User | Post |
Luigi-San
Posts: 707/736 |
Maybe you could make Mario go down a pipe to another level that you can "place" on the OV and change it's events. (Or would it still activate the original level's event?) |
HyperLamer
Posts: 7981/8210 |
Originally posted by Kailieann Why does everyone automatically reply with 'ZOMG ASM' everytime someone asks a question with a simple answer?
What do you intend to write this proposed custom block in? Java? |
BMF98567
Posts: 1234/1261 |
Originally posted by Dark Ludwig In other words, fluffing postcount and not helping with the question on hand? For shame...
*ding ding ding*
What most people don't seem to realize is that it's MORE helpful if you DON'T reply to a thread you can't answer. Wouldn't you be irritated if you posted a question, got 5 replies, and excitedly opened the thread, only to find a bunch of "i dunno, use asm?!?!" or "go ask BMF" where the helpful replies should be?
Yeah. You guys think about that.
(and having not-so-helpfully bumped the thread, thereby proving himself to be a smelly hypocrite, BMF quietly slips out the back door...) |
Kailieann
Posts: 79/106 |
Originally posted by Dark Ludwig AFAIK, events don't happen if the type exit you took is one that has already been taken.
That's something I didn't consider. But it shouldn't be too difficult to make it so that when you hit the 'end level' block, it unsets the 'this exit has already been taken' flag before executing the rest of the code.
Of course, tracking down the 'this exit has already been taken' flag would be... less than simple.
Still, in theory, it should work, no major ASM required. Just a couple LDA and STA commands.
Of course, you'd also have to make the main exit unset the flag, too, or else it wouldn't execute its event if you got the third exit first.
This is, of course, assuming that SMW already has a built-in failsafe that prevents it from executing the same event twice. If not then you'd have to set aside some extra memory to keep track of which events have already been done. |
Dark Ludwig
Posts: 172/172 |
In other words, fluffing postcount and not helping with the question on hand? For shame... I do big paragraphs whenever someone wants help. Just look through my past posts. As for 3 exits, how would someone go about choosing a different event? AFAIK, events don't happen if the type exit you took is one that has already been taken.
There are two types of exits, normal and secret. And no third. I would think this would require moderate ASM work, not extensive, but definitely not a quick 10-minute code. But why pull it off when 2 exits is already enough? If you want more exits, have a level with 2 exits, one leading to level A and the other leading to level B. Then have both levels A and B have 2 exits. And so on and so forth. Because as much as I've seen, you don't seem to know ASM, and I doubt anyone will do this for you, since it (AFAIK) wouldn't be simple. |
SoNotNormal
Posts: 734/793 |
Because it's easier than writing a half an hour lecture saying you don't know with bigger words and more advanced language
And because not everyone is a genius, and the answer may not be that simple to them |
Kailieann
Posts: 77/106 |
Easy. Make a custom block that exits the level, increments the exit counter, and runs the desired event. Blocktool already has level exit blocks, and the Memory Map link in the ROM addresses thread has the address for which event to run at the end of the level.
I guess I can't help with the exit counter, but oh well.
Why does everyone automatically reply with 'ZOMG ASM' everytime someone asks a question with a simple answer? |
SoNotNormal
Posts: 732/793 |
No, I don't think so. Not unless you know ASM anyway. |
XxShaynee2xX
Posts: 95/102 |
Is it possible to make a level have 3 exits? Like make a special object or sprite or block that activates one? |