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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 - Possible to make a non-linear world?
  
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Cardcaptor Yoshi
Posts: 24/30
Just going to put in my *checks piggy bank* 37 cents here...

I had a similar idea for my hack (which is still a long long long looooong ways away). The overworld went something like this: (Oh yeah, and props to SM_Gamer's Overworld Creation service for actually making this )

Mario starts in a middle level, like a hub. From here, you can go down one of eight pipes, likey this:

1 2 3
4 M 5
6 7 8

And yes, M is for Mario, and no, you still can't move diagonally. Anyway, each of the pipes goes to it's own little happy place on the overworld (both the main map and submaps), and from there you can complete any world in any way you want (they work relatively normally)

Now, here's my little 'how to block Bowser' trick:
World 8 goes to happy-fun-time Bowser world. In order to enter the world, you must first enter the password level. There you go down a crapload of numbered pipes and whatnot to the goal. To get the password, you must beat the previous 7 castles. Each castle gives you a piece of the password in it's victory text, i.e. "Mario has beat Lemmy. Go you! Part 3 of the password is '4'." (I think this was used before in SMW4+ or one of Golden Yoshi's hacks, right?) It's pretty simple, and the only problem I can think of is that if you open up the ROM in LM...it's all useless. Hey, but if you're gonna cheat, I can't stop you (but I can lock the hack )
Cruel Justice
Posts: 398/1384
How about you make 4 different worlds, one for each switch.
After beating the castles, the player proceeds to the switch palace. Whether there would be obstacles in the palace or not is up to you.
There is a level that requires all 4 switches to proceed to the final castle.

That's the easiest way I could think of.
me99909
Posts: 136/296
Here is an idea...

Make however many worlds you want, we'll say 6. Now take and, when you beat any one of the castles, have it open up a corresponding path leading to the final castle. Make it so these paths don't have any levels on them, so you don't get any advantage in finishing them in any order, and have levels after this path if you want to. Now you can defeat those castles, and then go to the final one, without any order to it, other than the final one being the last.
Surlent
Posts: 649/1077
Originally posted by Atma X
The OW is a lot more flexible than it apears to be to most people. For instance, I can make something appear in a completely different Map/Submap of the OW (so if I completed a level in World 1, I can make just about anything change in World 8, 7, etc., and vise versa). I can also make something dissapear after it's already been revealed.

That's nice - but how about to hack the 'finished level' routine using ASM and adding a message (I think the space should be there, since LM already expands the ROM) ?
It might be good to have popup a message box (like when you get the save prompt) which could tell something like "Mario heard a slight noise in the World of Illusion ...".

This might be a hint for the player to check out that world again
Atma X
Posts: 626/801
The OW is a lot more flexible than it apears to be to most people. For instance, I can make something appear in a completely different Map/Submap of the OW (so if I completed a level in World 1, I can make just about anything change in World 8, 7, etc., and vise versa). I can also make something dissapear after it's already been revealed.
Videogamerpat2
Posts: 57/59
Hmm... i've done something kinda similar in my hack, so I know what you mean. Just have certain levels at the end of each individual world create a new path leading to a "barrier" level. Do this, untill all the paths are made and all the barriers are destroyed...
HyperLamer
Posts: 1990/8210
Er, I dunno what you mean... I think Grinto and Peardian have the right ideas.
Alastor the Stylish
Posts: 2560/7620
Couldn't you do that with an activated star road that doesn't go anywhere? I mean, just make star road in to a world so they have no use, then replace the star road graphics with nothing, and perfect.
cpubasic13
Posts: 713/1346
Originally posted by Smallhacker
Wouldn't Layer 1 events work?


Yes they would, but they would have to be silent events and when used with silent Layer 2 tiles, then it would give it this effect. Also, you could make level 0 on the overworld a blank level name, and then make it to where you can't go in the level. I have seen this used before... somewhere...

EDIT: It was a japanese hack... forget what it was called, but they used level 0 to make a crossroad and not be enterable...
Smallhacker
Posts: 844/2273
Wouldn't Layer 1 events work?
Surlent
Posts: 645/1077
Another way might be to place secret exits only into the levels - I dunno know if the option "level passed" inside the overworld editor sets a flag for the regular only or also the secret exit retrieved
If no, the secret exits replace the regular one in the level - and then a remote event will be activated on the worldmap upon completition.

So a new path will clear up after a level was cleared by finding its secret (and only) exit. Only make sure to track the events and levels - since it can be confusing to remember all the diffetent level and event numbers
Peardian
Posts: 80/1696
Two words: Switch Palaces. Have the Switch Palaces located at the four corners of the world with a series of levels leading to it, but somehow have the four regions connected by a highway. A level leading to Bowser's Castle could only be completed by beating the Palaces. Simple, really.
Grinto
Posts: 21/43
Couldn't you just make a very long path leading to Bowser's, but each segment is completed when you complete a castle?
ExKay
Posts: 318/1114
You're right Atma X, but then you can easily go forward to Bowser's Castle without beating the other worlds. I think you have to use ASM there and code it so, that you only can enter Bowser's Castle when you have beaten the other castles.
Atma X
Posts: 623/801
Yes you can, all you have to do is make it so all the Overworld Paths are already unlocked.
Revol
Posts: 1/1
Is it possible, without doing any hex editing or other kind of hacking, to make a non-linear world? By non-linear, I mean a world where you don't have to beat 'World 1', then 'World 2', etc. Think back to Super Mario Land 2: you could beat the worlds in any order, and then fight Wario in his castle. I'd like to do the same for my SMW hack.
Acmlm's Board - I2 Archive - Super Mario World hacking - Possible to make a non-linear world?


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