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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 - How can I make Bowser's Cannon Ball touch the ground in a normal level? | |
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Atma X

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Posted on 04-13-04 03:58 AM Link | Quote
I set Bowser's Cannon Ball in a normal Level (Sprite A1), but it won't recognize the ground as being solid, so it just drops throught the floor, or if it's above the screen (the screen limit that actually shows when playing in the game) it'll touch an invisible floor, but is completely useless if it's out of the screen. How can I fix this problim, does it require custom programming? If you use the PAR Code is 7E0DC2 2E (or 000DC2 2E), it will enable the Cannon Ball in your Item Box, and if you move the screen up while Pushing Select to release it, it will detect it's own invisible floor, but at least it will detect a floor. Is it at least possible to make it touch a floor (When placing it in the actual Level) at all, even if it touches a floor at it's own given spot? (like described above)

Also, does anyone know where the 8x8 Tile mapping is for it, because it currently uses Flipped Tiles to make up most of the Cannon Ball. The reason I'm asking about this Sprite is because I would like to use it to make a Boulder for one of my Mountain Levels.
cpubasic13
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Posted on 04-13-04 04:01 AM Link | Quote
I don't think it is possible for one reason: the ground in the final battle against Bowser is a sprite.

I tried removing layer 1, 2, 3, and 4 in ZSNES during the battle and the ground still didn't disappear. I then removed the sprite layer and the ground disappeared.

At least that is what I think might be the problem...
Atma X

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Posted on 04-13-04 04:08 AM Link | Quote
It'll probably need some reprogramming to make it detect Layer 1 or Layer 2 objects. I hope it won't take to much work to fix that, and I hope it doesn't require knowing much about the sprite engine, since the sprite enging hasn't really been figured out yet.
DisruptiveIdiot

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Posted on 04-13-04 05:36 AM Link | Quote
Couldn't you use the invisible solid block sprites? Just put them on the same level as the ground so it has the illusion that the cannon ball is falling on the ground.
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Posted on 04-13-04 05:39 AM Link | Quote
That's assuming they stop whenever they hit a sprite, which hasn't been concluded yet.

Though, there might be a way to create the sprite that we DO know they'll stop on when they hit, and changing the 8x8 tiles it uses to blank tiles. Crude, but effective.
Atma X

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Posted on 04-13-04 07:48 AM Link | Quote
The Invisible Solid Block Sprite doesn't affect it.
I just set the Cannon Ball at the very top of the Level, and it lands after it drops 9 spaces whether there is ground or not, (With Vertical Scroll Enabled) but it still obviously won't drop off of ledges, it keeps going in a strait line. So I got it to 'sort of work' if it's at the very top of the level, but it's still very far from working the way I would prefer it to.


(This Sprite doesn't appear in any of the Sprite lists in Lunar Magic)
So if you want to try this for yourself, you'll need to set any sprite in the level you want the Cannon Ball in, then look at the PC Address that the Level is being saved at (either when saving, or after saving and then go to "File, then Open Level Address", and look at the number that is shown in that window. Note: Every time you save a Level, Lunar Magic changes the PC Address that the level is saved at)
and it'll have a number that's in Hex. Then open your game (make a Back Up first incase anything goes wrong) in a Hex editor, and find the Address that LM told you (the one that specified where the level was being saved at), then look for the Sprite number that you set in the Level (The Sprite you set will be near the end of the Data for that level, it would be easiest to find Sprite # DF AKA: Green Shell at the bottom of the "Standard Sprites" list), and change it to A1 (A1 is the # for the Cannon Ball). Then save it, and Switch Back to Lunar Magic and Reload the Rom (you don't have to close LM for the changes to take effect, you can just Open the "Most Recent SMW Rom List" [which is the picture with a bunch of Files stacked on top of each other], and open the top most file [which will be your currently loaded Rom]. Also note that LM [u[will show the Sprite correctly, even though LM won't allow you to select it from the Sprite list).
FuSoYa
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Posted on 04-13-04 08:43 AM Link | Quote
Atma, you can just use Edit, Insert Manual to put the bowling ball in...
Atma X

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Posted on 04-13-04 08:50 AM Link | Quote
Well that's a lot easier than what I was doing, thanks a lot Fu.

