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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - Idea for freeing up stages and maybe the overworld | |
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Kryone
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Posted on 10-03-05 02:23 PM Link | Quote
If you can split the stages up into 6 parts.

the normal stage is one part and there are at least enough room for two more stage(sometimes one or three and a few with none)

And there is the blank space at the bottom. I was thinking you can add some layers and lock the camera into the bottom(so you don't go to the other stage) and just start another stage.

There are 239 empty test stages. A blank unhacked stage free to use.You can split up these test stages into.They can be split into the full six parts. 1434 stage total. From just these stages.

now there are 100 stages(99?) now not counting the the top end it comes to 300 stages.

There are a few stages that are short(enterences) and have alot of empty space for new levels.

Overworld is a bit tricky....honestly I don't know how to expand it.But I have some ideas.

1)Use less of the overworld and more sub-maps.
2)Use a custom block that loads a pointer(heh I don't know entirely either) to an empty offset in the rom.The empty offset has a savestate inplanted in it.
3)Trick the SMW engine into thinking another file is the SMW rom and then it loads a save state.(being smaller it should be quicker than the decompression at the begining of the game)
4)Hack the game.Expand the ROM.Patch the empty space with savestates.Have a custom block load a pointer to the save states.
5)Trick the SMW engine into thinking another hacked game is a the original then reseting it but keeping some statuses(coins,lives,pwr up ect).Making it load another game.Have a lockout feature to stop cheaters from skipping to part 2,3,4 ect.
6)Hack the SMW loading scheme into loading parts of data from another rom.Get another SMW. Erase everything in it. Make another palette OV ect.
7)Somehow change palettes into other types of palettes(like making a stage into OV space)
8)Trick the SMW engine into thinking a Hi rom is a normal rom but not glitch out.Thus loading only part of the game.Then it resets(after you beat World 1) and and loads from the second part.Then it resets and loads from the third.(variation of an earlier idea but only it faster to load up.)

Are any of these possible(I know there are a bunch of holes so don't shout me down they're conception ideas)

please no flaming and condesending cynics just trying to help the scene.
Glyph Phoenix

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Posted on 10-03-05 02:48 PM Link | Quote
Originally posted by Kryone
You can split up these test stages into.They can be split into the full six parts.

What are you talking about? How would you go about splitting a stage in 6?

Originally posted by Kryone
1)Use less of the overworld and more sub-maps.

Er... I don't think that'd make the game any bigger.

Originally posted by Kryone
2)Use a custom block that loads a pointer(heh I don't know entirely either) to an empty offset in the rom.The empty offset has a savestate inplanted in it.



Savestates are different depending on the emulator, and you can't read savestate data into an emulator from a rom. You can't load any external files into a rom, in fact...

Originally posted by Kryone
3)Trick the SMW engine into thinking another file is the SMW rom and then it loads a save state.(being smaller it should be quicker than the decompression at the begining of the game)


You wouldn't be tricking the SMW engine, you'd be tricking the emulator. And again, you can't access other files into a rom. The emulator handles all that.

Originally posted by Kryone
4)Hack the game.Expand the ROM.Patch the empty space with savestates.Have a custom block load a pointer to the save states.


LM already expands the rom for you. It can expand the rom so much ZSNES won't even read it anymore. And savestates should actually be bigger than the space levels take up. And they'd glitch. And we're already hacking the game if we've gone this far.

Originally posted by Kryone
5)Trick the SMW engine into thinking another hacked game is a the original then reseting it but keeping some statuses(coins,lives,pwr up ect).Making it load another game.Have a lockout feature to stop cheaters from skipping to part 2,3,4 ect.


Can't access separate files, and you can't really stop cheaters... just maybe hamper them by switching the locations of data or saving the data in a different format.

Originally posted by Kryone
6)Hack the SMW loading scheme into loading parts of data from another rom.Get another SMW. Erase everything in it. Make another palette OV ect.



Starting over with a new rom, a sort of "sequel" rom, might be the best option. You couldn't open it up during gameplay, though.

Originally posted by Kryone
7) Somehow change palettes into other types of palettes(like making a stage into OV space)

They're all the same type of palette. They're just loaded into different areas of the rom at different times. I don't know what you're saying about OV space, though.

Originally posted by Kryone
8)Trick the SMW engine into thinking a Hi rom is a normal rom but not glitch out.Thus loading only part of the game.Then it resets(after you beat World 1) and and loads from the second part.Then it resets and loads from the third.(variation of an earlier idea but only it faster to load up.)


