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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 - Screen-scrolling pipes concept Idea
  
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HyperLamer
Posts: 3509/8210
It means he didn't use normal pipes, just blocks that look like them.
Originally posted by Nad-Gob
PLEASE, I'LL LET YOU HAVE MY NEXT HACK (UNLOCKED)!!!!!! OR EVERYTHING

You realize this is the guy who made LM? If he wanted to unlock a copy of your hack (and I can't see why) I'm sure he could. (Not to mention Para's program. )

And why the heck did you put a colour tag at the end of your post?
Kario
Posts: 1364/2082
It means simply that there are no level exits. It simply moves mario from one place to another in the same level.
Sukasa
Posts: 84/1981
Hey!

Originally posted by Juggling Joker
It's fairly certain that regular pipe blocks weren't used at all. It's not like there's anything preventing someone from using the same 8x8 tiles for their own custom blocks.


What do you mean? I'm a little confused by that post, to be honest

EDIT: Ok... I understand now. I was tired last yesterday.
Juggling Joker
Posts: 531/1033
It's fairly certain that regular pipe blocks weren't used at all. It's not like there's anything preventing someone from using the same 8x8 tiles for their own custom blocks.
Nad-Gob
Posts: 12/94
Remember the white block...



FuSoYa can you tell me if you used a normal or exit-enabled pipe? Or can't you just write me a private message explaining everything you did to do this effect of scrolling step by step ? PLEASE, I'LL LET YOU HAVE MY NEXT HACK (UNLOCKED)!!!!!! OR EVERYTHING
FuSoYa
Posts: 151/255
Originally posted by HyperHacker
And how do you disable the input anyway?


It's stored in $15 and $17 (16 bit). As long as Mario is touching a block, you should be able to filter out button presses in the block's code before the game can process them.
HyperLamer
Posts: 3264/8210
You have to make new custom blocks for this anyway. Make one that both makes you go behind the screen and makes you move. As far as changing direction, the pipe blocks have to know which way to move you (unless you want one-way, cornerless pipes, which would be boring), so you have blocks that set the 'direction' variable for them.

<offtopic> My mom seems to be very confused by "Kafuka - fear the posting experience". And my damn modem seems to be very confused by "stay connected dammit" </offtopic>
Smallhacker
Posts: 1303/2273
Originally posted by Keikonium
I dont understand how you can have 1 block be both a behind the screen block, and a directional block. I thought you could only have each block do one thing only...unless you use maby Next Block in Map16 block?


The easiest way:
1: Insert the two blocks somewhere.
2: Find where those blocks' code is stored.
3: Make a block that jumps to one of the blocks. When it's done, it jumps to the other one.
4: Insert block
5: ???
6: Profit!
Keikonium
Posts: 982/-2459
When I said I didn't understand the ones (meaning the pipes) that send you left, right or up, I dont understand how you can have 1 block be both a behind the screen block, and a directional block. I thought you could only have each block do one thing only...unless you use maby Next Block in Map16 block?

Anyway, some one trace the code for the pipes (or make a block publicly accessable) that can imitate these pipes. I would do it, but, well Im lazy (and even if I did trace to where the code is, it would be useless to me). Hopefully someone figures this out!
Sukasa
Posts: 49/1981
Originally posted by HyperHacker
I thought he might have meant that. So don't use layer priority, just make Mario go behind stuff? What would be the difference exactly?


The difference would be that mario's cape would be visible when you aren't in the pipe. Otherwise, I wouldn't know, honestly. Maybe someone else does...?

BTW, just like mario's layer priority value, is there one for every individual sprite? Pirhana plants use it, that's for sure. Maybe the values for yoshi and p-switches in the original SMW were changed too, to stop the display from becoming glitchy? Would that idea work?
HyperLamer
Posts: 3235/8210
I thought he might have meant that. So don't use layer priority, just make Mario go behind stuff? What would be the difference exactly?

I still dont get the ones that send you different directions.

You need them to change direction. What exactly don't you get?
Keikonium
Posts: 981/-2459
oh! White block means that smb3 style block with the 4 screws in each cornor that you duck on, it it makes you go behind the screen. Now I see why fu said no layer priority, and this could be very easly done to make vertical pipes, but I still dont get the ones that send you different directions.

Any more hints people?
Someguy
Posts: 193/397
I'll try and play like Fu and give a hint. SMB3 1-1's secret used the white block and Super Demo World The Legend Continues replicated SMB3's 1-1 down to that. If you don't know what white block effect, which is also a custom block now, and can be done with just one value change, then just wait for someone else to answer.
HyperLamer
Posts: 3212/8210
Originally posted by FuSoYa
If you want an extra hint though, don't use layer priority on the pipe tiles. Remember the white block...

Er, what block? And how do you disable the input anyway, is there a variable for it or do you have to hack it yourself?
FuSoYa
Posts: 150/255
Originally posted by UnsurpassedDarkness
FuSoYa, why can
UnsurpassedDarkness
Posts: 446/746
In one level, a pow switch Mario is carrying sticks out of the pipe
Someguy
Posts: 192/397
I'm not sure why but I did something wrong once, or used an earlier version and got Yoshi in a pipe and Mario crushed against something so that's probably why. If someone actually reads this we might be close to making pipes that are BETTER then Fu's, atleast possibly code wise because of that thing he didn't think of doing that we know of before making them.
UnsurpassedDarkness
Posts: 444/746
FuSoYa, why can
FuSoYa
Posts: 149/255
Originally posted by Darkflight
FuSoYa, Could you please post maybe a hint or something here? Please?


Sounds like you've already got the right idea, as far as implementing the pipes like DWTLC does. I found it kind of finicky to get it to work well in practice... but then again, I didn't think of blocking Mario's input till version 1.1. As a result, people may find doing their own implementation from scratch easier than reading DWTLC's code.

If you want an extra hint though, don't use layer priority on the pipe tiles. Remember the white block...
Alastor the Stylish
Posts: 5028/7620
Originally posted by Pikachu025
Not exactly. With the secondary-entrace method all smashed/melted/whatevered blocks reappear, with scrolling pipes not.
You only have 200 Secondary Entraces, so in a pipe maze you may run out...
Firstly, pipe mazes suck, so it's a moot point. Secondly, those things only reset because they were never in the original game, so code to keep them gone isn't in it, but it could be added just as easily as demo world pipes could. Thirdly, I never said that you would use pipes and secondary entrances like you would scrolling pipes, I just said you can do all that stuff without scrolling pipes, so it's still a moot point; you can usually get by with nothing there for moving Mario around (again, this obviously doesn't work in the case of pipe mazes) And in vertical areas a shaft made with custom blocks so you can only move up through and another one right beside it you can only move down through would suffice.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Screen-scrolling pipes concept Idea


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