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05-03-22 04:36:53 AM
Jul - General Game/ROM Hacking - SMW hacking question New poll - New thread - New reply
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Tyty

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Posted on 01-15-11 07:33:34 PM Link | Quote
Okay, so, I was going to put Teyla in a hack, and after struggling with graphics, it was suggested I use the cape for the ponytail.

So, I want to make it so that when the player is big, they always have the cape graphics, and to move their position relative to where they were, up. Would I need to do this with ASM, or can I just dabble around in a hex editor a bit and do it easier?

I ask because I know literally 0 ASM

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Posted on 01-16-11 02:48:59 PM Link | Quote

You'd need to patch mario's graphics function to act like he always has the cape. I don't know how you'd adjust the y offset on the cape tiles, though.

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Pac

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Posted on 01-29-11 10:09:17 PM Link | Quote


There's some Raccoon Mario patch out there that adjusts the height of the cape relative to Mario. You could apply that to a copy of your ROM and use a hex editor like Translhextion to compare the bytes changed to find the table where the cape height is specified. I think it was around 0x6660...

I'll elaborate if you don't understand.

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Rena
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Posted on 01-30-11 05:12:56 AM Link | Quote
Post #4043 · 01-30-11 12:12:56 AM
There's also this nifty program probably still floating around somewhere called IPSelect, which lets you apply individual portions of an IPS patch. Makes that process a bit faster...

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Pac

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Posted on 01-30-11 08:46:14 AM (last edited by Pac at 01-30-11 05:46 AM) Link | Quote


I decided to look them up:

  • Change x065FE to 01 to make Mario (or Teyla) have the cape when Super, but it won't work for Fire or Caped.
  • The cape height table is at x6466.

    Source

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    Hectamatatortron
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    Posted on 01-30-11 01:10:09 PM Link | Quote
    It's bad enough when people call arrays "tables", but I have this eerie feeling you just did it in reference to assembly code...

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    Darkdata
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    Posted on 01-30-11 01:20:24 PM Link | Quote
    Originally posted by Pac
    I decided to look them up:

  • Change x065FE to 01 to make Mario (or Teyla) have the cape when Super, but it won't work for Fire or Caped.
  • The cape height table is at x6466.

    Source


  • Tyty has solved that problem. You set that value as 4, and change the comparison code just a bit further. The X-Y height positions are not documented at the rom map, and as such may take a bit more time.

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    Tauwasser
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    Posted on 01-30-11 10:14:42 PM Link | Quote
    Originally posted by Hectamatatortron
    It's bad enough when people call arrays "tables", but I have this eerie feeling you just did it in reference to assembly code...


    Usually you would call it a table when it contains multiple kinds of data, like a hash table that maps from index to some struct.

    I happen to call things tables more often, because it makes. When thinking of arrays, one usually thinks of either primitive datatypes or arrays containing pointers to elements. Both would not be the case for a "table" in that sense. It would be more like an array of a primitive data type where each sizeof(struct X) bytes apart a struct can be read.

    cYa,

    Tauwasser

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    Tyty

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    Posted on 01-30-11 10:43:56 PM Link | Quote
    Yeah, so all I gotta do is figure out how to bump up the heights.

    But first I need to draw the graphics so the cape lines up right.

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