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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Reappearing POW switch [issue] | | | |
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Glyph Phoenix Level: 39 Posts: 133/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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? |
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Kario In Possession of a Stolen Shovel Level: 65 Posts: 1514/2082 EXP: 2321379 For next: 14249 Since: 03-15-04 From: Texas... Yeehaw! Since last post: 2 days Last activity: 17 hours |
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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 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 893/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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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. |
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Glyph Phoenix Level: 39 Posts: 134/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Surlent サーレント Level: 49 Posts: 803/1077 EXP: 863920 For next: 19963 Since: 03-15-04 From: Tower of Lezard Valeth Since last post: 16 hours Last activity: 1 hour |
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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 |
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gnkkwinrrul Dry Bones Level: 39 Posts: 477/647 EXP: 402054 For next: 2717 Since: 03-15-04 From: LYKEOMGIMFROMSOMEPLACE???? Since last post: 81 days Last activity: 40 days |
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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 Level: 39 Posts: 135/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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 Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 638/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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Lezard Valeth's trick is actually quite clever, I would consider using that if you can't work out anything else. | |||
Xkeeper The required libraries have not been defined. Level: NAN Posts: -2304/-863 EXP: NAN For next: 0 Since: 03-15-04 Since last post: 2 hours Last activity: -753366 sec. |
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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 Melon Bug Level: 39 Posts: 543/746 EXP: 391555 For next: 13216 Since: 10-29-04 From: Λtlantıs. All your base are belong to us. Since last post: 12 days Last activity: 2 days |
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Originally posted by XkeeperNo they wouldn |
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gnkkwinrrul Dry Bones Level: 39 Posts: 479/647 EXP: 402054 For next: 2717 Since: 03-15-04 From: LYKEOMGIMFROMSOMEPLACE???? Since last post: 81 days Last activity: 40 days |
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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 Level: 39 Posts: 137/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Xkeeper The required libraries have not been defined. Level: NAN Posts: -2302/-863 EXP: NAN For next: 0 Since: 03-15-04 Since last post: 2 hours Last activity: -753366 sec. |
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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...) |
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Glyph Phoenix Level: 39 Posts: 138/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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But I don't want a million P-switches... I just want one that won't go away when you press it. | |||
Violent J Melon Bug Level: 41 Posts: 276/749 EXP: 479154 For next: 991 Since: 05-05-04 From: Since last post: 8 hours Last activity: 8 hours |
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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 Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 640/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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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 Dry Bones Level: 39 Posts: 482/647 EXP: 402054 For next: 2717 Since: 03-15-04 From: LYKEOMGIMFROMSOMEPLACE???? Since last post: 81 days Last activity: 40 days |
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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 Lakitu Level: 34 Posts: 86/553 EXP: 238506 For next: 15145 Since: 12-01-04 From: I'm a Magikoopa! Watch it! Since last post: 9 hours Last activity: 8 hours |
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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 Level: 39 Posts: 140/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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No. It's not. And I told you all the reasons why in my above posts. | |||
Xkeeper The required libraries have not been defined. Level: NAN Posts: -2300/-863 EXP: NAN For next: 0 Since: 03-15-04 Since last post: 2 hours Last activity: -753366 sec. |
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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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Acmlm's Board - I2 Archive - Super Mario World hacking - Reappearing POW switch [issue] | | | |