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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 - SMB3 pipe demo | |
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mikeyk

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Posted on 06-22-05 03:34 PM Link | Quote


Hey guys, here's a little demo of the pipes I'm working on. The corner pieces aren't present yet but they are coming along nicely. I'm hoping some people will try this demo so I can work out the bugs before I go on. As soon as everything gets completed and tested I'll release all the files for blocktool for you all to use.

pipes demo

pipes demo 2
-Mario uses 'peace' pose
-Controls unlock if time expires in the pipe
-Pipes make exit sound

pipes demo 3
-Reset tiles now go directly on pipes
-Crossover tiles included
-Enemies don't move while Mario is in pipe
-Other bugfixes




(edited by mikeyk on 06-22-05 06:34 PM)
(edited by mikeyk on 06-24-05 03:46 PM)
(edited by mikeyk on 06-24-05 03:46 PM)
(edited by mikeyk on 06-24-05 04:10 PM)
(edited by mikeyk on 06-24-05 06:37 PM)
Smallhacker

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Posted on 06-22-05 03:52 PM Link | Quote
Nice! I found a few things, though.

1) Big problem! If you get time up inside a pipe, the controls will be frozen when you return to the map screen.
2) Small problem. Also present in DW:TLC. Press up when coming out of a pipe with the exit down and Mario will go back into the pipe.
3) Very small problem. No pipe sound when coming out of a pipe.
Ikuzou

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Posted on 06-22-05 03:56 PM Link | Quote
Wow! Very nice, mikeyk!
I'm looking forward to it!

Also I found a glitch. When you enter the vertical pipe, Yoshi looks forward at us.(Nor right or left)
Also, he becomes headless while Mario is inside the pipe.
It should be edited to make Yoshi look at us only when Mario is on Yoshi.

Yeah but this is really great!
keep it ip!

(Edit)
I investigated more, and it was a problem with the original SMW code again...
It happens when mario is holding a spring board when in the pipe.(forgot to men tion that)
But, it only happens with the spring board, and it happens on normal pipes also.
So, no problem.




(edited by Ikuzou on 06-23-05 09:48 AM)
XPeter

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Posted on 06-22-05 03:59 PM Link | Quote
i'm really impressed mikeyk. keep up the great work.
mikepjr

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Posted on 06-22-05 05:27 PM Link | Quote
The only bugs i found were already spoken of by smallhacker.

I gotta admit, this is pretty cool.
MikeyK, your one heck of a fellow.

I hope you are able to pull this off, alot of people have wanted to put these kinds of pipes in their hacks for some time now.

Keep up the awsome work.
ExKeeper

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Posted on 06-22-05 06:22 PM Link | Quote
awesome!, when you are done, cound you make these into custom blocks for the custom block workshop? I will edit this post, or make another post if I find any bugs.


(edited by smwedit on 06-22-05 09:26 AM)
Shyguy
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Posted on 06-22-05 06:26 PM Link | Quote
I ran into a problem. When you copy and paste the tiles for the scrolling pipes, the pipe you pasted is glitchy. When I enter the new pipe, I just kinda bounce, and I can't move.

I selected the parts of the scrolling pipes

then I pasted them in a new location (i.e. right next to the one I copied)

I opened up my emulator to check it out

I went in the newly pasted scrolling pipe

I went from the bottom of the pipe up

I got stuck at the top of it
ExKeeper

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Posted on 06-22-05 06:55 PM Link | Quote
if you jump just right (on yoshi), you will end up in the middle of the end of the pipe and shake up and down. oh, (I don't know if this is bug or not) if you are on yoshi, and you enter a horizontal pipe, he will enter it backwards if you push the oppositte arrow when you come out of the other end.


(edited by smwedit on 06-22-05 10:52 AM)
Sukasa

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Posted on 06-22-05 07:58 PM Link | Quote
just frickn' awsome, MikeyK. I'll be sure to test this out.

EDIT: Done. Just awsome. the only two glitches I found were;

1. Was already mentioned by smallhacker: The missing exit sound

and

2. Mario does not seem to give the V sign with his hand, unless I just missed it (very likely).

EDIT2: I found one glitch. If mario is NOT on yoshi, but yoshi is on the screen, then yoshi will turn as if mario is riding him while going up the pipe.


(edited by Darkflight on 06-22-05 11:15 AM)
(edited by Darkflight on 06-22-05 11:49 AM)
Smallhacker

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Posted on 06-22-05 08:50 PM Link | Quote
The blank tiles are very important. When Mario touches them, they tell the game: "Okay. He's no longer in the pipe. Unlock Mario's control and stop moving him." If you forget to add the invisible blocks, Mario will keep on moving forever.
Sukasa

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Posted on 06-22-05 08:52 PM Link | Quote
I figured that out. Thanks. But, I think they only give mario back his control, because I missed them once and simply did nothing, didn't move or anything.
timdevril50755

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Posted on 06-22-05 11:26 PM Link | Quote
This is looking really cool, MikeyK. I can't wait for the demo, or the release of this. Sure it might not be as perfect as FuSoYa's, but who cares, lots of the people who come here have been wanting these. Good work
Shyguy
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Posted on 06-22-05 11:51 PM Link | Quote
download the patch
Here it is!
Pikachu025

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Posted on 06-23-05 12:10 AM Link | Quote
Nice!

One question tough: Why are the "blank" tiles one space away of the pipe-exit?
Shyguy
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Posted on 06-23-05 12:20 AM Link | Quote
They are!?

THATS my problem! Thanks, Pikachu025!
Smallhacker

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Posted on 06-23-05 12:22 AM Link | Quote
Originally posted by Pikachu025
Nice!

One question tough: Why are the "blank" tiles one space away of the pipe-exit?


Read earlier replies before asking.
Pikachu025

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Posted on 06-23-05 12:27 AM Link | Quote
Originally posted by Smallhacker
Originally posted by Pikachu025
Nice!

One question tough: Why are the "blank" tiles one space away of the pipe-exit?


Read earlier replies before asking.


I did. There is just a descreption what they do, not why they are one space away from the pipe-exit, like this:

P = Pipe
K = Nothing
T = "Blank" Tile
KKKKT
PPPPKT
PPPPKT
KKKKT

I'd have placed them like this:

PPPPT
PPPPT

That was my question.
Smallhacker

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Posted on 06-23-05 12:47 AM Link | Quote
Oh, sorry. I misunderstood your post. If they were next to the pipe, Mario would touch them and activate them before he gets out of the pipe which can cause bad stuff to happen.
Keikonium
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Posted on 06-23-05 01:05 AM Link | Quote
This is very cool Mikeyk. You are now the third person to implement screen-scrolling pipes into SMW!! I can't seem to do any of the glitches mentioned here in this thread tho. Not a bad thing, but maby I am doing something different than all of you.

I have a request for these pipes tho....how are you going to make these:



The pipes that meet in the middle. You can't place the invisible blocks close or you will get stuck. Could you make the ends of the pipes act like those blocks maby?


(edited by Keikonium on 06-22-05 04:06 PM)
Sukasa

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Posted on 06-23-05 02:55 AM Link | Quote
Well, maybe as a version 2. I had thought of a way to fix that, coding the pipes to make it so there was no need for the blank tiles, as when mario emerged, various RAM bytes were juggled, and the pipes became solid and changed programming. Therefore, the pipes were essentially dual mode.
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