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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 - Pipe Colouring Problem | |
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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
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Posted on 08-22-05 05:46 AM Link | Quote
I dunno if you'd count this as a bug in LM or SMW... probably both. Check out this image:

You can see that I've placed a pipe in the level, which shows up gray (palette 3) in LM. I also placed some custom blocks which look like a pipe in the midsection, which use palette 3 to look like the pipe. However, once I get there in the game, the pipe is blue... but when I go through it, and come out the secondary entrance at the top, it turns gray. Of course, this means I have a blue pipe with a gray chunk, which looks crappy, and I want to move the top of the pipe up to the next screen, which will change its colour. The solution seems simple; make a custom block that acts like a pipe end but stays a certain colour. This I can do, except for one thing - how do I make it act like an exit-enabled pipe?

[edit] Also, layer priority isn't working. I enabled it, but Mario and enemies still go in front of the tile.


(edited by HyperHacker on 08-21-05 08:52 PM)
Tatrion

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Posted on 08-22-05 09:22 AM Link | Quote
Can't you just stack a exit-enabled pipe facing up on top of a non-exit enabled pipe going down? That should clear it up. Either that or you could take a standard exit enabled pipe facing upwards and make it the minimum size, put the custom blocks in the middle, then put a plain pipe facing down on the bottom.
asdf

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Posted on 08-22-05 09:39 AM Link | Quote
Yeah, you can thank Nintendo and their crappily coded vertical level memory map for that one. Remember Donut Secret 1? After using the power balloon, the pipes turn from orange to green. In fact, if you go up just right distance, the pipes will have only turned partially green.

Speaking of which, someone with a lot of hacking skill needs to make a patch that fixes the vertical memory map.


(edited by asdf on 08-22-05 12:39 AM)
(edited by asdf on 08-22-05 12:39 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 08-22-05 11:42 AM Link | Quote
Sure, if you want to recode half the game. Stacking pipes or only using the ends will still cause colour problems. The point of those custom blocks is for Mario to go 'behind' the pipe.
BMF98567
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Posted on 08-22-05 01:53 PM Link | Quote
Originally posted by HyperHacker
The solution seems simple; make a custom block that acts like a pipe end but stays a certain colour. This I can do, except for one thing - how do I make it act like an exit-enabled pipe?
Just set the custom tiles to act like the existing exit-enabled pipe tiles (137 and 138). I've had to do this several times.

Originally posted by HyperHacker
Also, layer priority isn't working. I enabled it, but Mario and enemies still go in front of the tile.
Is that a vertical level? Layer priority doesn't work the same in vertical levels, for some reason. It seems like a simple modification to the level mode flags would solve this problem.

I wonder if you can copy an existing level mode's flags into one of the unused slots and modify them as needed? Would LM recognize and properly display these hacked modes, or are they hard-coded? (FuSoYa?)


(edited by BMF54123 on 08-22-05 04:56 AM)
Glyph Phoenix

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Posted on 08-22-05 02:01 PM Link | Quote
HH posted something about this very thing in the ROM address thread today.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 08-22-05 11:08 PM Link | Quote
Yeah, you can edit the level modes, but there's no apparent way to use the unusable ones. Some sort of memory map problem. Not sure about LM; I think it reads the tables from ROM when it first opens the file.

So what changes should I be looking at?
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