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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 - Block request thread | |
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Shyguy
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Posted on 03-13-05 04:11 PM Link | Quote
Yes, I've heard a lot. I need this block. I need that block. Well, here, You can just ask for a custom block, and someone might hook you up. It's easier than to make an individual thread about it.
Pikachu025

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Posted on 03-13-05 11:59 PM Link | Quote
I want a custom block that, when touched, changes into the next Map16-Block and activates both POWs for the standard amount of time (and plays the POW-Activated-Music, and maybe the "POW Squished"-Soundeffect).
Smallhacker

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Posted on 03-14-05 12:23 AM Link | Quote
I want a block which does everything so that nobody would have to make any more blocks.
ExKeeper

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Posted on 03-14-05 01:02 AM Link | Quote
I would like a block that acts like an smw coin, but instead if turning into a "used" block when a blue pow is hit, It turns into a breakable brick from mario bros 3 (with bounce animation).
Keikonium
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Posted on 03-14-05 01:15 AM Link | Quote
I would like to request 3 blocks:

1. A block that when stood on for 3 seconds will turn and mario will fall...then it becomes a regular block again so mario can stand on it.

2. A block that when stood on falls. Just like the donut blocks from SMB3.

3. And a block that creates a stair case of 5 blocks going up to the right (left) diagonally.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-14-05 06:33 AM Link | Quote
Unfortunately each of those has some problems...

1) This could be done using a RAM address to keep track of the time Mario's been standing on it. When he falls through he hits another block (with at least one space between, so Mario's head doesn't hit the one he fell through at the same time) which resets the counter. The breakable block would have to turn into something invisible that turns back into a breakable block if the counter was reset. It wouldn't re-appear right away, but it would next time you stepped there. Making it turn I don't know about... Also, if you stood on it for a second, left, and came back, it'd break right away because the timer wouldn't reset.

2) When the block falls it becomes a sprite, because blocks can only move 16 pixels at a time (unless you move the entire layer). Until someone figures out how to make the sprite, no luck.

3) Could be done if you knew how to get the current block's Map16 address...

SMWEdit: I don't think anyone knows how to change what blocks turn into what when a POW is hit. If they do figure it out though, you'd just need to insert the smashable brick and make another block that acts like a coin, and make them turn into eachother.

Smallhacker: Don't we all?

Pikachu: Changing to the next Map16, I don't know how to do. Activating the POWs can be done by writing a value to their timer addresses (7E14AD for Blue and 7E14AE for Silver), but I don't know what value would do the standard amount of time. (Try looking just after hitting a normal Blue POW - go into ZSnes's cheat menu RIGHT AWAY and put in 7E14AD00, and see what's listed under PV.) Playing sound effects and music can be done by writing to the SPC700 ports at 7E1DF9 - 7E1DFC, but I'm not sure what you'd write where for those specifically.
Mutation

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Posted on 03-14-05 02:15 PM Link | Quote
I want a block that will change a set of arbitrary colors in arbitrary ways (as in, adjust the brightness of certain colors, or make them more (insert color)ish, or any combination of those) depending on the direction Mario goes through it. (like, if Mario goes through from left to right, set certain colors to (set A), but if he goes through the other way, set those colors to (set B))
I want to use it to make things fade from one set of colors to another as Mario goes through an area.


(edited by Mutation on 03-14-05 05:16 AM)
UnsurpassedDarkness

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Posted on 03-14-05 05:31 PM Link | Quote
Originally posted by HyperHacker
2) When the block falls it becomes a sprite, because blocks can only move 16 pixels at a time (unless you move the entire layer). Until someone figures out how to make the sprite, no luck.
I think mikeyk said he made one
The Kins

Kodondo
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Posted on 03-14-05 05:32 PM Link | Quote
I want a block that'll get me a god-damn vodka and make backgrounds for me.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-15-05 12:32 AM Link | Quote
Mutation: There are blocks which will load the palettes from certain levels, you could use those. You'll just have to do something to prevent the player from going back beyond that point (or put in another set before them that loads the original palettes again), and have one or two screens around them that don't use any of the colours that get changed. (Put them at the very right edge of one screen, and don't use those colours on that screen or the next one.) Yoshi's Island does this with tilesets, it looks pretty neat.

UD: I think someone mentioned that they knew where the earthquake code was, so if I could figure out how to turn it into another block, I might be able to do it.

Trashy: Umm... Ebay and TLP?
UnsurpassedDarkness

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Posted on 03-15-05 03:25 AM Link | Quote
Will the ASM from this custom block (which doesn


(edited by UnsurpassedDarkness on 03-14-05 06:29 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-15-05 08:42 AM Link | Quote
I think that needs some special ASM hack inserted to work. You'd probably need to change that JSR address to point to it too. (Shouldn't it be JSL actually? )
UnsurpassedDarkness

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Posted on 03-15-05 09:02 AM Link | Quote
It came with an ips patch, but it doesn
Mutation

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Posted on 03-17-05 01:19 PM Link | Quote
I want a block that will fade out one channel of the BGM, force it to use a specific instrument instead of the one defined within the SPC data, and then fade that channel back in. I will use this to make the BGM change depending on Mario's location within a level. (For example, the last section of a level would have different BGM (but not too much of a difference) than the first section, regardless of how quickly Mario makes his way through the level.) (I'll probably need another block that reverses this...)


(edited by Mutation on 03-17-05 04:21 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-18-05 08:25 AM Link | Quote
Hmm... I'm not sure how to upload new instrument data or adjust volume, but the game writes #$80 to one of the SPC ports (I think the first one) when loading the overworld. (Anyone know SPC700 ASM? ) $1DFB is the music address though; write a track number to change it.
That would be really cool, though. Even just being able to fade in and out.
turtleman

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Posted on 03-19-05 04:57 AM Link | Quote
am edit of the switch block blocks (red and blue)

so that when red is h it a flower pops out

when blue is hit yoshi pops out
UnsurpassedDarkness

Melon Bug
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From: Λtlantıs.
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Posted on 03-22-05 11:55 PM Link | Quote
There is a block that comes with Block Inserter that a flower always comes out of, however it shows a yellow turn block sprite when you hit it, and it turns into the next block in the map16.

Maybe I should be a bit more specefic
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