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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 - Wall Jump | |
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Krono

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Posted on 05-17-05 07:20 AM Link | Quote
Mario's famed wall jump move, he did it in mario 64 and sunshine (though both were done in different ways). I'm wondering if this would be possible to implement via extensive ASM hacking...and how would we go about doing it, anyway? A custom tile/block that, upon collision with mario's side, would propel him by an angle (similar idea to the noteblock only instead of 'bouncing' off of it, you would jump away from it in an upwards angle)? Or is there some way to make it that Mario performs this function upon collision with absolutely any wall in the game?

The former is probably easier, I suppose...either way, this is a pretty cool idea, and if I knew how, I'd spend time exploring it. This thread may be pointless, but I'm just throwing ideas up in the air, in the hopes that someone more capable than me would catch it.
Squash Monster

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Posted on 05-17-05 07:52 AM Link | Quote
It would be possible to make him wall jump when coliding with any old wall without any entirely monumental amount of assembly hacking. It's been done before, with Parasyte's (I believe it was Parasyte, it usually is at least) addition of wall jumping to the first Metroid game. The main things would be knowing where input is handled, how levels are stored in memory (depending on how the game stops you from walking into a wall, this may not be necessary), and a bunch of velocity and state knowledge that I know we already have. I'm pretty sure we don't have a good way to get a special graphic for it where his feat are touching the wall, though.

The custom block approach is already pretty much there for you -- just use one of those mover blocks to accelerate him at those walls. I don' think it'd look too good though.


(edited by Squash Monster on 05-16-05 02:54 PM)
Sukasa

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Posted on 05-17-05 08:01 AM Link | Quote
Originally posted by Squash Monster
It would be possible to make him wall jump when coliding with any old wall without any entirely monumental amount of assembly hacking. It's been done before, with Parasyte's (I believe it was Parasyte, it usually is at least) addition of wall jumping to the first Metroid game. The main things would be knowing where input is handled, how levels are stored in memory (depending on how the game stops you from walking into a wall, this may not be necessary), and a bunch of velocity and state knowledge that I know we already have. I'm pretty sure we don't have a good way to get a special graphic for it where his feat are touching the wall, though.

The custom block approach is already pretty much there for you -- just use one of those mover blocks to accelerate him at those walls. I don' think it'd look too good though.


OK... The game uses a RAM register that hold a byte that hold a value that decide wther mario is gainst a right cliff, left cliff, on grond, in air, swimming, against a concrete block, etc. It shouldn't be too hard to look for a cetain value and act on it. The rest of it could be ASM that calls preexisting code after setting mario's X + Y speeds, and the GFX could be used by taking advantage of some X tiles in mario's GFX file, and maybe saving 4 8x8 tiles by having it so you can only wall jump when big or something.
Krono

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Posted on 05-17-05 08:31 PM Link | Quote
How about if we were to make Mario hang off of ledges, which is seen in Metroid Fusion and Metroid Zero Mission?

A nifty idea would be to modify some of the sounds in the game to include Mario's voice from Mario 64. For example...replace Mario's 'jump' sound with a voice sample in Mario64 that is usually used when jumping, replace the 'turning into small mario' sound into Mario64's 'unf', etc.
d4s

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Posted on 05-17-05 11:03 PM Link | Quote
Originally posted by Krono
A nifty idea would be to modify some of the sounds in the game to include Mario's voice from Mario 64. For example...replace Mario's 'jump' sound with a voice sample in Mario64 that is usually used when jumping, replace the 'turning into small mario' sound into Mario64's 'unf', etc.


thats a fine idea, i thought about that aswell.
theres not too much space left in spc ram, but you should be able to fit some more
samples in.
when replacing the jump sounds, it would be better to randomly select one of the 4 or 5 different sounds mario utters when jumping in mario 64, otherwise i could image it sounding pretty boring and repetitive after a while.

i havent fully commented mario worlds spc engine(just had a look and wrote down some things here and there), but it should be easy enough to include a random selector of 4 different samples (maybe based on the current state of one of the timing clocks or whatever) when the jump sound should be played.

actually, i dont think the current smw jump sound is just a sample.
havent had a look at it yet, but my guess is that its a very, very small looping sample that gets its pitch gradually increased, so you would have to remove that pitch raising sequence aswell if you want something like voice acting.



