health Patch (or whatever it's called; I know it's something like that) and applying it to your hack would have the desirable effect.
3a. If this is possible, can some levels constantly decrease the HP by a small amount (like a DoT, for those familiar) in some levels? An example is something like the pink poison cloud level in VIP3, but that uses the clock as a health-type thing.
Definitely possible, but you'd need some basic ASM knowledge to pull it off. I would suggest using either the LevelASM patch or a custom generator to decrease the HP RAM address when the frame counter is at a certain value.
3b. Can I have mario be perma-small for half the game, and then have an event or unlockable that changes his sprite to be big for half the game? While retaining this 50/100hp health system.
This would be a bit more complicated, but again: as long as it's within the capabilities of the SNES, you can do it with ASM. This particular thing would require coding a patch that sets Mario's powerup status to a certain value depending on some RAM address which would be cleared at the start of the game and set at the event. However, in that form, the patch would make using the other powerups (flower, feather) kind of impossible.
4. This is probably a simple one, how big can I make the overworld? Is it limited to a certain amount of screens or levels?
Open up the overworld editor. The part that is covered with the original overworld is what you have: one main overworld and six submaps.
Re: Askorium
Posted: 10 Oct 2009, 21:58
by Oni
Thanks guys for the replies, I'm glad to hear so much of this is within reach.
Crimson wrote:Oni wrote:10 points to whoever can guess what the idea is.
OoT sidescroller adaptation.
Ding ding!
Right now I'm just braingstorming before I actually act on it, but it would be very neat if it happens. Perhaps I'll create a thread to ask for help with ideas, but I have a fair amount of it down in a text file already. Creating sprites and good levels will be the hard part.
Re: Askorium
Posted: 11 Oct 2009, 05:14
by Oni
Ok! I have some very newb questions that for some reason I can't find direct answers to.
The first thing I want to do is create sprites. First, changing Mario into Link. From my adventures on SMWC, I found SpriteTool and some tutorials that tell me how to insert a custom sprite. What I can't find is how to create this sprite. I read there's a sprite editor in Lunar, but that it also doesn't use your edited sprite in the ROM. So how do I create a custom sprite? Photoshop, MSpaint?
Or should I go the easy way and use Link to the Past sprites for what I can? Assuming it's possible.
Re: Askorium
Posted: 11 Oct 2009, 10:10
by yoshicookiezeus
In ROM hacking terminology, graphics and sprites are two completely different things. (See Lunar Magic's Add Sprites window or SMWC's Custom Sprites section for examples of what a sprite is.) For graphics editing, you want to get YY-CHR, not Spritetool.
Re: Askorium
Posted: 11 Oct 2009, 13:06
by supercharizard64
I have a few questions:
1) Can i make a pipe to another area in the same level or does it have to go to a different area?
2) When raocow LPed some games, he was able to move on without doing a level (i think because it was a demo?). How do you do that, since testing levels is gonna get hard to do when i have to reset all the time. or if theres another way to play a level alone, id like to know
thanks :D
Re: Askorium
Posted: 11 Oct 2009, 16:10
by Time Traveler
supercharizard64 wrote:I have a few questions:
1) Can i make a pipe to another area in the same level or does it have to go to a different area?
2) When raocow LPed some games, he was able to move on without doing a level (i think because it was a demo?). How do you do that, since testing levels is gonna get hard to do when i have to reset all the time. or if theres another way to play a level alone, id like to know
thanks :D
1. You can use secondary entrances to make a pipe spit you out into a different part of the same level, if that's what you're asking. Just put an exit-enabled pipe in your level like normal, then go to the "Modify secondary entrances" button (the door with a 2 over it.) Enter the number you want to use for your secondary exit in the top field, then enter in the rest of the information as you would for the main and midway entrance. When adding the screen exit just select the screen the pipe is on, select the number you used for your secondary exit, and check the "Use above value as a secondary exit number" box.
2. One way to do this is to go to each level on your overworld and check the "Level has been passed" box. This way you can just walk all over your overworld without needing to beat each level. However, this means that you'll need to waste some time walking to each level when testing, and it can be a hassle to change all the levels back to normal for release. The method I use is to just move the Mario sprite around the overworld to make him start at different levels. This way you can start instantly at the level you want to test, and you don't have to worry about accidentally leaving some levels with the "Level has been passed" box on.
Re: Askorium
Posted: 11 Oct 2009, 16:16
by Argumentable
Re: Having levels passed. I like to just slap all the levels on a map in square patterns, then I can get to each level and test them easily. Pretty handy for testing purposes. Of course, I haven't tried overworld stuff really, but if you aren't concerned about doing both of those at once then there's that option
Re: Askorium
Posted: 11 Oct 2009, 17:03
by yoshicookiezeus
Or, if you already have an overworld done and don't want to change it, just use the overworld editor to move Mario's starting position to the level you wish to test. That's what I usually do.
Re: Askorium
Posted: 11 Oct 2009, 17:26
by raocow
The way I test it is I have a pipe in the first stage that warps to whatever level or sub level I'm working on. In this way I can just zap to a sublevel, as these can get long in my hack.
So once I'm working on another sub level I just change where that exit leads too. It takes like ten seconds
Re: Askorium
Posted: 11 Oct 2009, 19:28
by Time Traveler
yoshicookiezeus wrote:Or, if you already have an overworld done and don't want to change it, just use the overworld editor to move Mario's starting position to the level you wish to test. That's what I usually do.
I already said that. Why does nobody pay attention to me?
...
:(
Re: Askorium
Posted: 11 Oct 2009, 19:46
by raocow
they assumed you where sarcastic.
You are reaping the seeds you have sown!!