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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 - Unused Layer 3 image? | |
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Smallhacker

Green Birdo

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Posted on 08-12-05 10:38 PM Link | Quote
Links to commercials, in case anybody's interested:

Shows no trace of the cage, though.

http://gameads.gamepressure.com/tv_game_commercial.asp?ID=1380
http://gameads.gamepressure.com/tv_game_commercial.asp?ID=1094


(edited by Smallhacker on 08-12-05 01:40 PM)
Kario

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Posted on 08-12-05 10:46 PM Link | Quote
God those commercials are awful. Good find though, didnt notice anything different other than the title screen.
Smallhacker

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Posted on 08-12-05 11:03 PM Link | Quote
I noticed three things except for the title screen. (All of these are from the first link)
1) The level name font is thinner
2) In the Vanilla Dome shot, Mario walks on unactivated paths
3) In the scene where Mario swims with a block, there's a malplaced urchin at the bottom of the screen.
Forte.EXE

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Posted on 08-13-05 12:13 AM Link | Quote
Originally posted by asdf
Damn! We have to get a list of all the unused/unknown sprites and brute force the hell out of the unused ones. While we're on the subject of Lunar Magic tricks, here is another cool thing I remember from a while back: How to use Reznor in a regular level (with only a few minor glitches, but nothing major or anything that could be worked around).


My other hack SMU has that type of level where Renzors after placing the right GFX in place are in a regular level. But I somehow done something (that I can't remember how I done so) so that when all four are beatened, instead of the game declaring that you beaten the level, you continue onward. I'll get some screens about what I'm talking about later.

Other than that, those links to the commercials thing.... umm, I have no comment on... Too bad they didn't have anything about cages and stuff. In my opinion, when the real game was released, they -- the Nintendo people -- should of kept the fonts for the levels smaller like "Donut Plains 2" instead of "DONUT PLAINS 2".

This could be something like "The Great Super Mario World Secret Hunt"..... that's what I think.
andrés

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Posted on 08-13-05 07:17 AM Link | Quote
That "cage" is awesome, but, where are the GFX of that "cage"?
Glyph Phoenix

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Posted on 08-13-05 08:25 AM Link | Quote
They don't exist. You'll have to make your own.

Originally posted by Smallhacker
Originally posted by Glyph Phoenix
The only problem is that the cage uses graphics also used for the layer 3 bg in certain levels...

You know, it's not impossible to edit which tiles to use. I checked and the data is stored right before the wooden smasher data. Tell me which tiles to use instead and I can change it for you. The biggest problem might be the fact that you can't have winged enemies. Also, the collision detectioning with the cage isn't perfect in auto scrolling levels.


Thanks for the offer, Smallhacker, but I'm not sure exactly what I want to point it to and all. This is the kind of thing people would want to know in the future... so if you could put the starting and ending addresses for the thing in the ROM address thread, that would be great. They follow the ol' 1 byte tile, 1 byte tile flip and palette setting thing, right?
Keikonium
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Posted on 08-13-05 09:13 AM Link | Quote
So people are discovering that the thought to be "unused" sprites are actually used, erm...were used at one point? Could this mean that the other "unused" sprites are used for something? Perhaps new scrolling? Like scroll left instead of always right?
Luigi-San

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Posted on 08-13-05 09:15 AM Link | Quote
That's pretty cool!

Good find, SH!
BMF98567
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Posted on 08-13-05 10:21 AM Link | Quote
I found some data for the wings:

X offsets: $14EB1-$14EB4
Y offsets: $14EB5-$14EB8
Extended wing, top tile: $14EFC
Extended wing, bottom tile: $14F05
Closed wing, top tile: $14F00
Closed wing, bottom tile: $14F09
Attribute byte #1 (X flip, Y flip, priority, palette, MSB of tile num.): $14F0E
Attribute byte #2 (size, MSB of X pos.): $14F1A


(edited by BMF54123 on 08-13-05 01:22 AM)
(edited by BMF54123 on 08-13-05 01:23 AM)
Sukasa

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Posted on 08-13-05 10:27 AM Link | Quote
Awsome. Forte, you said that you had it where the Reznors didn't finish the level? I'd really like to see that, it could be a very interesting concept!
Ikuzou

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Posted on 08-13-05 11:16 AM Link | Quote
This is turning out too cool.

By the size, the cage may have been used for a boss battle where they fight in a flying platform.
And since Mario goes in front of the cage, The bars may not be the correct GFX...

andres: It mainly uses GFX 2B.

--------- + ----------- + ----------
A noob question...

What are the Beta Levels!!!???
Must... Must look... at... beta...
Glyph Phoenix

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Posted on 08-13-05 12:44 PM Link | Quote
Originally posted by Ikuzou
andres: It mainly uses GFX 2B.



Do'h! Misinterpreted the question.

Anyway, if the bars aren't the right GFX, why do they seem to fit so well? It doesn't look like Nintendo bothered getting rid of a lot of the stuff they put in. What are the chances that they overwrote graphics for a feature they don't use in the game with graphics that happen to fit but aren't what they're supposed to be and are once again not used in the game?

