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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 - ASM hack requests | |
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k0rn95
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Since: 03-23-05
From: Fishkill, NY

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Posted on 07-01-05 03:29 AM Link | Quote
I've been having a problem with the Mario and Luigi blocks. If you exit a level with a different charactor then when you started, it goes to the postion on the overworld of that character instead of the first one, and it creates a palette problem if its on a different submap. Like, if you start a level with Mario and change to Luigi and then exit, it goes to Luigi instead of Mario in the overworld. A patch the keeps Mario and Luigi together in the overworld would be great.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

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From: Canada, w00t!
LOL FAD

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Posted on 07-01-05 08:24 AM Link | Quote
Yeah, that happens. I suppose the only thing you could do is hack it to save what character you are when you enter a level, and return you to being that character when you leave.
Nintenfreak

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Posted on 07-08-05 12:33 AM Link | Quote
How possible would it be to make the red ? Block change a dotted line block (who's atributes would be set to Background object, of course) turn into cement blocks? And if it is, could I do it with multiple of the same blocks with different colors for variety.

The goal I had in mind was the kinda blocks in the bonus areas of Wario Land 4.
Glyph Phoenix

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Posted on 07-09-05 11:10 PM Link | Quote
You'd best not mess with dotted line blocks. Screwing with one of those will screw with the crates in ghost levels and possibly other stuff in other levels, depending on which tiles they use. Making a totally new block would almost certainly be a better idea.

How exactly do those blocks in WL4 work? I don't have the game.
Pikachu025

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Posted on 07-10-05 01:07 AM Link | Quote
Actually, I think he just means blocks that are passable/non-passable when the ON/OFF-switch is in a specific position.
Glyph Phoenix

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Posted on 07-10-05 02:14 AM Link | Quote
Oh. Well, if I recall, isn't there already a blocktool block that does that?
Pikachu025

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Posted on 07-10-05 02:21 AM Link | Quote
Yes, there is. Many hacks use them, actually.
Glyph Phoenix

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Posted on 07-10-05 02:58 AM Link | Quote
Woo! Less work for me!
Pikachu025

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Posted on 07-10-05 03:21 AM Link | Quote
I would like to say that I want a combined POW-block (as block, like in SMB3, not sprite) again, it seemed to be ignored. As I said, easy: Just call blue & silver-POW-routine.
Glyph Phoenix

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Posted on 07-10-05 03:42 AM Link | Quote
I didn't ignore it. I just figured it'd be weird with both timers going and since you could easily get this effect by stuffing both of the different sprites in the same place and because I'm lazy I shrugged it off.
KawaiiImoto-e

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Posted on 07-10-05 03:47 AM Link | Quote
Again asking for a feature present in the SMA2 port of SMW.

A Dragon Coin List, wich keeps track, in wich level all Dragon Coins are collected.

And when all Coins (5 / Level) are collected, it activates something, like it does for the Special World.
Glyph Phoenix

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Posted on 07-10-05 04:53 AM Link | Quote
I sure can't do any of that. I'd first have to save all the variables somewhere and create a bunch of functions that deal with this and make changes and I am nowhere near displaying graphics on my own instead of just tweaking the system.
Pikachu025

Shyguy
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Posted on 07-10-05 05:04 PM Link | Quote
Actually, you can't put both sprites in the same place, since the P-Block's color changes depending on it's X-Position. And even if you could, you could just hold Y go grab one and then activate just one. I want to use that for puzzles, like in SMB3's 6-10. Come to think of that, peter_ac would need that too to truthfully recreate that level.
Glyph Phoenix

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Posted on 07-10-05 09:10 PM Link | Quote
I didn't mean at the exact X and Y location, I meant placed right next to each other. Although I can't see a problem that can't be fixed by clever placing of both the P-switches, you have a couple of good points. And since I haven't really contributed anything yet, I might as well get on this.

Now, I'm thinking that the actual block will set the timers off (there's probably a function that will do that and all the p-switch things) and all that, but acts like block 25 as long as the timers are still active. If you make an animation that changes as long as a blue or silver P-switch is active it should look and work almost exactly like a P-switch except you can't carry it.

I'll get to working on this sometime. (Unless I can get somebody else to do it for me.)
Populous

Red Koopa
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Posted on 07-10-05 10:31 PM Link | Quote
HAR!
Make a block. When it is hit, it changes Marios fireballs from bouncing to straight shots. And vice versa.

Or a power up-block, which makes a force field around Mario ---> Saves from 1 hit.

Or a another power up-block, which makes Marios cape shoot special "fireballs" that look like sickles!
ShadowTails

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Posted on 07-11-05 03:29 AM Link | Quote
Has anyone ever programmed yoshi to act like he does in Yoshi's Island (or Super Mario Advance 3)? I would like to play a hack like that were Yoshi floats, and mabey if you can be able to have the morph bubbles, it would be like a SMW:Yoshi's Adventure....
Pikachu025

Shyguy
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Posted on 07-11-05 03:21 PM Link | Quote
Why you don't just hack SMW2 then? I mean, this would be a HELL to script.
Glyph Phoenix

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Posted on 07-16-05 06:17 AM Link | Quote
Ha ha. It's that time again...the time where I say I'll do something but end up slacking off and putting it off indefinately.

But here. Have two blocks that activate and deactivate side exits instead.

Open up that crazy side exit

Close side exits

I'll probably get to that POW block sometime yet.
Knight of Time

Keese
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Posted on 07-16-05 06:38 AM Link | Quote
I think it's about time I revived an idea I had for a custom block that I believe was never made.

Glyph Phoenix, just wondering, but would it be possible to make a version of the Frozen Brick that can only be destroyed by Yoshi Fireballs?

In my hack, I have plans for some levels in the game where you need a provided, coloured Yoshi (red, blue or yellow) to beat the level, advancing through obstacles in each level no other Yoshi can clear.

What do you think about the idea?
Glyph Phoenix

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Posted on 07-16-05 06:59 AM Link | Quote
There already is a block that only can be destroyed by Yoshi's fireballs, so why not just take that block and make it look like a block of ice?

Unless you're looking for coins and such to come out, in which case I still can't help you because I haven't figured out how to create sprites or even change the graphics of a block during Blocktool block code.
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