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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Disabling level Timer
  
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Sukasa
Posts: 123/1981
OK. Thanks
Smallhacker
Posts: 1348/2273
Originally posted by Darkflight
1. Would I then be able to change those addresses to replace the L3 tiles to something else?, and

2. The bytes in between the entries you posted, are they palette/flip/priority flag holders?


1: Yes. The tile numbers are the same as in LM's title screen editor.
2: Yes. The byte is in this format:
(Left)
7 Flip Y
6 Flip X
5 Priority
4 Palette
3 Palette
2 Palette
1 ???
0 Tile bit #8
(Right)
Sukasa
Posts: 117/1981
Hey!

This seemed like a good place to post my next questions.

1. Would I then be able to change those addresses to replace the L3 tiles to something else?, and

2. The bytes in between the entries you posted, are they palette/flip/priority flag holders?
Smallhacker
Posts: 1347/2273
In order to hide the static tiles behind the timer, change the following addresses into FC: 0EE1, 0EE3, 0EE5. If you would like to hide the text "TIME", change 0EAB, 0EAD and 0EAF into FC.
Atma X
Posts: 746/801
Originally posted by HyperHacker
Just find and disable the part that counts down the hundreds digit, and give each level at least 200 seconds, it'll loop from 200 to 299. Though the bonus at the end of the level does present a problem...


Well that works as well (doesn't matter which method you use, as long as it works,... I just happend to be going the harder route with that )
Sukasa
Posts: 110/1981
Hey!

So after diabling and hiding the counter, how do I remove the static garbage tiles underneath? I would like them to be transparent.
Glyph Phoenix
Posts: 73/745
So that's the big project you were working on. I can only imagine how I could totally kick Layer 3's ass with a program like that...
Smallhacker
Posts: 1344/2273
Let me explain. The status bar consists of two things: Static tiles and Counters. The static tiles are the stuff that never changes, like the frame around the item reserve. The Counters are stuff that changes. The address I gave you removes the time counter. However, for some reason, the SMW programmers put three static tiles there that normally are overwritten by the timer. When the timer counter is removed, there's nothing left to overwrite those tiles.

Note: Editing the status bar will be much easier very, VERY soon. *hint* Ooops. I've said too much... again...
HyperLamer
Posts: 3551/8210
I think his edit just disables the code that updates the timer graphics, so you could draw over them. The timer still counts down though.

Atma: What are you saying exactly? You want the timer to loop and not show up, so you get the bonuses for certain finishing times without having it speed up the music and kill you? Just find and disable the part that counts down the hundreds digit, and give each level at least 200 seconds, it'll loop from 200 to 299. Though the bonus at the end of the level does present a problem...
Xkeeper 2.0
Posts: 232/1091
Originally posted by Darkflight
Hey!

Originally posted by skateboarder11
Smallhacker's method seems to change the timer's appearance, but it was at 393 when I finished my level...


Smallhacker's method only hid the timer, not disabled it.


It made it say [][]0 for me. (with [] being a completely black tile) and it didn't change.
Sukasa
Posts: 96/1981
Hey!

Originally posted by skateboarder11
Smallhacker's method seems to change the timer's appearance, but it was at 393 when I finished my level...


Smallhacker's method only hid the timer, not disabled it.
Atma X
Posts: 740/801
Hmm, yea about those gfx...
I got tired of inserting Gfx,... I did way too much of it in my hack,... and so I got really sick of doing Gfx work.

But anyway, programming is a lot more fun,... I won't get tired of that.
Xkeeper 2.0
Posts: 231/1091
Originally posted by Atma X

(and no need to worry, I won't crap out on you somewhere along the line like most people do).



Like you did with those Skyblazer GFX?

Smallhacker's method seems to change the timer's appearance, but it was at 393 when I finished my level...
Atma X
Posts: 736/801
I'll help you with those as well. Not yet, because I may not be ready for that just quite yet, but I'll be ready sometime with in a few months for sure (probably less than that even).
(and no need to worry, I won't crap out on you somewhere along the line like most people do).

Also, I'll help you with other things on your hack as they come along.
Sukasa
Posts: 93/1981
Hey!
Thanks Atma. Now I can get my game the way I would like it.

Now to find out about a few sprite wuestions and program a new final boss...
Atma X
Posts: 735/801
I think I'm just going to write the whole Routine from scratch (it would actually be less work, and it would make it easier not to miss anything by accident,... and I think it would be more fun to write my own Routine rather than just edit someone else's).
Juggling Joker
Posts: 542/1033
While you're at it, disable the routine that gives you an extra life if the last two digits of your time is equal to the last digit of your star points.
Atma X
Posts: 734/801
Then you reprogram the Routine to not display any Gfx, and also remove the instructions that makes the Music play faster when your Time falls below 100, and remove the Instructions that make it Kill you when your Time is drops below 0,... now make the counter loop back to 999 (or whatever you prefere) when the counter drops below 0 (or just write a Instruction that will be Executed when the Time drops below 0,...rather than removing that whole part and adding most of it back ), and finally, the Instructions you're going to write for if your Time is on X00 and the Goal is passed will be Instructions that write an amount of Points that you specify to your Bonus Counter (you could also have the amount of Points gained be different depending on what Time the "Time Counter's" Value is).

Edit: Oh and remove the Instructions that display the TIME UP! Message (could possibly be in another routine).

I'll look through the Time's routine when I have some time to work on it (it won't take too long to do, but I really don't have much time for it at the moment).
Xkeeper 2.0
Posts: 230/1091
And how to remove the timer bar from the status bar altogether...? =\ And the 1UP if your time ends in 00? I'm giving end-of-level bonuses like in BMF's hack.
Atma X
Posts: 731/801
It disables it.
The Graphics still show, but the Time doesn't Decrease (the Gfx are still there, but they don't change because the Time is not Decreasing).
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Acmlm's Board - I2 Archive - Super Mario World hacking - Disabling level Timer


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