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Marionumber1
Posted on 12-16-12 01:38 AM (rev. 3 of 12-16-12 01:40 AM) Link | #1792
As some of you might know, one of my main goals in this project is to add Flying and Ice Mario into SMG2. I've managed to find the code that changes Mario's form, and with that knowledge, I was able to make the Fire Flower load Flying Mario. I've made a video, which can be seen here.



However, this is still imperfect, because it only works on Dolphin and is only a Fire Flower triggering Flying Mario. So if anyone has information that could help me get this working better, I would appreciate it.

I'm also interested in getting Ice Mario working in SMG2. This is much harder, because Ice Mario's powers only work in levels with an Ice Flower. I was able to prove this by modifying brkirch's Spin to Fly code to give Mario the effects of the Ice Flower without collecting it. The video for that is here (sorry for the bad quality):



The Ice Flower only worked in Beach Bowl, Freezeflame Star 1, and Freezeflame Star 3, all of which had Ice Flowers in the level. The code also worked in Deep Dark Star 2, and I was able to add an Ice Flower into Sea Slide, which allowed the code to work.

So my goal is to add an Ice Flower into an SMG2 level. If anyone can help me with that, please feel free to help.

Arisotura
Posted on 12-16-12 01:43 AM Link | #1793
Sounds interesting. But wait, what I'm seeing in the first video isn't a Fire Flower, but a red star o_O

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Marionumber1
Posted on 12-16-12 01:45 AM Link | #1794
That's because I changed the Fire Flower model to the Red Star.

Arisotura
Posted on 12-16-12 01:46 AM Link | #1795
Well, that kinda takes away credibility from the video...

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Marionumber1
Posted on 12-16-12 01:50 AM Link | #1796
I explained in the description that I hacked the Fire Flower.

Arisotura
Posted on 12-16-12 02:02 AM Link | #1797
Ah, fine then.

Well all this is interesting. Perhaps someday we'll be able to make custom powerups? That wouldn't be easy though, unlike what the noobs who beg for similar stuff think.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Marionumber1
Posted on 12-16-12 02:05 AM Link | #1798
It would definitely not be easy, but we could possibly figure out enough to add custom powerups. I already know where some of the powerup code is located, so we could work from there.

Stygmax
Posted on 12-16-12 02:15 AM Link | #1801
I hope this comes to fruition. We could really incorporate this into some level designs like Flarefrost for SMG2.5.
Status: It was really, really fun, guys - thanks for the ride!

Marionumber1
Posted on 12-23-12 03:29 PM (rev. 3 of 12-23-12 03:29 PM) Link | #2048
I've thought of a possible reason why Flying Mario doesn't work on the Wii. Remembering how the Ice Flower only worked in levels that had an Ice Flower in it, how brkirch's code doesn't transform Mario into a new form unless the power-up is in the level, and how when I tried to make the Fire Flower load any power-ups besides Fire and Flying Mario, it didn't work, I thought of this possibility.

Flying Mario doesn't work on the Wii because there's no Red Star in the level. The reason that the hack worked on Dolphin is because Fire Mario and Flying Mario both use the same model but with different textures, so Dolphin's emulated processor sees them as the same power-up. The solution is to make the Red Star load in the level.

Arisotura
Posted on 12-23-12 03:33 PM Link | #2049
I'd rather say that the powerup objects are what load the appropriate resources for a certain powerup to work.

Also, I fail to see how Dolphin's emulated processor could see models. All it sees is a flow of instructions.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Marionumber1
Posted on 12-23-12 03:35 PM Link | #2050
The idea is that the code to transform them is probably the same function for both Fire and Flying Mario.

Stygmax
Posted on 12-23-12 03:44 PM Link | #2051
So how does one place the Red Star in a level?
Status: It was really, really fun, guys - thanks for the ride!

Marionumber1
Posted on 12-23-12 06:24 PM Link | #2062
You would have to place MorphItemNeoFoo into the level. I've tried doing that before, but the Red Star hasn't shown up. However, it may be enough to just place that object in the level and use my hack to make the Fire Flower load Flying Mario.

Stygmax
Posted on 12-23-12 06:53 PM Link | #2065
But can you ASM hack to not replace the Fire Flower? If we want to use this in the final product than we need the Fire Flower too.
Status: It was really, really fun, guys - thanks for the ride!

Marionumber1
Posted on 12-23-12 06:57 PM (rev. 2 of 12-24-12 12:57 AM) Link | #2066
I'll have to figure out how to make the Red Star load first. For now, we'll need to use the Fire Flower.

Also, it turns out that my theory is correct. In SMG1, I tried to make the Fire Flower load Ice Mario. This froze the game in Freezeflame Star 2, but in Freezeflame Star 3, which has both the Fire Flower and Ice Flower, the Fire Flower turned me into Ice Mario.

This makes me believe that in SMG1, Mario can only change his model if the corresponding power-up is in the level. However, in SMG2, this changed so that Fire and Flying Mario also count as model changes. But despite this, Dolphin somehow manages to ignore this part of the code, allowing you to successfully make any power-up load Fire and Flying Mario. Thinking about this, it also means that either the power-ups in the level load the assets that are required, or Nintendo just didn't allow you to change your form unless the power-up was in the level.

The first option seems more likely, because the game freezing seems to indicate that some sort of exception has occurred. A possibility is that every power-up loads the models for Mario's form ahead of time, so that the game won't have to read them from the disc while the level is loaded.

Stygmax
Posted on 12-24-12 01:43 PM (rev. 2 of 12-24-12 01:44 PM) Link | #2075
So, how will we put powerups in levels that weren't meant to have them? Because that's kinda a big part of many level designs.
Status: It was really, really fun, guys - thanks for the ride!

Marionumber1
Posted on 12-24-12 01:47 PM Link | #2076
I'll first have to figure out what assets Flying and Ice Mario need. Once I know all of them, I'll be able to load them in the level. We should start by working on a list of every file that they need.

Stygmax
Posted on 12-24-12 01:53 PM Link | #2078
Maybe a special tag or a category in the ObjectDatabase so they'd be easier to search for?
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 12-24-12 02:11 PM Link | #2079
You need:
-Textures
-Animations
-FooLine
I'll think of more later.

____________________
a

Marionumber1
Posted on 12-24-12 02:12 PM Link | #2080
To keep it organized, post that information on the Power-ups Wiki page.
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Main - Archived forums - General SMG hacking - Flying and Ice Mario Hide post layouts | New reply

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