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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 - OV movement in level? (ASM) | |
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Smallhacker

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Posted on 04-07-04 09:44 PM Link | Quote
Have anyone found a way to change the OV location by using a custom block, so you can do stuff like the OV pipes in SMB3?
Escherial

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Posted on 04-07-04 10:02 PM Link | Quote
I was researching this quite a while back -- of course, the thread's gone, but someone might remember the addresses. If I can find them in my notes, I'll edit this post.
Darkmatt

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Posted on 04-08-04 01:50 AM Link | Quote
Wow, haven't seen this problem.

Well, I dunno, that would damn well rock. But of course, if we don't know how to hack how it works in the original, it's not going to happen in SMW.
HyperLamer
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Sesshomaru
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Posted on 04-08-04 06:24 AM Link | Quote
7E1F11 Submap (0=Overworld, 1=Yoshi, 2=Vanilla, 3=Forest, 4=Bowser, 5=Special, 6=Star)
7E1F17 16-bit OW X position
7E1F19 16-bit OW Y position
7E1DEA Overworld event to run at level end ($FF=None)
Just be careful moving between submaps.
Escherial

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Posted on 04-08-04 07:44 AM Link | Quote
Hey, Hyper, did you ever figure out whether or not those OW position addresses are actually correct? They were kind of guesses on my part and I recall you saying something about them being misaligned.

As far as moving between submaps, there's some concern about changing the palette or something, but I think it's ok as long as you change the submap before you exit a level.

Anyhow, I'd really like to see this used, as I never had a chance to try it out myself on a decent scale -- send me a demo if you get anything going, Smallhacker .


(edited by Escherial on 04-07-04 10:44 PM)
blackhole89

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Posted on 04-08-04 01:57 PM Link | Quote
The overworld event# flag could be also used to make multiple secret exits inside a level.
Smallhacker

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Posted on 04-08-04 06:10 PM Link | Quote
Originally posted by Escherial
Anyhow, I'd really like to see this used, as I never had a chance to try it out myself on a decent scale -- send me a demo if you get anything going, Smallhacker .


Well, sorry... I prefer to release whole my hack at once, not world by world.

However, I MIGHT throw together a minor hack to see if it works.
HyperLamer
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Sesshomaru
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Posted on 04-08-04 08:02 PM Link | Quote
Indeed, 16-bit numbers aren't supposed to be stored at odd-numbered addresses. I haven't actually checked it out yet.
Smallhacker

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Posted on 04-08-04 09:41 PM Link | Quote
Hmm... Those OV location bytes doesn't seem to be 100% correct... Hmm... Have anyone got the RAM location of the table containing the "Activated Directions"? (I'm not talking about the directions to activate, but the directions that has already been activated.) I'm thinking about creating a "3:rd Exit Block" that exits the level and activates the event number + 2 and activates a third path. (A 4:th exit would only be useful for the first level in the game, so it would be pointless.)

One more question. Are there any way to exit the level without activating the given path?
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