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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Expanding the Overworld | | | |
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SoNotNormal Fuzzy Level: 34 Posts: 97/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Is there anyway to add more to the overworld? Like add another submap? SInce it only starts you with 6 and the main one up top, I need one more submap. Is it possible? | |||
Rainbow Yoshi Level: 30 Posts: 410/496 EXP: 159486 For next: 6383 Since: 04-08-05 Since last post: 14 hours Last activity: 4 hours |
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I am sure its possible with ASM, I am not sure, but if you do the sub-map wont show up in Lunar Magic. | |||
beneficii Lakitu Level: 36 Posts: 303/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by SoNotNormal Find out how the game loads worlds, make a little sub routine that has an exception for your map (if the index of the map to load is within the normal range, it should go to the tables; if not, then it should go to your map), expand the ROM and you could get it in a jiffy. Of course, Lunar Magic probably wouldn't support editing it, so you'd have to do it by hand (i.e. by hex). |
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SoNotNormal Fuzzy Level: 34 Posts: 98/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Ouch . . yeah, maybe I'll just stick with 6 . . LOL thanks not really good at hex editing unless I know what exact code to enter | |||
Lordlazer Paragoomba Level: 14 Posts: 50/66 EXP: 13046 For next: 25 Since: 03-20-04 Since last post: 19 days Last activity: 8 days |
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I had an idea that you could make the sub-world in Lunar Magic and then move it to a new space, so in effect you are making a new sub-world but duplicating it (I believe you'd have to reroute or change their values (however you want to look at it) to accommodate the mario paths, level entrances, events, etc). By doing it this way you are making it in Lunar Magic and then transferring it with a new identity. I plan on doing this if I ever get the time...though to do what I'd want to do...well I don't know how big the rom would have to be or do you not have to worry about expanding it first (because you're expanding it manually, adding code?)? | |||
FuSoYa Defender of Relm Level: 26 Posts: 213/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by beneficii The game doesn't actually load individual worlds. The entire overworld map is decompressed to RAM once, at the start of the game. This affects how the rest of the overworld is handled. For example, map event modifications do not specify a submap destination, just an offset for RAM. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1373/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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OK, if that is so, then does that mean that "starting a game" includes loading a saved game from SMW, or loading a savestate? For me, if I have edited the OW, and load a savestate in yoshi's island, the main OW changes show up immediately. | |||
FuSoYa Defender of Relm Level: 26 Posts: 214/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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"At the start of the game" means when you've selected a game slot and number of players on the title screen. So yes, that includes loading a saved SRAM game, but not a savestate made after the title screen. New event map changes might still take effect using a savestate, but the old ones already applied won't be reversed (as the game isn't reloading the overworld map to get rid of them). |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 5973/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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So does that mean, if you could figure out how the game determines the main OW's size, you could shrink it and put new submaps in the leftover space? | |||
beneficii Lakitu Level: 36 Posts: 311/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by FuSoYaOriginally posted by beneficii Dur! I remember learning this months ago, when somebody was warning about hacking and save states. In that case, perhaps you can have the game load a new map at a point, and find some way to store the changed data of the old one (like cleared tiles, new routes opened up, new landmasses, etc.). How feasible is that, FuSoYa? |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 5978/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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AFAIK loading the map is a slow process, which is why it only does it once during that 'Peach got kidnapped again ono' screen and decompresses it into SRAM. | |||
KawaiiImoto-e Hammer Brother Level: 49 Posts: 915/1068 EXP: 852917 For next: 30966 Since: 03-15-04 From: In my own little complicated dreamworld Since last post: 16 days Last activity: 4 days |
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you may split the main overworld into different parts, you just have to cope with the same OW music, graphics and palette. It may be possible to split the overworldmap in several pieces of submaps (6) and even load different musics for it. may even similar to the Super Bypasses for the levels. I did quite some things on the overworld, but changing it to more, than just graphics, as it'll be loaded, I think it requires a lot of knowledge and ASM for SMW. |
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FuSoYa Defender of Relm Level: 26 Posts: 217/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by beneficii I suppose it'd be possible, but there'd be some work involved. You'd need to load a new tile map for layer 2, a new layer 1 layout, and another level/directional info map. The game already has code to re-apply all tile map modifications based on passed events (for restoring from an SRAM save), but it'd have to be changed to account for which overworld is actually loaded. I'm not sure how noticeable of a delay in the game you'd get from switching overworlds like that... The amount of work may also partly depend on whether you're going to try and increase the number of levels or events available, in which case you'd have to expand some tables (a couple of which are in RAM and SRAM IIRC). HH's idea of partitioning the main overworld into submaps might be easier, even though you wouldn't get any extra area to work with. Might be a few tables to expand. One would have to look at the code to see how that'd work out. Just don't ask me for help with any of this. I'd really rather not have to remember how the various bits of the overworld functions again. |
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beneficii Lakitu Level: 36 Posts: 315/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by FuSoYaOriginally posted by beneficii Well, if we learned how it was done, surely then you would implement it? |
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FuSoYa Defender of Relm Level: 26 Posts: 219/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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If you mean add support to LM for whatever changes and/or code someone else creates to do this, all I can say is maybe. I can't really promise anything, as I'd prefer to maintain LM's bug fix only status. And I have other things to work on these days. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 816/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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There might be another way, considering you have some programming knowledge in both a high level PC language and 65c816 (SNES) assembler. (I actually got the SNES part of it done somewhen, but can't access it now due to being on holidays) As the overworld data is stored decompressed in RAM and SRAM once you have started a game, you can easily write your own map change routine which loads the map from somewhere in the ROM. The PC programming part of the whole thing is about writing a map editor for whatever format you use to store your own maps in ROM. (You might as well figure out SMW's native compression method and hack LM to edit the maps at the location of your choice. Might be a little too much work for that though) |
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Keikonium Banned Level: NAN Posts: 1957/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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Since we are on the topic of overworld editing, how easy would it be for someone to create a patch that reloads the graphics of a submap/main map upon entry? I exit YI submap, and enter an ExGFX filled Star Road, only to see all the ExGFX messed up. I don't use a pipe or star to enter the new map. Can this be fixed so the new graphics are loaded upon entry to a new map, just like the pipes/stars do? I have tried, and the hex giberish is confusing. EDIT: Also, I remember that my very first question on this board was about expanding the overworld so it had more maps. (edited by Keikonium on 07-25-05 01:03 AM) |
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XPeter Fuzz Ball Level: 42 Posts: 619/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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The easiest solution here can be done with LM alone. Lets say you have worlds 1, 2, and 3. have one of the level events in world 2 completely overwrite layers 1 and 2 on world 1 with everything you want to appear on world 3. Then simply connect the end of world 2 to the start of world 1 to appear on world 3. But there are four disadvantages: 1. world 1 will use the same music as world 3. 2. Same palette too. 3. You can't revisit world 1 after activating the event to create world 3 in its place. 4. And i think the pipes, stars and exit tile destinations could clash too. Good idea though, no? | |||
Red_Oxygen Red Paragoomba Level: 10 Posts: 4/53 EXP: 3830 For next: 584 Since: 07-27-05 Since last post: 95 days Last activity: 93 days |
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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 |
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beneficii Lakitu Level: 36 Posts: 346/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by Red_Oxygen 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? |
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Acmlm's Board - I2 Archive - Super Mario World hacking - Expanding the Overworld | | | |