I think HiRoms use a totally different addressing format, so there would be no way to change from lorom to hirom and not glitch out without totally overhauling the engine. And again, no external file loading.


(edited by Glyph Phoenix on 10-03-05 05:49 AM)
(edited by Glyph Phoenix on 10-03-05 05:51 AM)
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 10-03-05 06:09 PM Link | Quote
ROMs are designed to run on a SNES, which doesn't have a hard drive, so you can't very well expect one to access your HD.

As far as putting multiple levels in the same area, people do that, and it works alright, but it's not really necessary. Plus people can use the cape to fly from one level into a completely different one.
Kryone
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Posted on 10-05-05 03:23 AM Link | Quote
Originally posted by HyperHacker
ROMs are designed to run on a SNES, which doesn't have a hard drive, so you can't very well expect one to access your HD.

As far as putting multiple levels in the same area, people do that, and it works alright, but it's not really necessary. Plus people can use the cape to fly from one level into a completely different one.


.........HEY!

How about you patch ZNES(which I think is written in ASM) to support these things...

*Automatic Savestate loading by hacking ZNES into loading save states on the fly.

ok so you have to patch the emulator to support it.

DisruptiveIdiot

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Posted on 10-05-05 03:25 AM Link | Quote
Originally posted by Kryone
Originally posted by HyperHacker
ROMs are designed to run on a SNES, which doesn't have a hard drive, so you can't very well expect one to access your HD.

As far as putting multiple levels in the same area, people do that, and it works alright, but it's not really necessary. Plus people can use the cape to fly from one level into a completely different one.


.........HEY!

How about you patch ZNES(which I think is written in ASM) to support these things...

*Automatic Savestate loading by hacking ZNES into loading save states on the fly.

ok so you have to patch the emulator to support it.



That destroys the whole purpose of hacking an SNES rom. You might as well port it to win32 and use that.
Bio

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Posted on 10-05-05 03:37 AM Link | Quote
I just got a question: do this guy know what he talking about?
Tatrion

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Posted on 10-05-05 03:46 AM Link | Quote
I know this is random but.... you could prevent people flying over one stage into another by putting a row of invisible cement blocks on the very top. Just a thought.
Bio

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Posted on 10-05-05 03:47 AM Link | Quote
Or by making a custom block that mess with power-up(like the no-cape sign in SMO)
Kryone
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Posted on 10-05-05 04:25 PM Link | Quote
Originally posted by DisruptiveIdiot
Originally posted by Kryone
Originally posted by HyperHacker
ROMs are designed to run on a SNES, which doesn't have a hard drive, so you can't very well expect one to access your HD.

As far as putting multiple levels in the same area, people do that, and it works alright, but it's not really necessary. Plus people can use the cape to fly from one level into a completely different one.


.........HEY!

How about you patch ZNES(which I think is written in ASM) to support these things...

*Automatic Savestate loading by hacking ZNES into loading save states on the fly.

ok so you have to patch the emulator to support it.



That destroys the whole purpose of hacking an SNES rom. You might as well port it to win32 and use that.



no because I am not totally recoding SMW for Win32. Nice try.

a small ASM patch to ZNES should help with support for in game savestate loading and multiple rom "chapters".

Funny we talk about wanting new interesting/better hacks yet we negate anyone who trys to think outside the box. Our community is restricting itself.

Its like anyone who comes in and shares a cool idea you go into a kneejerk condesending "noob is automatically incorrect" mode and ignore or demean him/her's ideas.
TapTap

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Posted on 10-05-05 11:42 PM Link | Quote
while in an emulator, you can't change the ROM loaded with out opening a new one manually. this would be a problem ,and they each keep their own data for stages completed. also, you can't expect people to be able to lay it on a real SNES, (Yes, that IS possible ) and each hack SHOULD be able to be played on a real cartridge.

Bottom Line: Kind of hard to do, and a waste of time. you shouldn't need more than 1FF stages.
Kryone
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Posted on 10-06-05 04:36 AM Link | Quote
Originally posted by Zachio
while in an emulator, you can't change the ROM loaded with out opening a new one manually. this would be a problem ,and they each keep their own data for stages completed. also, you can't expect people to be able to lay it on a real SNES, (Yes, that IS possible ) and each hack SHOULD be able to be played on a real cartridge.

Bottom Line: Kind of hard to do, and a waste of time. you shouldn't need more than 1FF stages.


you obviously didn't read my post.

