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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 - Name That Level! | |
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 09-20-05 04:02 AM Link | Quote
Anyone who's played The Addams Family remembers the names given to each individual level:



Well, for the longest time, I've wanted to implement something similar in Super Mario Odyssey. I had all sorts of neat ideas for level and boss names, or even subtle hints as to how to pass an area. After a sudden burst of inspiration last night, and a tall can of super-sugary iced tea, I have succeeded! BEHOLD:



CUSTOM LEVEL NAMES!

It took a bit of work (relearning how VRAM uploads are handled, figuring out the current level number for "secondary" levels accessed from within the main level), but it's done and it works great. All 512 (0-1FF) levels have an associated name, accessed from an 8192-byte table, and each name is 16 characters long, and can use any tile in the first 2bpp page.

At the moment, it's heavily intertwined with my other custom ASM, but I should eventually be able to separate it and make an IPS patch (it's not too complex). Perhaps someone could even create a tool to make editing the names easier...
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 09-20-05 04:06 AM Link | Quote
I wouldn't mind having it incorporated as part of SMW Dev Environment if you'd like...
SoNotNormal

Fuzzy
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From: Canada, eh?

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Posted on 09-20-05 04:06 AM Link | Quote
Oh my god.

It's beautiful.

Way to go. And you even mentioned SMO again. Does that mean theres gonna be another demo soon? I really hope so, that was a really sweet hack.

Great job too. I hope you can make this into an IPS
Golden Yoshi

Pokey
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Since: 03-15-04
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Posted on 09-20-05 04:16 AM Link | Quote
Amazing innovation as always BMF! I can't wait to see this and other advancements in the near future!
asdf

Cukeman
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Posted on 09-20-05 05:28 AM Link | Quote
Yeah, I have that game. Good game, too. This looks very nice, although most people just use WORLDNAME # for their levels. Might encourage people to go the other way, though.


(edited by asdf on 09-19-05 08:28 PM)
Riku

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From: ....Is this like a custom title?

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Posted on 09-20-05 05:34 AM Link | Quote
One small step for hackers, one large step for SMO.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 09-20-05 05:46 AM Link | Quote
Originally posted by asdf
Yeah, I have that game. Good game, too. This looks very nice, although most people just use WORLDNAME # for their levels. Might encourage people to go the other way, though.
Well, yeah...you'll still use the "old" name format for the overworld (ex: Green Valley 1), but this will allow you to go into detail inside the levels themselves. For example, the main level name would be KOOPA'S STARSHIP, but you could have individual area names within, like AIRLOCK #4, SERVICE CORRIDOR, and MAIN BRIDGE. Or, as I suggested before, you could use the space for hints or instructions, like FIND 5 RED COINS.

[edit]
Whoa...I just realized that you could even change the text mid-level! Since the text is refreshed every frame, you could modify the level number (it's copied to a different address, so it's safe to change) via a custom block or other code, and a different message will be loaded! Perhaps I could even modify the code to load from RAM if a certain level number is used (say, 1FF), and then you could write whatever message you want to that part of RAM! Just imagine, a self-destruct timer, or a scrolling marquee! Hahahaha, sweeeeeeeeeeeet...


(edited by BMF54123 on 09-19-05 09:03 PM)
asdf

Cukeman
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Posted on 09-20-05 05:53 AM Link | Quote
Originally posted by BMF54123
Originally posted by asdf
Yeah, I have that game. Good game, too. This looks very nice, although most people just use WORLDNAME # for their levels. Might encourage people to go the other way, though.
Well, yeah...you'll still use the "old" name format for the overworld (ex: Green Valley 1), but this will allow you to go into detail inside the levels themselves. For example, the main level name would be KOOPA'S STARSHIP, but you could have individual area names within, like AIRLOCK #4, SERVICE CORRIDOR, and MAIN BRIDGE. Or, as I suggested before, you could use the space for hints or instructions, like FIND 5 RED COINS.


