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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 - LevelNames v1.0!
  
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Mattrizzle
Posts: 62/75
I'm talking about the original SMW timer. BMF posted a way to move where the name is drawn on the screen. I just want to use the level name for the world and level number, like in SMB (1-1, 1-2, 1-3...). But BMF made the level names 16 tiles wide, meaning that I would have to place 13 blank tiles after the numbers. I was unsure if these blank tiles would affect how the timer is drawn if they ran over it. I hope I didn't confuse you too much. I seem to be getting tired.
Glyph Phoenix
Posts: 587/745
Are you talking about the original SMW game timer, or did you get ahold of BMF's timer, or what? Because the SMW timer and the name don't even use the same space for tiles.
Mattrizzle
Posts: 60/75
Originally posted by Ice Man
Just put a FC in there to make a blank space, like FC FC FC FC 01 27 01 FC FC FC FC.


I thought of doing it that way at one point, but then I thought that might cause problems with the timer.
ExKay
Posts: 1063/1114
Just put a FC in there to make a blank space, like FC FC FC FC 01 27 01 FC FC FC FC.
Mattrizzle
Posts: 59/75
How can I make the text string shorter, so that each level could say 1-1, 1-2, and so on? I want to make the scorebar look like the SMB scorebar.

Edit: Never mind, I found that offset $40 in levelnames_code.bin changes the length of the text string. Just don't go over 10 (16 in decimal).
andrés
Posts: 57/58
Originally posted by Ringodoggie
--------------------------------------------------------------------------------
I ran into a problem, and I followed all of the instructions correctly. But when I modify $FE1 in the ROM with the correct values as listed in the readme, the game crashes after the "Ringodoggie Presents" screen in my hack.
--------------------------------------------------------------------------------

It happens to me too .
BMF98567
Posts: 1163/1261
Originally posted by Barter
Your awesome BMF! I have yet to try it, but does it take up the top half of the status bar? If not, would it be possible to move the names to the far right or left of the screen?
It takes up the middle 16 tiles of the top of the status bar, and yes, you most certainly can move it! Offset $2D in levelnames_code.bin is the VRAM address the text is copied to ($5028 by default). If you wanted it to touch the left side of the screen, you'd change it to $5020; for the right side, $5030.
Barter
Posts: 8/9
Your awesome BMF! I have yet to try it, but does it take up the top half of the status bar? If not, would it be possible to move the names to the far right or left of the screen?

Good job none the less. I will try this out later today.
Peardian
Posts: 1430/1696
That is so cool. I love it when you can see stuff like that. It certainly opens up a lot of possibilities, as you have shown.
andrés
Posts: 56/58
YES! This is beautiful .
Ringodoggie
Posts: 279/281
I ran into a problem, and I followed all of the instructions correctly. But when I modify $FE1 in the ROM with the correct values as listed in the readme, the game crashes after the "Ringodoggie Presents" screen in my hack.
SoNotNormal
Posts: 511/793
Yeah yeah, we all know that you have an awesome hack Those level names are definitely very cool, I'll give them a shot once I get back into SMW hacking.

BTW, you can change them everytime you go to a new level right (e.g. ABOVE GROUND) then you enter a pipe (BELOW GROUND) Something like that?
BMF98567
Posts: 1162/1261
How about a small demonstration of LevelNames's power?



Those were made by simply updating the name stored in RAM (the same way you'd modify the normal status bar). The boss life hack originally uploaded the tiles to VRAM manually...
The Kins
Posts: 570/595
Why, thanks for the close-enough-to-my-birthday present BMF, ya shouldn't have...
BMF98567
Posts: 1161/1261
Originally posted by Stinkoman 20X6
this version copies the level name to RAM, so you can modify it if you like.
Er, no. That's the difference between my original version of LevelNames and this public one.

LevelASM is used to execute custom ASM code once per frame (like a custom block, but you don't have to touch a block to activate it). LevelNames merely writes text to the top of the screen, and doesn't require any ASM knowledge. However, you can use LevelASM (or a custom block) to modify the level name in RAM...
Juggling Joker
Posts: 1015/1033
Well this was released about 2 years before I thought it was. And it's fairly easy to boot. Thanks BMF, the community can make good use of this.
Sukasa
Posts: 1875/1981
All Hail BMF!!!1one

Now all I need is code for a minutes:seconds counter, then that'll rock. I'll post that later if anyone wants it.
Shyguy
Posts: 1687/1998
this version copies the level name to RAM, so you can modify it if you like.


You can thank me later.
Bio
Posts: 355/458
What the difference between this and levelASM?
ExKay
Posts: 1055/1114
You saved my day. You're the best person ever. Kickass!
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Acmlm's Board - I2 Archive - Super Mario World hacking - LevelNames v1.0!


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