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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 06-23-05 03:30 AM Link | Quote
I've addressed some of the problem that you guys have found, and posted a newer version of the patch in the original post...

Smallhacker: I've fixed the problem with the controls being frozen after running out of time in the pipes. I also added a sound effect when you exit.

Ikuzou: The glitch where yoshi looks at the screen while in a vertical pipe is a problem with the original SMW code. Try getting off yoshi and going down a regular exit pipe. I'll probably not do anything about this. I didn't understand you second comment, about yoshi being headless while mario is in a pipe. If you elaborate on that maybe I can fix it.

smwedit: I will correct the problem of yoshi being able to enter a pipe backwards

Darkflight: I've changed mario to use the ending pose (with the peace sign) rather than the regular pipe pose. The yoshi looking ahead glitch was mentioned by Ikuzou, so see above for my comment on that

Pikachu025: I coded the reset tiles the way I did because I was just using a hex editor when I wrote them. It would have been a huge pain to code them otherwise because mario would be touching the entrance and reset tiles at the same time. Now that I'm using an assembler I think I'll be able to change that. When I release the pipes for block tool, it will be clearly how to use them (how to arrange tiles, limitations, etc.)

Keikonium: Currently it's impossible to make the area in the screen you posted because of the was the reset tiles work, but as I mentioned above I may look into changing them
Sukasa

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Posted on 06-23-05 03:38 AM Link | Quote
OK, thanks. As a suggestion, maybe you could simply change the direction of the movement when you are coding the corner blocks.
UnsurpassedDarkness

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Posted on 06-23-05 05:44 AM Link | Quote
Mario isn
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Posted on 06-23-05 09:57 AM Link | Quote
The peace sign was something Fu threw in that everybody liked when it came to the original scrolling pipes.
Dark Ludwig

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Posted on 06-23-05 09:15 PM Link | Quote
I found 2 glitches. Only 2! you are getting these straight pipes close to perfect!

1.) When you go through a pipe holding the springboard, yoshi's head vanishes.

2.) When you go through a vertical pipe, yoshi looks at the... audience? If that's what you wanna call it.

3.) *edit* I also came across the glitch where you can hold up while exiting the bottom of a vertical pipe, and mario goes back in... may I suggest putting your blocks that reenable mario's movements a little father down from the bottom of vertical pipes?

Great job on these pipes, mikeyk.

Oh and this is a little separate, but couldn't someone just copy and paste the block data from SDW:TLC, and save all the trouble of making these pipes in the first place? Noone's tried it, so I suppose there's a hitch, like it being screwed up from Lunar Magic's locking process.


(edited by dark ludwig on 06-23-05 12:22 PM)
Sukasa

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Posted on 06-23-05 09:37 PM Link | Quote
Whoa. With pipes version 2, even without the blank tiles you get control back of mario when leaving a pipe! I'm going to try making the 4-way intersections next. Perhaps in the next version, you could eliminate the need for the blank tiles!

EDIT: YES! I'VE DONE IT! If you place the tiles carefully, you can easily recreate the 4-way intersection from DWTLC.

Here's a pic. I highlighted the blank tile where it was needed.



(edited by Darkflight on 06-23-05 12:46 PM)
Smallhacker

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Posted on 06-23-05 10:48 PM Link | Quote
Originally posted by Darkflight
Here's a pic. I highlighted the blank tile where it was needed.


Try going through the horizontal pipes as small Mario.
Sukasa

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Posted on 06-23-05 11:25 PM Link | Quote
I was. It worked pretty well for me.
Keikonium
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Posted on 06-24-05 12:16 AM Link | Quote
Small mario is also 16x32 pixels high isn't he? He has those extra 4 or 5 pixels that make up his hat right? So technecally he is 16x20 or something, but the top part still touches the tiles. Thanks for this new patch Mikeyk!! Your an awesome hacker. I can't wait for the block tool release. Just work out all the bugs, and make it as SMB3 as possible. It's cool that you can bring Yoshi thru also. Now all we need is the cornors and we are set.

IDEA:

Would diagonal pipes be possible? The graphics are all ready there, so maby some screen scrolling diagonals would be cool.
Sukasa

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Posted on 06-24-05 12:57 AM Link | Quote
it shouldn't be too hard. sorry if you hate me for this MikeyK, but all you should need to do is simply combine the actions of both pipes. Also, perhaps if the blank tiles weren't needed...
mikeyk

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Posted on 06-24-05 01:04 AM Link | Quote
I've managed to eliminate the need for reset blocks on the tops of vertical pipes. I'm a little stumped on how to do the same for the other 3 types of exits, but I am working on it

dark ludwig: yoshi looking at the audience and his head disappearing are glitches that are present in the original SMW. These problems could only be fixed by modifying the original code, not by anything with blocktool. The glitch of being able to go back up the pipe will be fixed when i manage to eliminate the reset blocks
Sukasa

