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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 - LevelNames v1.0! | |
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BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 09-27-05 05:17 PM Link | Quote
It's late, and my brain is pretty much dead, so I'll spare the details and just point you to the file:

levelnames.zip

This is essentially the same thing I showed off here, but this version copies the level name to RAM, so you can modify it if you like.

As always, instructions are in the README; please read and follow them thoroughly so your ROM doesn't blow up (and if you do, and it still does, please let me know). Enjoy!
Ghettoyouth

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Posted on 09-27-05 05:25 PM Link | Quote
OMG how beautyful
ExKay
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Posted on 09-27-05 06:45 PM Link | Quote
You saved my day. You're the best person ever. Kickass!
Bio

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Posted on 09-28-05 01:02 AM Link | Quote
What the difference between this and levelASM?
Shyguy
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Posted on 09-28-05 01:50 AM Link | Quote
this version copies the level name to RAM, so you can modify it if you like.


You can thank me later.
Sukasa

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Posted on 09-28-05 04:42 AM Link | Quote
All Hail BMF!!!1one

Now all I need is code for a minutes:seconds counter, then that'll rock. I'll post that later if anyone wants it.
Juggling Joker

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Since: 03-15-04
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Posted on 09-28-05 05:44 AM Link | Quote
Well this was released about 2 years before I thought it was. And it's fairly easy to boot. Thanks BMF, the community can make good use of this.
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 09-28-05 12:45 PM Link | Quote
Originally posted by Stinkoman 20X6
this version copies the level name to RAM, so you can modify it if you like.
Er, no. That's the difference between my original version of LevelNames and this public one.

LevelASM is used to execute custom ASM code once per frame (like a custom block, but you don't have to touch a block to activate it). LevelNames merely writes text to the top of the screen, and doesn't require any ASM knowledge. However, you can use LevelASM (or a custom block) to modify the level name in RAM...
The Kins

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Posted on 09-28-05 02:04 PM Link | Quote
Why, thanks for the close-enough-to-my-birthday present BMF, ya shouldn't have...
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 09-29-05 01:47 AM Link | Quote
How about a small demonstration of LevelNames's power?



Those were made by simply updating the name stored in RAM (the same way you'd modify the normal status bar). The boss life hack originally uploaded the tiles to VRAM manually...


(edited by BMF54123 on 09-28-05 04:48 PM)
SoNotNormal

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Posted on 09-29-05 02:02 AM Link | Quote
Yeah yeah, we all know that you have an awesome hack Those level names are definitely very cool, I'll give them a shot once I get back into SMW hacking.

BTW, you can change them everytime you go to a new level right (e.g. ABOVE GROUND) then you enter a pipe (BELOW GROUND) Something like that?
Ringodoggie

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Posted on 09-29-05 03:42 AM Link | Quote
I ran into a problem, and I followed all of the instructions correctly. But when I modify $FE1 in the ROM with the correct values as listed in the readme, the game crashes after the "Ringodoggie Presents" screen in my hack.
andrés

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Posted on 09-29-05 06:24 AM Link | Quote
YES! This is beautiful .
Peardian

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Posted on 09-29-05 06:27 AM Link | Quote
That is so cool. I love it when you can see stuff like that. It certainly opens up a lot of possibilities, as you have shown.
Barter
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Posted on 09-29-05 02:12 PM Link | Quote
Your awesome BMF! I have yet to try it, but does it take up the top half of the status bar? If not, would it be possible to move the names to the far right or left of the screen?

Good job none the less. I will try this out later today.
BMF98567
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Posted on 09-29-05 04:47 PM Link | Quote
Originally posted by Barter
Your awesome BMF! I have yet to try it, but does it take up the top half of the status bar? If not, would it be possible to move the names to the far right or left of the screen?
It takes up the middle 16 tiles of the top of the status bar, and yes, you most certainly can move it! Offset $2D in levelnames_code.bin is the VRAM address the text is copied to ($5028 by default). If you wanted it to touch the left side of the screen, you'd change it to $5020; for the right side, $5030.
andrés

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Posted on 09-30-05 04:40 AM Link | Quote
Originally posted by Ringodoggie
--------------------------------------------------------------------------------
I ran into a problem, and I followed all of the instructions correctly. But when I modify $FE1 in the ROM with the correct values as listed in the readme, the game crashes after the "Ringodoggie Presents" screen in my hack.
--------------------------------------------------------------------------------

It happens to me too .
Mattrizzle

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Posted on 09-30-05 05:54 PM Link | Quote
How can I make the text string shorter, so that each level could say 1-1, 1-2, and so on? I want to make the scorebar look like the SMB scorebar.

Edit: Never mind, I found that offset $40 in levelnames_code.bin changes the length of the text string. Just don't go over 10 (16 in decimal).


(edited by BigMattrizzle on 09-30-05 09:01 AM)
ExKay
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Posted on 09-30-05 05:58 PM Link | Quote
Just put a FC in there to make a blank space, like FC FC FC FC 01 27 01 FC FC FC FC.


(edited by Ice Man on 09-30-05 08:59 AM)
Mattrizzle

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Posted on 09-30-05 06:08 PM Link | Quote
Originally posted by Ice Man
Just put a FC in there to make a blank space, like FC FC FC FC 01 27 01 FC FC FC FC.


I thought of doing it that way at one point, but then I thought that might cause problems with the timer.


(edited by BigMattrizzle on 09-30-05 09:09 AM)
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