(edited by d4s on 05-17-05 06:04 AM)
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Posted on 05-18-05 05:33 AM Link | Quote
You could easily just hack the code that tells the SPC to play the jump sound.

Wall jumping with custom blocks shouldn't be too difficult. A simple implementation could just see if Mario's touching the side of the block and if a direction + the jump button is pressed; if so, play a sound, flip Mario and send him upward and away.
Sukasa

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Posted on 05-18-05 06:32 AM Link | Quote
yea, like if mario is facing the wall, then if the b button is pressed, make him ump and set the X value correctly. not too hard, just read three flags:

1. is mario against a wall
2. is he facing that wall? (read his direction flag, then compare to the wall flag and see if they are correct)
3. is the b button pressed?

if all 3 are true, then have him jump.
Grinto

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Posted on 05-18-05 07:35 AM Link | Quote
Wall jumping is already possible in Super Mario World.
MathOnNapkins

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Posted on 05-18-05 08:32 AM Link | Quote
You mean if you run up a wall with a triangle block? That's the only thing I can think of, and I haven't even played SMW in ages, so even that seems fuzzy.
Krono

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Posted on 05-18-05 10:20 AM Link | Quote
I thought about that sort of walljump thing you can do when running up a triangle block, although it's not entirely the same as to the wall jump I mentioned.

That said, I wonder how difficult it would be to add mario's handstand and side jump moves from his Donkey Kong games for the gameboy (one has you duck then press B, the other has you skid and then press B). The handstand might be way too hard, but the side jump...

There's also that charge-jump from smb2, ducking for an extended period of time produces a 'charge' and letting go makes you jump extra high. Though this move isn't very interesting, and it might just be a waste of space.

Something that could be very interesting to see is a warp-menu, in the fashion of Super Mario Advance 2, the GBA port of Super Mario World. Essentially a menu that lists all the level names in the game, and allows you to select them to warp there. This would probably be unusually difficult however, and it may just be better to throw in an clever star warp system to easily travel between worlds.

Other areas that I haven't seen explored in most hacks are the power ups. I've seen the sprites for those items changed, but how about adding in a new power up entirely, or porting some of the power ups from mario 3 (ie the hammer brothers suit). This stuff would probably require boatloads of ASM modifications...I've thought about an entirely new powerup that would be a short-range hammer swing (a la mario RPG, paper mario), and perhaps make it so that it can break certain blocks and defeat certain foes. It could probably use similar code to the cape swing, as that's a short-ranged attack that already exists in the game.

Alternatively, perhaps the hammer could be a loose object in a level, that mario could grab and actually use, and you would press a certain button combo to let go of it (Y would swing it once the hammer is in your hands, and perhaps X would drop it). In fact, now that I think about it...couldn't we think up of ways to use the X button more often? My memory may be foggy, but I do not remember very many situations, if any at all, that you used the X button to perform a unique action.
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Posted on 05-18-05 11:01 PM Link | Quote
I think a wall jump move is useless having Yoshi. Should be more interesting a Super Buster or something else. Ok ok, I didn't have nothing to say... I just need a moon counter to ma hack.
Krono

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Posted on 05-19-05 06:32 AM Link | Quote
Of course, Yoshi always seems to complicate things, in the way of hacks (which is why I assume certain hacks completely eliminate him from the game). Heh, I remember using him in my hack, and his graphics glitched up entirely. Apparently he doesn't like castle levels... Though adding walljump would simply give you more options for gameplay and level design potential, and would make Mario have even more of a reason to not be on Yoshi.

The way I look at it, whatever you choose, there will be advantages and disadvantages. Say we make it so only big mario can walljump, but small mario can enter small spaces, while yoshi can't do any of that stuff, but he can stand on certain terrain, defeat many enemies easier, and provides protection until you lose him. So there's a reason for all of these things to be used, and with clever level design, these things can all be used in interesting ways to spice up gameplay.

Something that I haven't seen in many of the hacks I played is more clever use of the triangle blocks. I'm really quite tempted to think up of more interesting ways to make heavier use of them and then design a level filled with those. It's been quite a while since I've done levels in Lunar Magic, and I appeared to have 'lost my touch'. Level designing, if you go all out, can be really exhausting, specially when you go to test the level and realize that there are a tons of bugs with it; that sort of thing rather discourages me from creating levels.

