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 - Self Removing Blocks [Issue]
  
User name:
Password:
Reply:
 

UserPost
UnsurpassedDarkness
Posts: 41/746
Map16 blocks (I haven
rubixcuber
Posts: 35/46
Actually I already know how to do it by modifying the existing code in the changing block, but I kind of wanted to know exactly what it was doing, more of learning how to work with the map16 then needing to accomplish this exact goal of making this block I suppose. Also I've been doing all of my ASM coding straight through a hex editor so I would have to either find and modify all of the jump statements by hand or get a compiler. I guess I'll try to take a closer look at what his code does and figure it out.
Escherial
Posts: 75/90
I suggest that you cannibalize the code for the "Change to next Map16" block (by jonwill, I believe) and just insert your code before the REP #$20 near the end (where the block code actually starts -- check the offset in block inserter). Also, replace the "LDA $0003, CLC, ADC #$0001" with "LDA #$0025" to simply change to block 25 rather than changing to the next block in the Map16. Make sure to preserve the reloc offsets (just the locations of jumps in the code) when you create your new block.

Hope that helps and good luck; if you have trouble with that, I can post up the contents of that block along with comments directing where to put what.
UnsurpassedDarkness
Posts: 37/746
Block Inserter has some blocks that do that already, I know the 5-up block does this, and those question blocks that put stuff in the itembox turn into those brown blocks
rubixcuber
Posts: 34/46
Well, that's what I had been doing, but I was using a fair number of them at some point and they essentially take up twice as much space this way. Also, I'm assuming it would probably take a lot less code to remove the block than to change it to the next one if someone knew the way that would be done.

--- Edit ---
Theoretically I think you would just have to change the value in the map16 low byte table, but I don't know how to have the block determine what address to modify.
Juggling Joker
Posts: 351/1033
I don't see why what Kratos said wouldn't be more than adaquete for any use of a self removing block I can think of.
Alastor the Stylish
Posts: 2628/7620
You could have the next tile in the map16 act like block 25 and have all the parts of it be F8... Though I doubt that's what you had in mind
rubixcuber
Posts: 33/46
Is there a way to have a block that instead of changing to the next block in the map16, just removes itself after being acivated?
Acmlm's Board - I2 Archive - Super Mario World hacking - Self Removing Blocks [Issue]


ABII


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



Page rendered in 0.010 seconds.