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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 - Expanding the Overworld
  
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Red_Oxygen
Posts: 19/53
well you've got to break some eggs to make a omelette...


XPeter
Posts: 653/963
My method doesn't involve coding. Your idea does. I don't think anybody will ever bother to try to expand the overworld though... Now excuse me while i try to figure out why you just made a new thread with the same topic.
Red_Oxygen
Posts: 17/53
So creating new worlds are possible. See we can do all this "impossible stuff" if we try right?

Now how do you get SMW to erase the data and load from a different file?
XPeter
Posts: 651/963
Yes, that's what my idea was about, you can just use events to clear the old one and create a new one.
Red_Oxygen
Posts: 16/53
can you get it erase the current OW to load a different OW?
XPeter
Posts: 637/963
It doesn't work that easily Red.
Red_Oxygen
Posts: 14/53
great ideas people keep it up....











how expanding a ROM and putting extra ROM files into empty space or just open up SMW in a Hex editor and copy the code to the empty space?
FuSoYa
Posts: 221/255
Originally posted by The Crimson Chin
The game uncompresses the overworld into SRAM though, doesn't it?


No, WRAM. It gets decompressed to bank 7F. Layer 2 uncompressed is like 8x the size of the SRAM originally in SMW.
HyperLamer
Posts: 6092/8210
I really like the idea of having a level for an overworld, and have tried to do it but had little success.

The game uncompresses the overworld into SRAM though, doesn't it? Here's an idea:

1) Design 2 overworlds in 2 different ROMs. Make sure that there is only one path between the two.
2) Copy the overworld from the second ROM into an unused space in the first.
3) Use an ASM hack to load whatever overworld the player is about to enter.

I'd do it by creating a 'portal level' between the two overworlds. There would be no direct path between the two. Hard to explain, so here's a pic:

Mario starts on overworld 1, which ends at the bottom-right level. The level contains 2 pipes, and 2 columns of invisible blocks (shown as red and yellow blocks here). When he passes through the red blocks, overworld 1 is loaded. When he passes through the yellow ones, overworld 2 is loaded. (You might make this level longer, and put a thick patch of these blocks, if loading takes a while. That way the player would take long enough to get there that the loading would have finished.) Then he exits through the right pipe and ends up on overworld 2. He can even go back the opposite way to overworld 1. (This could make a really cool time travel/alternate dimension effect, if both OWs were similar. Or you could just make one massive world. ) Basically, it's the same idea as world 5 in Super Mario Bros 3.

Only problem I can think of that may arise is event conflicts. (That, and actually copying the second overworld into the ROM - dunno where OW data is or how it's laid out - and loading it. )
Sukasa
Posts: 1410/1981
That would work, but you're only problem would be the levls themselves, but I suppose that if use used midway point correctly, you could make it work, like this:

have the settings be midway point passed, no entry on level comlpetion.
For the second OW, have the midway point not passed, and just not use any midway points in the entire game!
Red_Oxygen
Posts: 11/53
That would work well too.







I like the idea of having multiple hacked OWs but Assembly hack erases the OW and adds a new hacked OW(kinda like when in the SMW intro is there just to load the OW to RAM but in this case its hacked to load another OW to ram but saving the player details)

come on people keep brainstorming
KawaiiImoto-e
Posts: 927/1068
I think working like peter_ac suggested would be best, but could also give some quite interessting things to storyline telling to the game.

For example, the player completed the game, and every submap, and the event after that last level, changes the overworld the player is in now, and the others he is not in. It allows up to double the space of the overworld, and if done correct (With the special world palettes), it could be done very well.

But: The player can't return to the old levels.

Solution: Erease the 3 savegame option and replace it with first OW and second OW.

ie. After beating the last level, the story is on a altering point, a major plot change, and the World gets destroyed or something, and the event changes the hole overworld in one loud animation, but the player has to go back to another submap (cos of silent events), cos he can't pass trough.
The level before that last level, gave a saving prompt and then some ASM coding would had not only saved the current savegame, it would also copy it to a second location, so the player can revert back and play those old levels, but can't advance further than he had in the other savegame.

