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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 - Expanding the Overworld | |
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Red_Oxygen

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Posted on 07-27-05 01:38 AM Link | Quote
Originally posted by beneficii
Originally posted by Red_Oxygen
how about this...

1)Have several save states of the overworld
a)Original game OW(unhacked)
b)Current Hacked OW
c)New Hacked OW

2) have the current OW be erased but player data saved

3)load original unhacked OW

4)apply savestate

5)patch player data on New OW

6)repeat


What exactly are you trying ot accomplish? I think that the user shouldn't have to do anything but simply play the game to have an expanded overworld.

Hmm, perhaps we can create an overworld level, like the way Kirby's Adventure does on the NES? You know, the overworld is just like a normal level?


no you don't understand me here. This process is done by a running subroutine to load a new OW(original OW unhacked) and running a save state after it gets the original OW to RAM. It then repeats the process agian (say after you beat Overworld 2-8) erases the OW loads the original and runs the(Overworld 3-1) savestate. repeat the process.


(edited by Red_Oxygen on 07-26-05 04:39 PM)
beneficii

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Posted on 07-27-05 01:42 AM Link | Quote
Originally posted by Red_Oxygen
Originally posted by beneficii
Originally posted by Red_Oxygen
how about this...

1)Have several save states of the overworld
a)Original game OW(unhacked)
b)Current Hacked OW
c)New Hacked OW

2) have the current OW be erased but player data saved

3)load original unhacked OW

4)apply savestate

5)patch player data on New OW

6)repeat


What exactly are you trying ot accomplish? I think that the user shouldn't have to do anything but simply play the game to have an expanded overworld.

Hmm, perhaps we can create an overworld level, like the way Kirby's Adventure does on the NES? You know, the overworld is just like a normal level?


no you don't understand me here. This process is done by a running subroutine to load a new OW(original OW unhacked) and running a save state after it gets the original OW to RAM. It then repeats the process agian (say after you beat Overworld 2-8) erases the OW loads the original and runs the(Overworld 3-1) savestate. repeat the process.


But won't that require the user to deal with stuff other than just playing the game? It looks like you want the user to load different save states at different times during the game, since the game itself can't load/save save states. Correct me if I'm wrong.
XPeter

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Posted on 07-27-05 01:45 AM Link | Quote
It's like what Ben said, you shouldn't need to apply savestates or do anything but play straight through the game.
Red_Oxygen

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Posted on 07-27-05 02:07 AM Link | Quote
can you try the same thing but have several hacked OWs and the game erases the current one to load the next hacked OW.
KawaiiImoto-e

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Posted on 07-27-05 02:10 AM Link | Quote
I think working like peter_ac suggested would be best, but could also give some quite interessting things to storyline telling to the game.

For example, the player completed the game, and every submap, and the event after that last level, changes the overworld the player is in now, and the others he is not in. It allows up to double the space of the overworld, and if done correct (With the special world palettes), it could be done very well.

But: The player can't return to the old levels.

Solution: Erease the 3 savegame option and replace it with first OW and second OW.

ie. After beating the last level, the story is on a altering point, a major plot change, and the World gets destroyed or something, and the event changes the hole overworld in one loud animation, but the player has to go back to another submap (cos of silent events), cos he can't pass trough.
The level before that last level, gave a saving prompt and then some ASM coding would had not only saved the current savegame, it would also copy it to a second location, so the player can revert back and play those old levels, but can't advance further than he had in the other savegame.

I hope you understand what I try to say.
Red_Oxygen

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Posted on 07-27-05 02:21 AM Link | Quote
That would work well too.







I like the idea of having multiple hacked OWs but Assembly hack erases the OW and adds a new hacked OW(kinda like when in the SMW intro is there just to load the OW to RAM but in this case its hacked to load another OW to ram but saving the player details)

come on people keep brainstorming


(edited by Red_Oxygen on 07-26-05 05:22 PM)
(edited by Red_Oxygen on 07-26-05 05:23 PM)
Sukasa

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Posted on 07-27-05 03:52 AM Link | Quote
That would work, but you're only problem would be the levls themselves, but I suppose that if use used midway point correctly, you could make it work, like this:

have the settings be midway point passed, no entry on level comlpetion.
For the second OW, have the midway point not passed, and just not use any midway points in the entire game!
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 07-27-05 08:05 AM Link | Quote
I really like the idea of having a level for an overworld, and have tried to do it but had little success.

The game uncompresses the overworld into SRAM though, doesn't it? Here's an idea:

1) Design 2 overworlds in 2 different ROMs. Make sure that there is only one path between the two.
2) Copy the overworld from the second ROM into an unused space in the first.
3) Use an ASM hack to load whatever overworld the player is about to enter.

I'd do it by creating a 'portal level' between the two overworlds. There would be no direct path between the two. Hard to explain, so here's a pic:

Mario starts on overworld 1, which ends at the bottom-right level. The level contains 2 pipes, and 2 columns of invisible blocks (shown as red and yellow blocks here). When he passes through the red blocks, overworld 1 is loaded. When he passes through the yellow ones, overworld 2 is loaded. (You might make this level longer, and put a thick patch of these blocks, if loading takes a while. That way the player would take long enough to get there that the loading would have finished.) Then he exits through the right pipe and ends up on overworld 2. He can even go back the opposite way to overworld 1. (This could make a really cool time travel/alternate dimension effect, if both OWs were similar. Or you could just make one massive world. ) Basically, it's the same idea as world 5 in Super Mario Bros 3.

Only problem I can think of that may arise is event conflicts. (That, and actually copying the second overworld into the ROM - dunno where OW data is or how it's laid out - and loading it. )
FuSoYa
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Posted on 07-27-05 12:08 PM Link | Quote
Originally posted by The Crimson Chin
The game uncompresses the overworld into SRAM though, doesn't it?


No, WRAM. It gets decompressed to bank 7F. Layer 2 uncompressed is like 8x the size of the SRAM originally in SMW.
Red_Oxygen

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Posted on 07-27-05 05:13 PM Link | Quote
great ideas people keep it up....











how expanding a ROM and putting extra ROM files into empty space or just open up SMW in a Hex editor and copy the code to the empty space?
XPeter

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Posted on 07-27-05 05:35 PM Link | Quote
It doesn't work that easily Red.
Red_Oxygen

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Posted on 07-28-05 07:50 AM Link | Quote
can you get it erase the current OW to load a different OW?
XPeter

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Posted on 07-28-05 04:27 PM Link | Quote
Yes, that's what my idea was about, you can just use events to clear the old one and create a new one.
Red_Oxygen

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Posted on 07-28-05 04:37 PM Link | Quote
So creating new worlds are possible. See we can do all this "impossible stuff" if we try right?

Now how do you get SMW to erase the data and load from a different file?
XPeter

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Posted on 07-28-05 05:04 PM Link | Quote
My method doesn't involve coding. Your idea does. I don't think anybody will ever bother to try to expand the overworld though... Now excuse me while i try to figure out why you just made a new thread with the same topic.
Red_Oxygen

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Posted on 07-28-05 05:28 PM Link | Quote
well you've got to break some eggs to make a omelette...





(edited by Red_Oxygen on 07-28-05 09:33 AM)
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