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Posted on 06-24-05 04:34 AM Link | Quote
Well, to fix that glitch, most likely all you'd need to do is set the pipe to ignore mario's input for one frame after he exits the pipe, forcing him to fall. You could probably do that with two RAM bits, by having bit one set in the exit, and then having bit 2 set and bit one cleared after you are out, and only allowing mario to go up after he goes down a frame or two.
Smallhacker

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Posted on 06-24-05 04:39 AM Link | Quote
Originally posted by Darkflight
Well, to fix that glitch, most likely all you'd need to do is set the pipe to ignore mario's input for one frame after he exits the pipe, forcing him to fall. You could probably do that with two RAM bits, by having bit one set in the exit, and then having bit 2 set and bit one cleared after you are out, and only allowing mario to go up after he goes down a frame or two.

Remember that code can't be executed if Mario (or a sprite) isn't touching a block containing the code, unless you have got non-block ASM hacks.


(edited by Smallhacker on 06-23-05 07:39 PM)
Sukasa

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Posted on 06-24-05 05:35 AM Link | Quote
...Or design the blank tiles to work in tandem with the pipe tile, or use BMF's palette ASM patch, or set up a custom path that works with the tile. Gawd, I am just being an idea hamster.
mikeyk

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Posted on 06-24-05 05:43 AM Link | Quote
Thanks for the suggestions, but I've already taken care of the problem. The reset tiles now directly touch the pipe rather than being a tile away. Entering the pipes looks a lot smoother, and the bug where you could go back up a vertical pipe is fixed. I'll post one last demo before I focus on the corner pieces, which would be done if it werent for yoshi.


(edited by mikeyk on 06-23-05 08:45 PM)
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Sesshomaru
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Posted on 06-24-05 05:58 AM Link | Quote
Yay, someone finally got around to doing it.

If you haven't already I suggest you make Mario a ghost for a few seconds after coming out of the pipe. The most annoying part of them in DW:TLC was getting killed because there just happened to be a Koopa Troopa at the other end.

Any progress/plans for corners, diagonals (like Dark said, not really hard to do, though you'd need a non-diagonal entrance), crossovers and one-way pipes? If you just have the entrance blocks (the 'head' of the pipe) set a direction in RAM and the pipe tiles move Mario in that direction, they should all be pretty easy.
ExKeeper

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Posted on 06-24-05 06:22 AM Link | Quote
I don't know if this is really an error, but if you are on yoshi, on top of a vertical pipe, you press down, and spin jump (A) at the same time, you will not go down the pipe but you will hear the pipe sound effect.
Sukasa

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Posted on 06-24-05 10:19 AM Link | Quote
Originally posted by HyperHacker
Any progress/plans for corners, diagonals (like Dark said, not really hard to do, though you'd need a non-diagonal entrance), crossovers and one-way pipes? If you just have the entrance blocks (the 'head' of the pipe) set a direction in RAM and the pipe tiles move Mario in that direction, they should all be pretty easy.


Woot! Nickname [/punonmyrealname]

Yeah, that was kinda my original idea, just set the pipes to act like concrete blocks when mario isn't moving, then have all the blocks (vert/hori) the same block, just with entrance blocks and corner tiles adjusting RAM values to change mario's speed and direction, which would have also allow for faster and slower pipes speeds, also changing mid-pipe.

EDIT: One way pipes? Easy. Just copy the regular pipe .bin and EA out the cmp statement and Beq statements so mario can't re-enter the pipe. For crossovers, You may need to re-design the entire system if it doesn't already use RAM bytes to control Mario's movements.


(edited by Darkflight on 06-24-05 01:22 AM)
mikeyk

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Posted on 06-24-05 12:50 PM Link | Quote
on the topic of one way pipes... even easier than having a modified .bin file, you could just have the pipe not have a left/right cap. Just have a middle segment (which moves you but doesn't have an entrance enabled) that has the graphics of a cap.

As for crossovers... I'm not exactly sure what you mean, but if it's an intersection that is a vertical pipe if you enter it one way, horizontal if you enter it another, then it's already taken care of. In the latest version all pipes use the same tiles other than the caps


(edited by mikeyk on 06-24-05 03:52 AM)
ExKeeper

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Posted on 06-24-05 04:53 PM Link | Quote
some errors: if you take an item down a vetical pipe and let it go while you are in the pipe, it will be released a few tiles before the other end (probably when mario starts touching the endpiece at the other end)

if you go down a vertical pipe and land on a hill, you will keep doing the "peace pose" until you are off the hill

another error: you can't pause the game when in a pipe


(edited by smwedit on 06-24-05 08:55 AM)
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