I hope you understand what I try to say.
Red_Oxygen
Posts: 9/53
can you try the same thing but have several hacked OWs and the game erases the current one to load the next hacked OW.
XPeter
Posts: 627/963
It's like what Ben said, you shouldn't need to apply savestates or do anything but play straight through the game.
beneficii
Posts: 348/567
Originally posted by Red_Oxygen
Originally posted by beneficii
Originally posted by Red_Oxygen
how about this...

1)Have several save states of the overworld
a)Original game OW(unhacked)
b)Current Hacked OW
c)New Hacked OW

2) have the current OW be erased but player data saved

3)load original unhacked OW

4)apply savestate

5)patch player data on New OW

6)repeat


What exactly are you trying ot accomplish? I think that the user shouldn't have to do anything but simply play the game to have an expanded overworld.

Hmm, perhaps we can create an overworld level, like the way Kirby's Adventure does on the NES? You know, the overworld is just like a normal level?


no you don't understand me here. This process is done by a running subroutine to load a new OW(original OW unhacked) and running a save state after it gets the original OW to RAM. It then repeats the process agian (say after you beat Overworld 2-8) erases the OW loads the original and runs the(Overworld 3-1) savestate. repeat the process.


But won't that require the user to deal with stuff other than just playing the game? It looks like you want the user to load different save states at different times during the game, since the game itself can't load/save save states. Correct me if I'm wrong.
Red_Oxygen
Posts: 7/53
Originally posted by beneficii
Originally posted by Red_Oxygen
how about this...

1)Have several save states of the overworld
a)Original game OW(unhacked)
b)Current Hacked OW
c)New Hacked OW

2) have the current OW be erased but player data saved

3)load original unhacked OW

4)apply savestate

5)patch player data on New OW

6)repeat


What exactly are you trying ot accomplish? I think that the user shouldn't have to do anything but simply play the game to have an expanded overworld.

Hmm, perhaps we can create an overworld level, like the way Kirby's Adventure does on the NES? You know, the overworld is just like a normal level?


no you don't understand me here. This process is done by a running subroutine to load a new OW(original OW unhacked) and running a save state after it gets the original OW to RAM. It then repeats the process agian (say after you beat Overworld 2-8) erases the OW loads the original and runs the(Overworld 3-1) savestate. repeat the process.
beneficii
Posts: 346/567
Originally posted by Red_Oxygen
how about this...

1)Have several save states of the overworld
a)Original game OW(unhacked)
b)Current Hacked OW
c)New Hacked OW

2) have the current OW be erased but player data saved

3)load original unhacked OW

4)apply savestate

5)patch player data on New OW

6)repeat


What exactly are you trying ot accomplish? I think that the user shouldn't have to do anything but simply play the game to have an expanded overworld.

Hmm, perhaps we can create an overworld level, like the way Kirby's Adventure does on the NES? You know, the overworld is just like a normal level?
Red_Oxygen
Posts: 4/53
how about this...

1)Have several save states of the overworld
a)Original game OW(unhacked)
b)Current Hacked OW
c)New Hacked OW

2) have the current OW be erased but player data saved

3)load original unhacked OW

4)apply savestate

5)patch player data on New OW

6)repeat
XPeter
Posts: 619/963
The easiest solution here can be done with LM alone. Lets say you have worlds 1, 2, and 3. have one of the level events in world 2 completely overwrite layers 1 and 2 on world 1 with everything you want to appear on world 3. Then simply connect the end of world 2 to the start of world 1 to appear on world 3. But there are four disadvantages: 1. world 1 will use the same music as world 3. 2. Same palette too. 3. You can't revisit world 1 after activating the event to create world 3 in its place. 4. And i think the pipes, stars and exit tile destinations could clash too. Good idea though, no?
Keikonium
Posts: 1957/-2459
Since we are on the topic of overworld editing, how easy would it be for someone to create a patch that reloads the graphics of a submap/main map upon entry? I exit YI submap, and enter an ExGFX filled Star Road, only to see all the ExGFX messed up. I don't use a pipe or star to enter the new map.

Can this be fixed so the new graphics are loaded upon entry to a new map, just like the pipes/stars do?

I have tried, and the hex giberish is confusing.

EDIT:

Also, I remember that my very first question on this board was about expanding the overworld so it had more maps.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Expanding the Overworld


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