Anyone know how to fix the Cannon Ball's Ground Detection problim (for Layer 1's ground, or even Layer 2's ground)?
I don't know if this would require some simple hacking, or a lot of reprogramming.
But I do realize that it will need some extent of ASM hacking. I also know that the Sprite Engine has not been figured out yet, but I can't remember if learning the Sprite Engine is only required for making New Sprites from Scratch, or if it's required for both the Programming of Completely New Sprites and the Reprogramming of Older Sprites that currently exist in SMW.


(edited by Atma X on 04-13-04 12:08 AM)
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Posted on 04-13-04 08:51 AM Link | Quote
Great, I went through what Atma said and then went to post something and found out there was an easier way by reading what was after it ;-;
DisruptiveIdiot

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Posted on 04-13-04 09:27 AM Link | Quote
I just set the Cannon Ball at the very top of the Level, and it lands after it drops 9 spaces whether there is ground or not

Hmmm... Is that where they hit the ground in the final battle? Maybe where they land is hardcoded.
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Posted on 04-13-04 10:14 AM Link | Quote
Originally posted by DisruptiveIdiot
Hmmm... Is that where they hit the ground in the final battle? Maybe where they land is hardcoded.
I'm 100% certain it's hardcoded. Since the sprite was never intended to be used in a normal level, the programmers could save ROM space and processing time by programming it to simply stop at a certain height and roll to the side. It probably has no real gravity or object interaction at all.
DisruptiveIdiot

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Posted on 04-13-04 10:31 AM Link | Quote
Well than, that means you'd have to make a new sprite than to use the balls of death?
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Posted on 04-13-04 09:39 PM Link | Quote
Just hack their code. Unless the level is the Bowser battle, run some code (that you add) for hit detection and skip the hardcoded drop distance.
Golden Yoshi

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Posted on 04-13-04 10:03 PM Link | Quote

Heh, I remember I used Bowder's Bowling Ball in my first hack in a normal level, but they only worked at the top of the screen, so I just shifted my level upwards. Although it doesn't seem you're doing it my way, I did manage to do it somehow.
Atma X

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Posted on 04-14-04 02:25 AM Link | Quote
It would be really cool if it acted like the Chomp Rocks in Yoshi's Island, except it would be 48x48 pixels wide (the same size as Bowser's Cannon Ball in SMW)instead of 32x32 and would not be pushable by Mario, and also would hurt Mario if he landed on it while it's rolling at high speeds.

BTW: Would it be easier to reprogram the Null/Unused Sprites, or easier to just program a whole new one?


(edited by Atma X on 04-13-04 05:26 PM)
DarkStryker SP
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Posted on 04-20-04 11:48 AM Link | Quote
Alright now... To make sure I've understand this, I've done a few tests on my hack. Like what Golden Yoshi said about using it in his hack and shifting it upwards, it hits the invisible floor on a Sub-Screen Boundries. Unless the level was a Bowser level, using it in regular levels result with the balls hitting the Sub-Screens. and all...
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Posted on 04-21-04 02:19 AM Link | Quote
Well I just ran a test and it hit nowhere near the subscreen boundary.
Atma X

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Posted on 04-22-04 12:58 AM Link | Quote
How much work do you think it would take to make it interact with gravity and Layer 1?
Or is it even possible to program that kind of fuction with the little bit of Sprite Hacking info that is currently known.
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Posted on 04-22-04 01:28 AM Link | Quote
this is just a though so don't flame:

The ball is a spirit right? right
there are blocks that will allow mario to go through but not spirits right? I'm not sure

If there are blocks that do that can't you use the blocks and set them up in the path of the ball so when the ball hits them it fall? OR use YY-CHR to edit the mega mole (or bigger spirit) and use the cannon ball GFX. tHEN when you use a mega mole in the game it will look like a ball and fall of stuff and hit solid grounds?

Let me know if you think any of this might work.
Escherial

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Posted on 04-22-04 01:48 AM Link | Quote
The ball does absolutely no collision detection, as far as I know -- i.e. no matter what sort of block you place in front of it, it's always going to fall and roll in precisely the same way. Technically, it's not even "falling" or "rolling" as we'd understand other things to move in the game world; its path is completely pre-programmed and not subject to change.

The Mega-Mole's not a bad idea, though


(edited by Escherial on 04-21-04 04:48 PM)
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