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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 - SMB3 pipe demo
  
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Cruel Justice
Posts: 886/1384
You never failed to amaze us mikeyk, great work! I'll try this demo ASAP!
ExKeeper
Posts: 375/512
Originally posted by Darkflight
Yeah, if the MAP16 page used for tiles 200-2FF changes, the pipes no longer work. Try placing the tiles in a higher page.
I kept them on the same page, but they didn't work in yoshi's house
Yoshi Master
Posts: 26/138
I went through a pipe on yoshi while he was holding the blue shell in his mouth and I flew up through the pipe and before you knew it I could not move.

It was strangely aggrivating...
Sukasa
Posts: 1073/1981
Yeah, if the MAP16 page used for tiles 200-2FF changes, the pipes no longr work. Try placing the tiles in a higher page.
ExKeeper
Posts: 374/512
if I copy the map 16 into the Yoshi's house tile set, and place pipes in, they won't work
Magikoopa Myster
Posts: 153/553
Glitch: In a water level, when going down a veritcal pipe, when you come out the controls freeze.
EDIT: If you go through a horizontal pipe, everything freezes.
HyperLamer
Posts: 5281/8210
Er, all their stats should be in the same place. The game keeps separate records for each character and copies them into the 'main status' when you switch.
Glyph Phoenix
Posts: 311/745
Kei, Mario and Luigi use... like... almost the exact same coding. In fact, they're not really so much separate entities as palette swaps whose only real differences are the fact that one is green and one red, a flag that tells you which you are currently playing, that tag on Layer 3, and having their coins stored at different places.
Keikonium
Posts: 1435/-2459
If you do make the sprites inside the pipe invisible, could you also make some pipes that do not make the sprites invisible? I have an awesome idea for a level with these pipes, but I kinda need ummm...glass tubes. It would look odd if mario was invisible, because you don't turn invisible when you are behind glass. If you don't make them tho, thats okay. I can figure something out.

I can't wait for the final release of these pipes. Good job Mikeyk.

BTW, do these pipes also work for luigi? I'm not sure if mario and luigi use the same coding or not, but if they don't work with luigi, some people may run into problems....

EDIT:

After reading the above post made by Ludwig, I suggest that you DO NOT make the sprites invisible. If people don't want the sprites to show thru, then they can simply add an extra few pixels on the outside just as Ludwig said above. This would solve my problem as I mentioned above too.
Dark Ludwig
Posts: 44/172
If you notice from SDW:TLC, FuSoYa's pipes have a thicker outline, he colored black that extra bit of pixels on the sides of pipes. He may have done that to make a few situations look better (like objects not floating a pixel avove it), and maybe for the problem with yoshi, since one pixel width appears from yoshi when you go through a horizontal pipe while big and one him, or through a vertical pipe while something's in his mouth. No drastic changes would be necessary if you did as FuSoYa did and color that extra row of pixels on the sides of pipes.
ExKeeper
Posts: 369/512
try to make it so anything that goes in the pipe becomes invisible (yoshi stays visible outside the pipe, but is invisible on the inside, that will fix multiple errors
mikeyk
Posts: 77/110
UnsurpassedDarkness: Great post. You've tested a lot of situations that I hadn't even begun to think of. Good news is that nothing you mentioned sounds too difficult to fix. I'll get right on top of those glitches.
ExKeeper
Posts: 367/512
Originally posted by Darkflight
Yeah, but how would the blcoks be able to do that?
you could use ASM to do that, just make it count using the same code used for the timer for the level

edit: or you could make it so you absolutely have to have the arrow pressed to go in any pipe, or else it acts like block # 130.
Sukasa
Posts: 980/1981
Yeah, but how would the blcoks be able to do that?
ExKeeper
Posts: 365/512
Originally posted by UnsurpassedDarkness
Originally posted by mikeyk


Mario will just continue going down though both pipes if he
UnsurpassedDarkness
Posts: 599/746
Originally posted by mikeyk
on the topic of one way pipes... even easier than having a modified .bin file, you could just have the pipe not have a left/right cap. Just have a middle segment (which moves you but doesn't have an entrance enabled) that has the graphics of a cap.
When you do that you come out too soon. And it doesn
mikeyk
Posts: 76/110
yoshi's head will always disappear with the springboard cuz that's the way it is in the original game. I'll try and fix the problem with hitting A and down, and I never thought about winged yoshi, so i'll fix those up too. Also, I will be rewriting the reset tiles again since I've thought of a much better way that will work much better and allow an easy way to do one way pipes
ExKeeper
Posts: 362/512
yoshi's head still disappears if I take a springboard through a pipe in demo 3

edit: and the error for being able to make the pipe sound by going on top of a vertical pipe and hitting A+down arrow with yoshi is worse, instead it first makes that sound, then you lose control and hop on and off yoshi continuously.
Eval
Posts: 8/93
If you enter a horizontal pipe with winged yoshi he start going up and when you get out at the other side you cant move.(sometimes you get control and sometimes you dont)
Sukasa
Posts: 962/1981


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