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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Uh...help... | | | |
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mvent2 Paragoomba Level: 14 Posts: 26/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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The thing is, I am trying to replace the bonus game with a thing similar to Toad's item shop. You arrive in the bonus level and you have 3 blocks you can bump. Im using Block tool to make the block that puts an item in your spare item box. After bumping one block, the level ends. My problem is, I can get the get-an-item part to work properly, but the level won't end. I have tried making a goal block in block tool and making the item blocks "act like" the goal block, hoping the get-an-item part would still work, but it will only end the level and not give an item. I have tried putting a goal point sphere sprite in front of each block, but when you hit the block you cant get the sphere. How do I make this work... If only you could put two working objects in the one tile, that would make things so much easier |
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Ikuzou Cheep-cheep Level: 19 Posts: 25/181 EXP: 30977 For next: 4800 Since: 05-24-05 From: Japan Since last post: 64 days Last activity: 3 days |
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How about this: Remake the block so that it makes the bumping sound when you touch it. Then, insert the block and make the setting water or 25 or something. Place the sphere behind the bumping block. When you test the block it should seem like Mario hit the block and ended the level. I don't know anything about ASM, but I think it'll work, though. |
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mvent2 Paragoomba Level: 14 Posts: 27/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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Originally posted by Ikuzou That won't work as you have to hit the block from below and solidify it to get the item. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 790/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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try... shoot. Can't remember the register, but there was an action register that would fade out the level when a certain number was written to it. try giving the player an item and then writing that register. | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 4833/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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It's $100. I think you use something like #$0B to exit the level. | |||
mvent2 Paragoomba Level: 14 Posts: 28/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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I have an idea but I don't know if it'll work. I set the layer 2 to level with layer 2 interaction on. I put the block which gives the item on object layer and put the goal block in the same position on layer 2. That way they'll hit both blocks simultaneously, though it'll be at the cost of a good background, which will leave me open to criticism from some people (*looks at people accusingly* ) | |||
DisruptiveIdiot Paratroopa Level: 21 Posts: 104/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by mvent2 You could use objects in layer 2 with background gfx to make one, just make them all behave as walkthrough dirt. |
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mvent2 Paragoomba Level: 14 Posts: 29/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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Would my idea work or am I simply being naive again? | |||
Cirvante Shyguy Level: 14 Posts: 35/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
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Maybe you should enable side exits. That's what FuSoYa did in DWTLC. (edited by Cirvante on 06-07-05 01:54 PM) |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 105/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Cirvante Then he'd have to somehow disable the other items, Fu just gave you a bunch of items, this guy only wants one given to you. |
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Alastor the Stylish Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco. Level: 114 Posts: 6574/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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Here's a stupid idea: Have a block just below each item block that, when hit, triggers something. The floor is all custom blocks, and when that something is triggered, you can pass through the floor. Below the floor is the level ends. | |||
Glyph Phoenix Level: 39 Posts: 264/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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That's actually pretty clever. Brilliant, even. I might use that in my hack if mvent2 doesn't. | |||
Pikachu025 Shyguy Level: 17 Posts: 61/96 EXP: 21989 For next: 2754 Since: 05-05-04 Since last post: 75 days Last activity: 11 days |
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May I use something like that in my hack...? | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 805/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Or maybe you could use blocks that trigger the on/off register ($14AF), which would turn them into different GFX. After that, code them so that they are unresponsive to mario jumping with the switch OFF, because all levels start with it ON. also, a block would need to change register $14AF to OFF after being hit.. then just enable side exits. Partial example: lda $14AF cmp #$0 /check if the switch is ON beq label1 /if so, execute code rts /otherwise leave the code segment label1: //place your item code here lda #$1 sta $14AF /stop the code from running again in this level, at least until you re-rts /enter it from the OW. |
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mvent2 Paragoomba Level: 14 Posts: 30/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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Darkflight, after seeing that, you reaffirmed my fear of ASM. Instead of using cmp, why doesnt it just use IF??? And instead of beq, GOTO???? Whoever invented ASM is either foreign or retarded. I used Ballom's suggestion and it went like a charm, after some vigorous problem solving. eg. A vertical layer 2 interactive level will only show its layer 2 stuff if it has more than 1 screen. Second, the layer 2 stuff scroll with the scrolling, so I disabled scrolling (duh) but then found out the stuff in layer 2 is NOT where you put it in Lunar Magic. So I moved the on/off switch until it was in the right place. So after adding about 10 more blocks in Block tool, I perfected it. Yay! Sorry to whoever wanted to do this, and thanks Ballom. |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 4861/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Because If and Goto are too complicated for ASM. (Actually, 'goto x' is basically just the same as 'jmp x' or similar.) It takes some getting used to but it's not that bad. Basically in ASM you can only compare two values and jump to different parts of code based on whether one is greater than, less than, equal to, or not equal to the other. You use this in conjunction with math and various jumps to achieve the same effect as an If statement. Example: a chunk of C code: if(a == b) DoSomething(); else if(a > b) DoSomethingElse(); Might look like this in ASM: cmp a,b ;are A and B equal? |
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mvent2 Paragoomba Level: 14 Posts: 31/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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Originally posted by Pikachu025 I dunno I want the hack to have all these unique things so I could AT LEAST have a shot at the best newbie hack award. |
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