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 - Custom Block Request
  
User name:
Password:
Reply:
 

UserPost
Karadur
Posts: 136/1192
480 in hex = 1152 in dec.

Windows Calculator works well for these sorts of things, just so you know for the future
Devil_Evilone_RA
Posts: 41/64
Originally posted by rubixcuber
Well, here's the exact process for getting this block to work:

11) For the the map16 tile number, enter the value you got from LM converted to decimal (the number in LM is in hex)





What is the number 0x480 into decimal?
HyperLamer
Posts: 2136/8210
I could have sworn there already was one of these. I remember making one anyway.
rubixcuber
Posts: 32/46
Well, here's the exact process for getting this block to work:

1) Open blocktool and go to Blocks->Edit Block Data
2) Click the >| button to go to the last block and remember its number
3) Click the + button to add a new block and set its number to one more than the last block
4) Set the Asm File Name to 5levels.bin (or whatever you called it)
5) Set the above, below, and sides offsets to 0; the rest to -1
6) Make sure the Whole Page option is unchecked (also it cant be on the same page as blocks using the whole page option)
7) Close the Edit Block Database window and open LM
8) Open the level you want to add the block to and open the 16x16 tile editor
9) Go to the tile you want to replace with the new block and remember its number (in the editor window it will say Tile 0xXXX in the bottom when you mouse over the tile)
10) In blocktool click the Add Block button and choose the block you added before
11) For the the map16 tile number, enter the value you got from LM converted to decimal (the number in LM is in hex)
12) Hit Ctrl+S in blocktool to save
13) Reopen the ROM in LM and go to the tile you saved it to in the 16x16 editor
14) Use the edit 16x16 attributes to change the graphics of the block and make sure you set it to behave like tile 25
15) Right click on the tile to paste your changes over it and hit F9 in the 16x16 editor to save
16) Open up the Object Editor and go to Direct Map16 Access
17) Find the new block, and add it to the level
18) Save level to rom

If you followed all of these steps and it doesnt work, I don't know what to say. If it is really important to your hack that you have this block, then you (anyone) can email me your hack and I will insert it as soon as I get your email. mailto:justincruse@comcast.net
Devil_Evilone_RA
Posts: 40/64
rubixcuber, I have put the block in the game via blocktool and pasted it onto my game, but or somereason it isn't showing up WHILE playing the game... do you know why?
rubixcuber
Posts: 27/46
What problems are you having with it?

If the block is never passable you should make sure that it's set to act like tile 25 so that it is passable by default, and the blocks code will stop you from passing if you haven't beaten enough levels.
Juggling Joker
Posts: 343/1033
It may be one of those lovable "Can Only Be On The First 3 Pages" blocks. Though I doubt it.
Smallhacker
Posts: 931/2273
For some reason, I can't get that block to work... :/
Glyph Phoenix
Posts: 14/745
As soon as I set this block up, I'm making it an integral part of my hack's design...

Kudos to rubixcuber!
blackhole89
Posts: 462/971
N=8? dunno why, that makes me sorta think of SM64's first bowser level do you want to make something like SM64's "you can virtually do anything you want, but in order to get further, you need ... stars"? Nice idea, if it is that way.
BMF98567
Posts: 475/1261
Blah...I was in the process of making one, but I was looking at SRAM for the number of levels cleared (it's at $70008C for file A, $700239 for file B, and $7003E6 for file C). I'd say yours is much more efficient.
Smallhacker
Posts: 929/2273
I dunno if it works yet, but still a great job! (I tried to make one myself, but I failed.)
rubixcuber
Posts: 21/46
I believe there is a RAM adress that keeps track of how many levels you've beaten (my notes say $1F2E). I'll write one up tonight maybe and test it out and post it at this thread if it works.

----- Edit -----

Alright, here you go.

http://www.connieandjaylowe.com/5levels.bin

If you add a block using this file, it will only be passable if you beat at least 5 levels, including switch palaces etc.

If you want to make one for a different number of levels, just make a copy of this file and open it in a hex editor.

The entire file will be this:
AD2E1FC9051007A9308D9316A00160

The value 05 that I put in bold is what you want to change. Good luck!
Glyph Phoenix
Posts: 10/745
Yeah, a block like that would be completely awesome. It would solve so many problems, too. No more problems with putting Bowser's castle last. It would solve my star system problem.

It would have to go by exits, though, right? No matter. This would be the best block ever.

But first we'd have to find the data that records the number of exits and then find someone who knew how to use it. If there is indeed a number in the RAM that saves the number of exits rather than save them each to a separate piece of memory I think this would be pretty simple for someone who knew ASM...
Rain Man
Posts: 214/378
Is it possible to make a custom block for me that requires n anmount of levels completed to pass? If so, then could N be 8? Thankyou.
Acmlm's Board - I2 Archive - Super Mario World hacking - Custom Block Request


ABII


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



Page rendered in 0.012 seconds.