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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Skipping the 'level complete' animation? | | | |
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jp Micro-Goomba Level: 4 Posts: 1/12 EXP: 196 For next: 83 Since: 10-11-05 From: Montevideo, Uruguay Since last post: 13 days Last activity: 8 days |
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I'm looking for a way to remove Mario's animation when he completes a level. In other words, what I want is to return to the overworld immediately, but with the level considered as completed. Any info / RAM addresses on this? |
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XxShaynee2xX Koopa Level: 11 Posts: 45/102 EXP: 5679 For next: 306 Since: 10-03-05 From: San Diego Since last post: 5 hours Last activity: 5 hours |
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you could try to make a custom block... dont know how tho... | |||
jp Micro-Goomba Level: 4 Posts: 2/12 EXP: 196 For next: 83 Since: 10-11-05 From: Montevideo, Uruguay Since last post: 13 days Last activity: 8 days |
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Well, I found a solution for my problem. I made a custom block that triggers level end, sets brightness = 0, and sets the timer to 1 to solve a problem where Mario got a 1up when time was 0 (infinite). The block code is: A9 00 8D 31 0F A9 00 8D 32 0F A9 01 8D 33 0F A9 00 8D AE 0D A9 01 8D 93 14 60 The animation is NOT removed, but it's much faster. Additionally I removed the music, and the drumroll and zoom SFX. |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 2176/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Link Touching one of these blocks will instantly cause the screen to fade out to the overworld, beating the level. |
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Kailieann Koopa Level: 11 Posts: 11/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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As I recall, the goal sphere doesn't trigger the animation. You could try using that instead of a regular goal. You could probably even hide it behind something. There's an idea. An invisible, passable block that makes sprites behind (or in front of) it invisible... |
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jp Micro-Goomba Level: 4 Posts: 3/12 EXP: 196 For next: 83 Since: 10-11-05 From: Montevideo, Uruguay Since last post: 13 days Last activity: 8 days |
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Thanks Smallhacker! Your block is exactly what I needed -- a faster (and much more elegant) solution. I've been using some of your tools like the SMWSBE and SMWMTE for a while, I'm a big fan of yours! |
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Kailieann Koopa Level: 11 Posts: 27/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by jp I've not tested Smallhacker's link, but this one should work even better if you set the fifth last value to FF instead of 01 (goal sphere =D) A9 00 8D 31 0F A9 00 8D 32 0F A9 01 8D 33 0F A9 00 8D AE 0D A9 FF 8D 93 14 60 |
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ZTaimat Red Koopa BOW DOWN TO LORD SESSHOMARU!! Level: 17 Posts: 127/128 EXP: 21278 For next: 3465 Since: 03-31-05 Since last post: 20 days Last activity: 15 days |
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Originally posted by Kailieann Thats only on a vertical Level. The original SMW used the goal sphere once in the ghost ship after the LOOOOOOOONG fall. |
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Kailieann Koopa Level: 11 Posts: 30/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by ZTaimatOriginally posted by Kailieann Hm. Darn. Nintendo really goes out of its way to irritate the hackers. |
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Acmlm's Board - I2 Archive - Super Mario World hacking - Skipping the 'level complete' animation? | | | |