Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - Overworld Level & Direction ASM Hack? | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
SM_Gamer

Shyguy
Level: 17

Posts: 17/93
EXP: 21882
For next: 2861

Since: 03-17-04
From: The depths of SR388

Since last post: 8 hours
Last activity: 7 hours
Posted on 04-25-04 03:36 AM Link | Quote
While searching the Lunar Magic Data, I found this weird message in address '000A8214' to '000A8284'.

"Overworld level and directional ASM enhancement data"

I think that this ASM hack could allow for all levels from 0 to 1FF to be pointed by a level. Also, this could make multible directions enable for a certan event(or more than two goals to a level. I'm not really sure). I'm still somewhat in the dark about this, but this could lead to even more levels from the overworld(exactly 428 more[in decimal]!).
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 564/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-25-04 03:49 AM Link | Quote
Well Demo World had three exits on Bowser's Keep...
Escherial

Shyguy
Level: 17

Posts: 15/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 04-25-04 03:53 AM Link | Quote
Yeah, it's totally possible to have more than two exits -- just change the "overworld event trigger" address to whatever you like using custom block ASM.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 565/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-25-04 03:55 AM Link | Quote
And I stuill want to know how he got that from "Overworld level and directional ASM enhancement data" - There is so much more that could mean
SM_Gamer

Shyguy
Level: 17

Posts: 18/93
EXP: 21882
For next: 2861

Since: 03-17-04
From: The depths of SR388

Since last post: 8 hours
Last activity: 7 hours
Posted on 04-25-04 04:31 AM Link | Quote
Originally posted by Kyouji "Kagami" Craw
And I stuill want to know how he got that from "Overworld level and directional ASM enhancement data" - There is so much more that could mean


These are just guesses about the ASM. I don't know about this.
Geno

Red Cheep-cheep
Level: 24

Posts: 206/206
EXP: 72268
For next: 5857

Since: 03-15-04
From: Toronto, Ontario, Canada

Since last post: 556 days
Last activity: 339 days
Posted on 04-25-04 05:26 AM Link | Quote
No, there are two exits in Bowser's Castle in DW:TLC. The Bowser Finish thing is not a "normal" event with the 16x16 tiles and 8x8 tiles. It just displays the credits and such, and there is no ASM used for that. The other two exits are a key and keyhole, the secret exit, and the "super secret" star, which is a goal point (normal exit trigger).
Aioria

Boss Bass
Image hosted by Photobucket.com
Yes I will!! ;D

Middle Ages Warrior

Level: 58

Posts: 163/1567
EXP: 1516086
For next: 61460

Since: 03-15-04
From: near the pneumon ultramicroscop icsilicovolcanoconiosis land

Since last post: 19 days
Last activity: 19 days
Posted on 04-25-04 05:34 AM Link | Quote
Originally posted by Geno
No, there are two exits in Bowser's Castle in DW:TLC. The Bowser Finish thing is not a "normal" event with the 16x16 tiles and 8x8 tiles. It just displays the credits and such, and there is no ASM used for that. The other two exits are a key and keyhole, the secret exit, and the "super secret" star, which is a goal point (normal exit trigger).


agree, i never thought in that way
FuSoYa
Defender of Relm
Level: 26

Posts: 49/255
EXP: 99529
For next: 2746

Since: 03-15-04
From: Moon

Since last post: 7 days
Last activity: 7 hours
Posted on 04-25-04 07:34 AM Link | Quote
It's a hack to get around a certain limitation in the original game involving level numbers and their placement on the overworld, and to allow initial level setting flags.

In other words, it's just another ASM hack that LM installs behind the scenes that most people aren't even aware of.

The text is used in an error message.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 566/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-25-04 11:43 AM Link | Quote
Geno, I thought of that, but then I thought "Huh, but doesn't the normal exit in a level trigger the ending event (ending credits in this case)? He must have two secret exits, not one..."

Oh, and FuSoYa, in the original game wasn't it that you could only enter levels 0-FF from the overworld and 100-1FF from a submap?


(edited by Kyouji "Kagami" Craw on 04-25-04 02:44 AM)
FuSoYa
Defender of Relm
Level: 26

Posts: 50/255
EXP: 99529
For next: 2746

Since: 03-15-04
From: Moon

Since last post: 7 days
Last activity: 7 hours
Posted on 04-26-04 01:51 AM Link | Quote
Originally posted by Kyouji "Kagami" Craw
Oh, and FuSoYa, in the original game wasn't it that you could only enter levels 0-FF from the overworld and 100-1FF from a submap?


Yes, and the levels had to be placed in ascending order on the map, from top to bottom and left to right.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 493/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-26-04 01:57 AM Link | Quote
Oh, gross...
Just why isn't it possible to allow levels 25-FF on the OW anyway?
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 568/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-26-04 02:31 AM Link | Quote
Originally posted by FuSoYa


Yes, and the levels had to be placed in ascending order on the map, from top to bottom and left to right.



*winces* That must've been hell to work with. "You know, I think I'll just put a level here... Then move every level up one without the aid of a helpful copy and paste system so that this is in the correct area..."
Toadeeboy
Banned for being a flaming jackass, thinking he could get away with it by stating he's only doing it in his last post.
Level: 27

Posts: 156/264
EXP: 104840
For next: 11319

Since: 03-15-04
From: Inside Paper Mario

Since last post: 502 days
Last activity: 339 days
Posted on 04-26-04 02:41 AM Link | Quote
Originally posted by FuSoYa
Originally posted by Kyouji "Kagami" Craw
Oh, and FuSoYa, in the original game wasn't it that you could only enter levels 0-FF from the overworld and 100-1FF from a submap?


Yes, and the levels had to be placed in ascending order on the map, from top to bottom and left to right.



I never knew that....That explains why levels 1 and 2 on top of the mountain in the original SMW were levels 1 and 2....I really wonder why Nintendo planned it this way. I've never realized it before, but editing SMW reqires heavy ASM hacking...but Lunar Magic does that for us! Thanks, FuSoYa!

And HyperHacker, I remember seeing something about it having to do with the placement of submaps on the overworld, but I highly doubt it...
FuSoYa
Defender of Relm
Level: 26

Posts: 51/255
EXP: 99529
For next: 2746

Since: 03-15-04
From: Moon

Since last post: 7 days
Last activity: 7 hours
Posted on 04-26-04 03:29 AM Link | Quote
Originally posted by HyperHacker
Just why isn't it possible to allow levels 25-FF on the OW anyway?


Because they already are on the OW... interpreted as being levels 101, 102, etc up to 13B. Going beyond that would mean expanding certain arrays in ROM (and possibly RAM) plus changing the SRAM data layout.


SMWExpert: Nintendo likely did it like this so they wouldn't need a separate data structure to indicate which level number to put where. They just scan layer 1 for level tiles and assign the level numbers in order. Saves ROM space, but sacrifices flexibility.
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Overworld Level & Direction ASM Hack? | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.018 seconds.