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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 - Reappearing POW switch [issue] | |
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Glyph Phoenix

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Posted on 03-22-05 06:11 AM Link | Quote
In some levels I want Mario to have to use the P-switch in order to continue, but if you mess up you either have to A.) Jump into a pit or B.) Find a pipe to exit and come back in. I think it would be neat if the pressed P-switch sprite pops back up instead of dissapearing. Then I could use MarioWorldReconfigurer to enable processing at all times. But I don't know the address where this data is saved at, and even if I did I don't know what any of it means.

Does anyone know how to change it so that the P-switch pops back up after Mario presses it rather than dissapearing?
Kario

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Posted on 03-22-05 06:16 AM Link | Quote
Um, in SMW there is a level where you hit the switch and run, and if you dont run far enough you go through a door and go back to the start, and the switch is there again, so I dont get what your asking.
cpubasic13
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Posted on 03-22-05 06:19 AM Link | Quote
When you press on a P-Switch, what you are doing is simply "killing" the P-Switch. What happens when you spin-jump a Koopa? It dies and never returns until you leave the level.

The P-Switch just does this, but when it "dies" it calls up the routine for the POW Activated.

If you did indeed want to fix this, this would probably mess up every sprite in the game to do the same. Imagine killing 3 Charging Chucks, backtracking, and then having to fight them... over, and over again.

That would be nice to do, but I bet with a little work, you could make a block that acts like a P-Switch, switches to the next Map16 block (which is the pressed down switch) when a POW is active, and then switches back when POW is inactive. That would seem like a more reliable way of doing this.

But don't ask me to do it. I have no clue how to do so anyway. I am sure that it is possible to do though.
Glyph Phoenix

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Posted on 03-22-05 12:48 PM Link | Quote
Kario: I know. But you have to go out and come back in, and that sucks. I hate going out and back in. Other stuff you did resets itself, too. And going out and back in in a vertical level (which the one I need this switch for happens to be), and secondary exits mess up vertical levels a lot for me. I don't want to go back out and back in! It sucks on so many levels!

Cpubasic13: I didn't ask you.

It's just needed to fix one level, and it needs to be carried by Mario... so it can't be a custom block. Plus, that sounds like an awful lot of work for someting so simple.

I'm only interested in disabling that one function for that one sprite. So I flip the switch for 'process while offscreen' in MWR, and find the address that makes the P-switch run through the 'death' process and disable it.

Is there a 'revive' process? Can I run that instead of the 'death' one? Because that would be just great.

Now, I don't know ASM, so this would have to be dumbed down into hex addresses for me if anyone has a simple solution. Opcodes make me queasy.
Surlent
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Posted on 03-22-05 04:18 PM Link | Quote
That way it was in SMW 2 with stationary P switches, like in Extra 2.
Switches from clouds also appeared, but that can be compared to those ones hidden in turn or question blocks in SMW1: Once you hit it, you'll have to warp into that level again to have a virgin switch.
I though about a setup which gives you three chances, but that fails due to the fact that the P switch only falls down a level (when activated you will see, that each time the switch on the bottom used up its power, a new one will fall down), when Mario is in the same screen like the switch. Due to the limits if put into one screen without scrolling, there's only two extra chances for that, without the fact the player might see that little "cheat"


If there might be an ASM routine to make the P switch falling down without regarding Mario'S position in the level, it might work.
But I think that is way too much work, since it requires a full rewriting of the gravity codings, as it might affect other objects and gameplay as well heavily
gnkkwinrrul

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Posted on 03-22-05 04:57 PM Link | Quote
You can always use the Yoshi P-switch trick to make it reappear...jump on it and then eat the crushed P-switch sprite and a P-switch will be in Yoshi's mouth
Glyph Phoenix

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Posted on 03-22-05 09:48 PM Link | Quote
No, no, no... my hack is going to have long levels and no time limit. What I'm trying to do is make it so it is impossible to get stuck and/or have to make Mario commit suicide. So that's why I need the P-switch to re-appear... so the player doesn't have to jump off a cliff or do one of those stupid enter/exit or Yoshi tricks to get the POW back. Those tricks suck.
Juggling Joker

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Posted on 03-22-05 09:58 PM Link | Quote
Lezard Valeth's trick is actually quite clever, I would consider using that if you can't work out anything else.
Xkeeper
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Posted on 03-22-05 10:48 PM Link | Quote
But like he said, it would only work while Mario is on the same screen area. If you walked back, they'd return to their original positions.
UnsurpassedDarkness

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Posted on 03-22-05 11:17 PM Link | Quote
Originally posted by Xkeeper
But like he said, it would only work while Mario is on the same screen area. If you walked back, they'd return to their original positions.
No they wouldn
gnkkwinrrul

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Posted on 03-22-05 11:21 PM Link | Quote
You could always make a new sprite that, when you touch it, does the same thing as a p-switch but doesn't die. I guess
Glyph Phoenix

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Posted on 03-22-05 11:25 PM Link | Quote
I'd have to re-map it to a different ASM pointer, and then re-write the script. In ASM. Which I don't understand.

So, no. I'd probably be better off looking for the address that makes the P-switch do the whole 'death' thing and make it flip back up instead. But I don't know where to begin... I think someone who understands SMW data formatting needs to find this one.
Xkeeper
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Posted on 03-22-05 11:39 PM Link | Quote


As far as Ican tell, ti'll work no matter where you put it, so that should work fine.

(I hit the PSwitch at the end of the level, waited, and they still dropped, so...)
Glyph Phoenix

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Posted on 03-22-05 11:40 PM Link | Quote
But I don't want a million P-switches... I just want one that won't go away when you press it.
Violent J

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Posted on 03-23-05 12:07 AM Link | Quote
God. What he is saying is, is that after he hits the P Switch he wants it to pop right back up again and be usable! Not dissapere after he hits it!
Juggling Joker

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Posted on 03-23-05 12:14 AM Link | Quote
We know what he is saying, silly. Most of us are just trying to come up with solutions that don't involve heavily modifying the game.
gnkkwinrrul

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Posted on 03-23-05 12:32 AM Link | Quote
My take on this? You aren't going to get a P-switch that does that. Unless you are extremely good at ASM and do it in a way that wont screw up the rest of the game. So please just do something other than that
Magikoopa Myster

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Posted on 03-23-05 02:12 AM Link | Quote
Why don't you put a door right beside the P-Switch that leads right to the other side of the P-Switch? It's simple yet fool-proof.
Glyph Phoenix

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Posted on 03-23-05 03:13 AM Link | Quote
No. It's not. And I told you all the reasons why in my above posts.
Xkeeper
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Posted on 03-23-05 04:49 AM Link | Quote
read our lips:


either use the solutions posted here, or make one on your own. What you're asking is difficult (or impossible) to do without rewriting some serious guts of the game. No one will do that for you. Either do it yourself, accept on of the solutions here, or shut up.
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