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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 - Skipping the 'level complete' animation?
  
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Kailieann
Posts: 30/106
Originally posted by ZTaimat
Originally posted by Kailieann
As I recall, the goal sphere doesn't trigger the animation.


Thats only on a vertical Level. The original SMW used the goal sphere once in the ghost ship after the LOOOOOOOONG fall.


Hm. Darn.
Nintendo really goes out of its way to irritate the hackers.
ZTaimat
Posts: 127/128
Originally posted by Kailieann
As I recall, the goal sphere doesn't trigger the animation.


Thats only on a vertical Level. The original SMW used the goal sphere once in the ghost ship after the LOOOOOOOONG fall.
Kailieann
Posts: 27/106
Originally posted by jp
I made a custom block that triggers level end, sets brightness = 0, and sets the timer to 1 to solve a problem where Mario got a 1up when time was 0 (infinite).

The block code is:
A9 00 8D 31 0F A9 00 8D 32 0F A9 01 8D 33 0F A9 00 8D AE 0D A9 01 8D 93 14 60

The animation is NOT removed, but it's much faster.


I've not tested Smallhacker's link, but this one should work even better if you set the fifth last value to FF instead of 01 (goal sphere =D)

A9 00 8D 31 0F A9 00 8D 32 0F A9 01 8D 33 0F A9 00 8D AE 0D A9 FF 8D 93 14 60
jp
Posts: 3/12
Thanks Smallhacker! Your block is exactly what I needed -- a faster (and much more elegant) solution.

I've been using some of your tools like the SMWSBE and SMWMTE for a while, I'm a big fan of yours!
Kailieann
Posts: 11/106
As I recall, the goal sphere doesn't trigger the animation. You could try using that instead of a regular goal. You could probably even hide it behind something.

There's an idea. An invisible, passable block that makes sprites behind (or in front of) it invisible...
Smallhacker
Posts: 2176/2273
Link

Touching one of these blocks will instantly cause the screen to fade out to the overworld, beating the level.
jp
Posts: 2/12
Well, I found a solution for my problem.

I made a custom block that triggers level end, sets brightness = 0, and sets the timer to 1 to solve a problem where Mario got a 1up when time was 0 (infinite).

The block code is:
A9 00 8D 31 0F A9 00 8D 32 0F A9 01 8D 33 0F A9 00 8D AE 0D A9 01 8D 93 14 60

The animation is NOT removed, but it's much faster.
Additionally I removed the music, and the drumroll and zoom SFX.
XxShaynee2xX
Posts: 45/102
you could try to make a custom block... dont know how tho...
jp
Posts: 1/12
I'm looking for a way to remove Mario's animation when he completes a level.

In other words, what I want is to return to the overworld immediately, but with the level considered as completed.

Any info / RAM addresses on this?
Acmlm's Board - I2 Archive - Super Mario World hacking - Skipping the 'level complete' animation?


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