Oh, but I use the "new" name format for the overworld. The problem is that most of my levels are single-area. Either that or the other areas are irrelevant. For example, the fifth level is very quirky, and has an "explanation" area at the beginning. Even the message blocks there are stuffed trying to explain things.
Dylan Yoshi

Paragoomba
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Posted on 09-20-05 06:48 AM Link | Quote
I've been wanting to do something like this for a while, but I don't know enough ASM.

Alright, I admit it. I read the first few paragraphs of the ASM tutorial and stopped. Then I got caught up in school and didn't have enough time.

But anyways, great job.
Mattrizzle

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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 09-20-05 07:40 AM Link | Quote
Awesome BMF! This could be used in so many ways. You could give a different clue or riddle in each room in order to find a secret exit.
Yoshi Master

Red Koopa
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Posted on 09-20-05 08:01 AM Link | Quote
Every time you make something new it encouroges me to learn asm, but that is it! Nothing is stopping me now! However school screws me over every time. I don't know what to do with myself.

By the way, do the names fade in, or just appear? If it did, it would kick even more major ass.
Cruel Justice

XD
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Posted on 09-20-05 09:13 AM Link | Quote
You know this game like the back of your had BMF! It goes without saying that once again, I'm impressed. I don't know how you come up with it... amazing.
Skyon

Red Koopa
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Posted on 09-20-05 10:01 AM Link | Quote
Another wonderful discovery once again!
Smallhacker

Green Birdo

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Posted on 09-20-05 10:08 AM Link | Quote
I'm sick of these photoshopped screenshots.

Originally posted by BMF54123

figuring out the current level number for "secondary" levels accessed from within the main level)

You wouldn't mind sharing that secret, would you?
Juggling Joker

Boomerang Brother
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Yeah, JAMH is still being worked on.
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Posted on 09-20-05 10:11 AM Link | Quote
This is one of those hacks that I not only think is an absolutely spiffy idea, but also one that I would actually use if it was easy for an ASM dunderpate like me.
Big Al 214

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Since: 07-09-05
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Posted on 09-20-05 09:03 PM Link | Quote
Wow! More incredible than ever! This is definitely one of the best hacks I've seen. I hope you release another demo soon!
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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LOL FAD

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Posted on 09-20-05 09:13 PM Link | Quote
Pure awesome. Changing the message mid-level would be especially nice. No need to even modify the level number, just have your code copy the message to RAM so that it can be changed on the fly. Even add a disable flag so that it doesn't load the new name when you change level. (Say you wanted a self-destruct timer, like you mentioned, it'd be no good if the timer disappeared when you changed rooms. )

This'd be good for people making retro-style hacks too, if your hack allows for the text to be placed anywhere on the scorebar. Just name all the levels like "1-1", "1-2" and so on, and put the word 'WORLD' above it as static tiles.
Smallhacker

Green Birdo

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Posted on 09-20-05 10:03 PM Link | Quote
Hey, I've got an idea. How about adding two unfilled circles in one of the corners? When you complete the level through the normal exit, the first circle would be filled in. When you complete the level through the secret exit, the second circle would be filled in. (If there's only one exit in the level, the second circle would be invisible.)
SoNotNormal

Fuzzy
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Posted on 09-21-05 05:10 AM Link | Quote
Originally posted by Smallhacker
Hey, I've got an idea. How about adding two unfilled circles in one of the corners? When you complete the level through the normal exit, the first circle would be filled in. When you complete the level through the secret exit, the second circle would be filled in. (If there's only one exit in the level, the second circle would be invisible.)


I'm sure BMF would be able to do that We could also have it like SMA2, where you need to get all the Yoshi coins in a level to get the little icon filled in - maybe through a lot of ASM, he could make it so that certain levels only open when you've gotten all the Yoshi coins in other levels.

Of course, that will probably never happen *crumples idea into a ball*

Bio

Buster Beetle
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Posted on 09-21-05 05:33 AM Link | Quote
you can use yoshi coin to trigger secret exit when you got 5
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