And Kei, it's up to you and the other not-afraid-of-glitches people to test them out and see for yourself which sprites do what.
BMF98567
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Posted on 08-13-05 02:42 PM Link | Quote
Originally posted by Ikuzou
And since Mario goes in front of the cage, The bars may not be the correct GFX...
I'm almost 100% certain those bars are the correct graphics. They're not used anywhere else in the game, and even if you replaced them with something else, the tile layout would still look like a cage.

Mario does go behind the bars if you force layer 3 above all other layers (check the header properties dialog). As I did with the bluebirds, you can cut away part of layer 3 so the wings show through.
Sukasa

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Posted on 08-14-05 12:13 AM Link | Quote
The bars look to be correct, but... with the cage width, has anyone compared it to the rock walls that come down in the morton and roy battles? The cage could have been a beta for their arenas!
UnsurpassedDarkness

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Posted on 08-14-05 12:37 AM Link | Quote
Originally posted by asdf
Damn! We have to get a list of all the unused/unknown sprites and brute force the hell out of the unused ones. While we're on the subject of Lunar Magic tricks, here is another cool thing I remember from a while back: How to use Reznor in a regular level (with only a few minor glitches, but nothing major or anything that could be worked around).

SP3 = 25
SP4 = 22
Sprite Index = 0E

Now, insert sprite A9. It may look a little messy, but ignore it. Now, turn on sprite data (hex code, 5 on the keyboard). You should see the location. Adjust the X-Location of the sprite to add Reznors. In short, place four side by side, and you will have four Reznors. It'll show up in the game. There are a few quirks, though.

1. The fireballs it shoots are Mario's fireballs. Also, the hit radius is about the same size as the Mario fireballs! This gives some insight into how Reznor might have been intended to be implemented.
2. The rotating wooden block is non-existant. Just like when Reznor is shown during the enemy credits at the end of the game!
3. When the ground is supposed to vanish, the location where the blocks are located normally becomes unwalkable. The graphics remain unchanged, however. You can combat this by not having anything in that spot, although this could make having hazards a pain in the ass to do without frustrating your player.
4. Sometimes, the last Reznor gets stuck on the screen after it is killed. This might just be from having sprite buoyancy on, however.
Thanks, I’ve been wondering how to do that. Also, if you walk to one edge of battle field, then back, you’ll see that the last block is invisible, so the screen just needs to be refreshed somehow to show the graphics disappearing….
Originally posted by Forte.EXE
My other hack SMU has that type of level where Renzors after placing the right GFX in place are in a regular level. But I somehow done something (that I can't remember how I done so) so that when all four are beatened, instead of the game declaring that you beaten the level, you continue onward. I'll get some screens about what I'm talking about later.
Well what are you waiting for?! Hurry up and open the level and tell us what you did! …Wait… the level doesn’t end when I beat them.
Originally posted by BMF54123
I wonder if this was the unused bluebird's (from the map screen) original purpose? One would appear over your head when you arrived at a cage level, and inside the level, they would be carrying the cage!
I doubt it, otherwise it would probably use the blue bird’s wings from the map screen… I think….

I found out that if the level is more than one screen long, Mario can actually make the screen scroll just by walking (but it doesn’t work when he walks left though…). Also, if that sprite is too far to the left, part of the cage gets cut off and nothing happens, and if its too far to the right, then when Mario makes the cage start scrolling, it speeds to the end of the level (that probably doesn’t mean anything though). Also, if Mario’s start position is up above the cage, he’ll fall down through the top of the cage. And big Mario can go through the top of the cage (but he can’t actually get out), but small Mario can’t. And there’s just enough room for Mario to walk without touching the end of the cage when he beats a level (that that may not mean anything ether).
legoman

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Posted on 08-15-05 04:19 PM Link | Quote
Originally posted by BMF54123
mikeyk:




cool!
Yoshi Master

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Posted on 08-16-05 01:41 AM Link | Quote
Look at this picture I found:
pic


(edited by yoshi master on 08-15-05 04:43 PM)
(edited by yoshi master on 08-15-05 04:44 PM)
(edited by yoshi master on 08-15-05 04:47 PM)
SoNotNormal

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Posted on 08-16-05 01:50 AM Link | Quote
Originally posted by yoshi master
Look at this picture I found:
pic


Wow - those are like oldskool Reznor. Maybe that was when the game was first released - there are only 3 Reznor? Wow . . odd indeed. So many things . . .

But then, that could have just been hand-drawn. Please don't flame me *sobs*

So anyway, was anyone thinking of putting the cage into their game? It could make a pretty sweet auto-scroll level


(edited by SoNotNormal on 08-15-05 04:51 PM)
stag019

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Posted on 08-16-05 01:50 AM Link | Quote
I think that's from the NES pirate. I wouldn't know though, I haven't played that far yet
ExKay
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Posted on 08-16-05 01:55 AM Link | Quote
It's definetely from the pirate version, but 3 reznors would be cool to have in SMW, too.
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