That, and when I see the progress of this very hacking community, it appears that anything I can do will only be overshadowed by ASM gods such as BMF (unless his unique ASM hacks get thrown into an editor of sorts...wishful thinking, of course).
Schnauzer

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Posted on 05-19-05 08:42 PM Link | Quote
Well, any upgrade is good while it isn't an obligation. I usually restrinct Yoshi because it reduce the posibility to access to high places and it is usefull to hide some secrets. In the same way, count with Yoshi is good to acces to other places and make other tricks. But if you can jump twice why don't use Yoshi or springs or note-blocks?

Originally posted by Krono
...but small mario can enter small spaces...

Jajaja, this is the worst thing you can do if you don't restrinct the posibility that Mario grows because if he acces in smal places and jump or spin, he should cross the wall or die. Tha't a tupical but in the original SMW.


Krono

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Posted on 05-20-05 02:23 AM Link | Quote
With all this said, I take it that giving Mario a 'double jump' power up wouldn't be out of the question, either. Perhaps something to the effect of 'jump boots' which would turn Mario big and change the graphic of his boots, would also grant him a double jump ability. As for ways to limit the wall jump, there can be certain walls that mario can't jump; (such as in megaman X series, certain walls can't be climbed) which would require him to use some other sort of ability. Climbing ledges...maybe that can be an ability that only small mario can do, thus giving room for more situations that would require you to utilize mario's small form.

Of course, for all of these, you need clever ways to restrict certain abilities of Mario on a per level basis; and that's where BMF's 'no flower', or 'no cape' signs come into brilliant realization. Created a level that could be too easily flown through by cape? Just stick a 'no cape' sign at the beginning and make it so that the only way to advance in the level is to pass through that sign; then simply don't put in any cape feathers in the entire level. However, I realize that this can be a problem for midway points, wherein Mario may bypass the initial 'no feather cape' sign by way of a midway entrance. Then again, there must be some simple way to stop this from happening. If there isn't, you could always go for not placing any midway points in the level, though that should be avoided if possible.

I think BMF should release some of these unique ASM hacks he has done to the public in a way where hackers who are not as versed as he is in ASM would be able to make use of these things. As always, wishful thinking...

That doesn't mean that those signs are the only way, though. If thought out well enough, you won't need those signs to restrict the player from using some of mario's abilities in a level designed not to. Then again, having a level which allows you to switch between all of mario's abilities, with certain parts requiring one specific ability, would be nice to see. It would force the player to make use of mario's unused skills, while also giving them the freedom to switch between those. In fact, there can be a level with multiple paths, each path requiring a different ability (ie say a mario world with both a wall jump and ledge hack, big mario can wall jump, small mario can climb ledges; a level would have two paths, one decked out in walls that can't be wall jumped on, but filled with various ledges, thus requiring small mario to get through. Then for another, there would be a unique path that is designed differently, which has no ledges in sight but walls perfectly suited for wall jumping. In addition, to restrict the player from flying through the key areas, the beginning of the level could have a 'no cape' sign, while allowing big mario, fire mario and small mario to be freely switched between in the same level).

Something else: the P balloon. It's an interesting little thing, as it's very different from all the other power ups. I wonder if something unique can be done if someone were to modify the P Balloon's code...perhaps there can be a 'shield bubble', which would feature a graphic of mario hiding within a bubble, and this bubble can pass through certain harmful terrain, such as, for example, lava. A level could be designed so that there'd be a room almost entirely sumberged in lava, and you'd need this 'bubble' to navigate through it quickly; run out of time and die a horrible death in the lava room. Of course, instead of a bubble, it could be a metalic sphere or a submarine; that really is entirely up to the graphic.

A question that I do have: the hammer bros. enemy sort of already exists in mario world, only rather different from his previous incarnations. I'm wondering if...could it be possible to modify the current hammer bros. ASM to make it so that he is vastly similar to the previous hammer bros. in the series? For example, all you'd need to do is get that guy on the ground and walk back and forth. I realize that would be way harder than I made it out to be, but surely, it's not impossible...? Possible in the sense, would we be able to use the existing hammer bros. code to create a more traditional one, is my meaning.
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