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RPG-Styled HP and MP Counter Version 1.1

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.

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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!
Well, I've already tried this patch, and it looks good.....keep on with this stuff, I want to see version 2.0 when possible!!


Check my profile to see the updates of smheroes!
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!
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.)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
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!
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!
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
----------------

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)


----------------
Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
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!
Well, SMW originally only uses 2 kb of SRAM - $700000-$7007FF. Using the latter half of this SRAM space is fine though, because it's really not used by SMW.
However, you can expand your SRAM.
Affect PC x81D8 (SNES $00FFD8, PC x7FD8 in an unheadered ROM) to do this. I believe it's 01 to begin with (2 kb), but you can expand it up to at least 32kb, but I think up to 128kb is usable too - not sure if this works the same with all emulators, but it does with the (rather inaccurate) ZSNES emulator.
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.
$708000 might just work, but maybe you have to switch over to $710000, I'm not 100% sure. (I place my bet on the first option.)
It probably doesn't matter anyway though, since you'll most likely not need that much SRAM at all.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
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!
A unique, invisible sprite on the intro level that does what you want and kills itself the next frame would probably work.

Or a block on that intro level under where mario stands.


EDIT: Silly me, this is a patch, not a personal hack... Disregard the above :P
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!
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

<blm> zsnes users are the flatearthers of emulation
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!
Thats pretty awesome.
Could be useful in future hacks.
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!

This is pretty awesome! I would absolutely use this in my hack!
But this tread deserves more replys! D:
Nothing to put here at the time being.
Thanks to Tom Servo for the awesome new layout!
There's a good chance I'll use this for parts of my hack. Thanks much!
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!
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?
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