I SAID YOU HAVE TO HACK THE EMULATOR TO SUPPORT MULTI-ROM CHAPTERS,INTER-ROM LOADING AND AUTOMATIC IN GAME SAVESTATE LOADS.(OR ASK THE CREATOR TO SUPPORT IT)

go back and read my posts.

and by the way no one plays snes emulators on a SNES.

Bottom Line:I now know the emulator does not support what I am proposing.So what do you do? Modify the emulator to support it.Certainly worth the hard work.

d4s

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Posted on 10-06-05 05:20 AM Link | Quote
hate to say it, but 99% of your suggestions are nonsense, i dont think you have any idea what youre talking about.

i'm too tired to elaborate on the matter, but let me tell you this:
everything you suggested (making the overworld bigger, having more levels etc)
can be accomplished by reprogramming the game using 65816 assembler.

nothing against being innovative, but you have to be realistic about it, too.
the people who disagreed with your opinion earlier in this thread dont do that because they hate newbies, its because they are frequent visitors here and have a broader knowledge base.









(edited by d4s on 10-05-05 08:21 PM)
Bio

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Posted on 10-06-05 05:39 AM Link | Quote
have twice of overworld and level would be possible without ASM, just split him in two game but protect the second one with a password, and give the password at the end of the first, A lot easier to do


(edited by Bio on 10-05-05 08:40 PM)
(edited by Bio on 10-05-05 08:40 PM)
(edited by Bio on 10-05-05 08:53 PM)
ziratha

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Posted on 10-06-05 09:53 PM Link | Quote
A simple way to have more levels is to use... the uhm whats it called? the option that cause the halfway point to be hit already before the player enters the stage. This works because when the player beats the stage, the flag is reset, so bassically:


Starting point pipe wall Midway point


So basically, he enters, starts at the midway point and goes and finishes the level. then he re-enters and sttarts at the beginning and goes through the pipe to a new level, using a secret exit for the second level.

Now you may be asking, "Well, yeah, but then the player has to finish the level, then re-enter it to conitnue, right?" NO. With a little clever work, you can effectively use levels twice. suppose that you have this map:

||
1
||
1



where 1 is level 1. use overworld events to 'pave over' the first level when it's completed, so now, after the level is completed, the overworld looks like this:

||
||
||
1

"But ziratha! wont the fact that your changing a path that mario is on screw him up? or make him walk in the wrong direction?"

No, I tried it out a few times a while back and I had no problems, the only time you have probles is if its not a centered mario path you use, so:

||
\\
||
1

Could screw you up. but avoiding that, you now have 2 levels for the price of one.


"But ZIRATHA!!!! you only have so many Events, this could only wokr until you run out of events!!!!"

Yah, well Im not so sure about this one, I *think* that if you had a custom block that toggled whether level x could be entered or not, then you could make it something like this:
*||
(1)=(2)
*||****||
*\\***//
***=


so, in level 1, you have a unavoidable block that toggles the option to be able to enter level 1.

then again in level 2, have an unavoidable block that allows you to reenter level 1
(both at a point in the level that you cant not beat the level.)

then you have it so you now reenter level 1, but now its different, you are entering from a different point, so its different, and it makes sense. Or, If you dont mind only using events half as often, you can make it so that level 1 is a level, and the starting point sends you to a point AFTER the end, with the first end conveniently covered up (likely with custom blocks that can only be passed if the current level is unbeaten.) so that now, you can go back through the beggining part of the level, but you also have a whole nother half.


Does any of that make sense? if you want, I could make a simple hack that demonstrates these concepts...(Only the ones that don't need custom blocks...)



(edited by ziratha on 10-06-05 12:55 PM)
Glyph Phoenix

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Posted on 10-06-05 10:15 PM Link | Quote
I've looked at this problem for a while now, and I'm thinking that there really is no solution for more levels except heavy duty ASM hacking... which isn't so bad when you consider the fact that it's rarely more difficult to fit all your levels in then it is to reach the amount of levels you want.

Except for peter_ac's monsterous SMB collection, maybe, who here has actually ran out of level space?
HyperLamer
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Sesshomaru
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Posted on 10-07-05 04:03 AM Link | Quote
Yeah, we're talking 512 levels, 293 of which can be accessed on the OW. The game can only count up to 255 levels completed anyway.
Glyph Phoenix

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Posted on 10-07-05 04:55 AM Link | Quote
Heh. After 250 levels, it's probably about time to wind the game down to the ending. Besides, there's always room for a sequal.
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