11 March 2016 - Forum Rules
Started by JoeresioRex, March 14, 2014, 03:41:33 AM
Quote from: JoeresioRex on March 14, 2014, 04:15:24 PMI'm wondering how this have never crossed anyone's mind after all these years lol. I think a patch would make this possible. I played with PAR codes for the longest and just can't get anywhere with that. Its something that's clearly in the game so I'm not sure why this task has been so hard.
Quote from: justin3009 on March 15, 2014, 11:46:55 AMThat was unnecessarily rude Drakon.As for the hack Joe, it might be that it's only built into the CPU AI and not the characters themselves. If they are built into them then it may be possible but really difficult to do. Regardless, it's probably a bitch. I haven't tackled their AI really but a lot of the stuff in general is pretty funky.If it's not that though, it may actually be a 'hidden' item sequence.I'd take a whack in SNES9X but that emulator doesn't run the game really at all and I'm not much of an avid user of BSNES.
Quote from: Mattrizzle on March 15, 2014, 02:47:47 PM03: Chomp (acts like a thrown Green Shell)
Quote from: Gideon Zhi on March 15, 2014, 02:54:49 PMNeat. Is this ever actually used in the game?
Quote from: Mattrizzle on March 15, 2014, 02:47:47 PMAfter a few hours messing with the bsnes Debugger, I've discovered this:Subroutine $80:F17A is called when a placeable item is used. Prior to the jump the value from direct page address $B4 is stored in X, and one of the following values is stored in Y:00: Banana Peel (placed on ground)01: Green Shell (thrown)02: Red Shell03: Chomp (acts like a thrown Green Shell)04: AI Items (placed on ground) *$05: AI Items (thrown) *+06: Banana Peel (thrown)07: Green Shell (placed on ground)* The specific item placed depends on the character value. Mario and Luigi don't have placeable items, so they default to the Princess and Toad's Poison Mushroom. The Poison Mushroom doesn't have the desired effect in Battle Mode--while it does shrink and slow down anyone who touches it, they cannot be squished and the effect lasts until the end of the battle.$ Bowser's fireball doesn't seem to spawn at all with this value.+ While this is the value used when computer players throw items in front of them, it normally seems to behave the same as 04 when used by a player (there's probably an additional timer variable, because CPU AI holds onto items as Jeville mentioned in a prior post) Bowser's fireball does appear with this value. Nevertheless, it will collide with Bowser shortly after being placed if he is sitting still, as the fireball spawns at the "bottom" of its clockwise radius (6 o'clock).Here are the relevant cheat codes:80E93500 + 80E937?? Banana Peel replaced with another placeable item (replace ?? with one of the values in the list above)80EEF280 + 80EEF3F4 Allows AI Items to be thrown by a player (side effect: AI will no longer hold items before throwing them)7E0D7C03 Player 1 always gets a Banana Peel from item boxes7E0D7E03 Player 2 always gets a Banana Peel from item boxes
Quote from: Mattrizzle on March 15, 2014, 02:47:47 PMAfter a few hours messing with the bsnes Debugger, I've discovered this:
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