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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 - Pipe Sound [Custom Block Request]
  
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HyperLamer
Posts: 290/8210
I don't think that's really possible with the given animation system. You could change Map16 instead but you still can't run code when Mario's not touching the block. Unless... When both Mario and a sprite are touching, which fires first? You could put an invisible stationary sprite on top of it, then code the Mario hit to do what you want and set some flag in RAM, and code the sprite hit to run the if-not-touched code if the flag isn't set (which would mean Mario touched it) and clear the flag. But this'll only work if Mario hits come before sprite hits (and you can find such a sprite).
Atma X
Posts: 91/801
(For the ground in my Tilte screen) I need a block that will (it neeeds to start out using animation frame # 16 for the default gfx, before Mario touches it) play animations 1-8 when stepped on, and stays at frame 8 if Mario continues to stay on that block.
Then when he steps off, it'll play animations 9-16, and stay at frame 16 until Mario steps on the block again.
Kario
Posts: 222/2082
Dont worry BMF. It was just a misunderstanding due to lack of facial expressions on the internet.
BMF98567
Posts: 100/1261
Cool it, guys. First and only warning.
Kario
Posts: 215/2082
You said you dont know nothing. That is a double negative. I was joking around being sarcastic. Yeah, I will put you on AIM and look for you to be on. Didnt mean to piss you off, geez...
Aioria
Posts: 111/1567
Originally posted by Kyouji "Kagami" Craw
What you said to Kario is kinda mean =/ Also you're not on AIM.


I didn't know Kario needed a lawyer

Anyway, I will enter after or, if yo still dont believe, I would send it via e-mail too.
And this is between me and Kario. What he said, like if I was lying, was really stupid and rude.
Alastor the Stylish
Posts: 342/7620
What you said to Kario is kinda mean =/ Also you're not on AIM.
Aioria
Posts: 108/1567
Originally posted by Kario
Originally posted by Aioria
I don't know nothing about ASM


Wow. So you know everything?

Anyway, could someone give me an IPS with this "horizontal same screen pipe without glitches"? I dont think it possible unless you figured out how Fu did it. In that case you should share...


I didnt understand your first comment. Go take somereading comprehension texts before flaming someone, because you passed me the impression that you are a dumb who doesnt have the capacity of even nderstanding a text.
No, I dont know everything, stop behaving like a child.
And I can send it to you TODAY: just contact me at MSN (frogtrigger@hotmail.com) or AIM (frog1988x) and you will see that I'm telling the truth, you moron
Kario
Posts: 211/2082
Originally posted by Aioria
I don't know nothing about ASM


Wow. So you know everything?

Anyway, could someone give me an IPS with this "horizontal same screen pipe without glitches"? I dont think it possible unless you figured out how Fu did it. In that case you should share...
Geno
Posts: 194/206
Originally posted by skateboarder11
Originally posted by Jesper
I came up with another request just five minutes ago, so I'll add mine here.

The special "jump on me and you go to coin world" note block from SMB3?


I know a way to do this...

1: Insert the "Warp" block
2: Place it underneath a note block, high enough so you have to jump while bouncing to reach the warp.


That would be quite glitchy. You could reach it normally for some strange effects, and note blocks don't bounce Mario very high.

You could steal the green boingy sprite's maximum height code and do the teleport block thing above it at the top of the screen, or you could just change the bounce height code for the same thing.
Aioria
Posts: 102/1567
Originally posted by Kyouji "Kagami" Craw
Yes, I've done it.


ok, but i asked if you are sure that ONLY horizontal pipes work.

I made one without Movement Blocks and it is not buggy
HyperLamer
Posts: 261/8210
Pipe entrance/sound: Doable but I don't exactly know how to do the whole go-into-the-pipe thing.
Coin World Bounce Warp: Doable but would require palette ASM for the actual bounce effect.
It's possible to do same-screen pipes with movement blocks but they're buggy. I don't quite get why people insist major ASM hacking is needed though...

1) Make a solid block that checks if Mario's touching them from the left and pressing right, plays the pipe sound, turns passable and boosts Mario to the right. (This of course is for left-side entrances; change directions accordingly.) They should also set a flag in RAM to indicate the direction so the actual pipes move Mario the right way. (This could be done other ways but this'd be the easiest.)
2) Make 4 passable blocks for the actual pipes. The top horizontal block should turn solid when touched from the top, the bottom horizontal should turn solid when touched from the bottom, the left vertical should turn solid when touched from the left, and the right vertical should turn solid when touched from the right. These should read the RAM flag that indicates which direction Mario's supposed to go, and boost him that way while keeping the other speed fixed at zero (or if that doesn't work due to gravity, keep the coords fixed at whatever they initially were).
3) Optionally but highly recommended, make solid direction change blocks. These should turn passable and change the movement direction when touched. (Note: if you wanted to change from say Right to Up, you'd have 4 blocks in a square. From top left to bottom right: nothing (passable with pipe corner GFX), pipe, pipe, change direction. Also to make it possible to go both ways through a pipe, consider making blocks that change to direction x if direction y and opposite y if opposite x, so in this case if Mario was moving down, change to left.)
4) Make solid exit blocks that turn passable, set the movement byte to none, play the pipe sound, and kick Mario out.

All blocks should have layer priority in the Map16. (And ya know, I might just do that. )
Xkeeper 2.0
Posts: 29/1091
Originally posted by Jesper
I came up with another request just five minutes ago, so I'll add mine here.

The special "jump on me and you go to coin world" note block from SMB3?


I know a way to do this...

1: Insert the "Warp" block
2: Place it underneath a note block, high enough so you have to jump while bouncing to reach the warp.
Alastor the Stylish
Posts: 338/7620
Yes, I've done it.
Aioria
Posts: 101/1567
M Kefka wrote:

1. Scrolling pipes require an ASM change in the game
=====================================

are you sure?



=============================
Kyouji wrote:

Not if they're just horizontal.
===========================


are you sure?
Alastor the Stylish
Posts: 337/7620
Not if they're just horizontal.
Kefka
Posts: 552/3392
Originally posted by Aioria
Originally posted by cpubasic13
Aioria: That sounds cool. You are making same-screen pipes, aren't you?


yes, but without ASM


this is mah 100th post!!!!!!!!!!!!! OMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


1. Scrolling pipes require an ASM change in the game
2. 100 posts, w00t! Join the club consisting of about 90% of the members.
Alastor the Stylish
Posts: 335/7620
I, uh, also need those. I, uh, also am making same-screen pipes, and this is all I need.
Aioria
Posts: 100/1567
Originally posted by cpubasic13
Aioria: That sounds cool. You are making same-screen pipes, aren't you?


yes, but without ASM


this is mah 100th post!!!!!!!!!!!!! OMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
cpubasic13
Posts: 170/1346
Aioria: That sounds cool. You are making same-screen pipes, aren't you?

Jesper: I always wanted those in a hack. That would be a great idea.

I would if I could, but I don't know ASM. These are cool blocks, though.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Pipe Sound [Custom Block Request]


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