Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - Overworld Level & Direction ASM Hack?
  
User name:
Password:
Reply:
 

UserPost
FuSoYa
Posts: 51/255
Originally posted by HyperHacker
Just why isn't it possible to allow levels 25-FF on the OW anyway?


Because they already are on the OW... interpreted as being levels 101, 102, etc up to 13B. Going beyond that would mean expanding certain arrays in ROM (and possibly RAM) plus changing the SRAM data layout.


SMWExpert: Nintendo likely did it like this so they wouldn't need a separate data structure to indicate which level number to put where. They just scan layer 1 for level tiles and assign the level numbers in order. Saves ROM space, but sacrifices flexibility.
Toadeeboy
Posts: 156/264
Originally posted by FuSoYa
Originally posted by Kyouji "Kagami" Craw
Oh, and FuSoYa, in the original game wasn't it that you could only enter levels 0-FF from the overworld and 100-1FF from a submap?


Yes, and the levels had to be placed in ascending order on the map, from top to bottom and left to right.



I never knew that....That explains why levels 1 and 2 on top of the mountain in the original SMW were levels 1 and 2....I really wonder why Nintendo planned it this way. I've never realized it before, but editing SMW reqires heavy ASM hacking...but Lunar Magic does that for us! Thanks, FuSoYa!

And HyperHacker, I remember seeing something about it having to do with the placement of submaps on the overworld, but I highly doubt it...
Alastor the Stylish
Posts: 568/7620
Originally posted by FuSoYa


Yes, and the levels had to be placed in ascending order on the map, from top to bottom and left to right.



*winces* That must've been hell to work with. "You know, I think I'll just put a level here... Then move every level up one without the aid of a helpful copy and paste system so that this is in the correct area..."
HyperLamer
Posts: 493/8210
Oh, gross...
Just why isn't it possible to allow levels 25-FF on the OW anyway?
FuSoYa
Posts: 50/255
Originally posted by Kyouji "Kagami" Craw
Oh, and FuSoYa, in the original game wasn't it that you could only enter levels 0-FF from the overworld and 100-1FF from a submap?


Yes, and the levels had to be placed in ascending order on the map, from top to bottom and left to right.
Alastor the Stylish
Posts: 566/7620
Geno, I thought of that, but then I thought "Huh, but doesn't the normal exit in a level trigger the ending event (ending credits in this case)? He must have two secret exits, not one..."

Oh, and FuSoYa, in the original game wasn't it that you could only enter levels 0-FF from the overworld and 100-1FF from a submap?
FuSoYa
Posts: 49/255
It's a hack to get around a certain limitation in the original game involving level numbers and their placement on the overworld, and to allow initial level setting flags.

In other words, it's just another ASM hack that LM installs behind the scenes that most people aren't even aware of.

The text is used in an error message.
Aioria
Posts: 163/1567
Originally posted by Geno
No, there are two exits in Bowser's Castle in DW:TLC. The Bowser Finish thing is not a "normal" event with the 16x16 tiles and 8x8 tiles. It just displays the credits and such, and there is no ASM used for that. The other two exits are a key and keyhole, the secret exit, and the "super secret" star, which is a goal point (normal exit trigger).


agree, i never thought in that way
Geno
Posts: 206/206
No, there are two exits in Bowser's Castle in DW:TLC. The Bowser Finish thing is not a "normal" event with the 16x16 tiles and 8x8 tiles. It just displays the credits and such, and there is no ASM used for that. The other two exits are a key and keyhole, the secret exit, and the "super secret" star, which is a goal point (normal exit trigger).
SM_Gamer
Posts: 18/93
Originally posted by Kyouji "Kagami" Craw
And I stuill want to know how he got that from "Overworld level and directional ASM enhancement data" - There is so much more that could mean


These are just guesses about the ASM. I don't know about this.
Alastor the Stylish
Posts: 565/7620
And I stuill want to know how he got that from "Overworld level and directional ASM enhancement data" - There is so much more that could mean
Escherial
Posts: 15/90
Yeah, it's totally possible to have more than two exits -- just change the "overworld event trigger" address to whatever you like using custom block ASM.
Alastor the Stylish
Posts: 564/7620
Well Demo World had three exits on Bowser's Keep...
SM_Gamer
Posts: 17/93
While searching the Lunar Magic Data, I found this weird message in address '000A8214' to '000A8284'.

"Overworld level and directional ASM enhancement data"

I think that this ASM hack could allow for all levels from 0 to 1FF to be pointed by a level. Also, this could make multible directions enable for a certan event(or more than two goals to a level. I'm not really sure). I'm still somewhat in the dark about this, but this could lead to even more levels from the overworld(exactly 428 more[in decimal]!).
Acmlm's Board - I2 Archive - Super Mario World hacking - Overworld Level & Direction ASM Hack?


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.004 seconds.