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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 - More then one midway points | |
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Aioria

Boss Bass
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Yes I will!! ;D

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Posted on 06-11-04 03:25 AM Link | Quote
In the board before the crash there was a discussion about the possibility of having more then one midway point. Can a custom block be made to act like as another mid point, it'd be useful for some of my levels in the future (they'll be a bit long)
Xkeeper
The required libraries have not been defined.
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Posted on 06-11-04 03:27 AM Link | Quote
As far as I can see, no, there are no ways to make more than one midpoint.
Aioria

Boss Bass
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Yes I will!! ;D

Middle Ages Warrior

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Posted on 06-11-04 03:36 AM Link | Quote
Aw

i wish i knew asm

anyway, i remember that someone said it was kinda possible, at the old thread about this subject, so im pretty optimistic
Atma X

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Posted on 06-11-04 03:48 AM Link | Quote
I created the old thread about having more than 1 Midway point, but I never really got a definate answer about it. (yes, it is possible for sure, but I still don't know how hard it would be)


(edited by Atma X on 06-10-04 06:48 PM)
(edited by Atma X on 06-10-04 06:53 PM)
Juggling Joker

Boomerang Brother
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Yeah, JAMH is still being worked on.
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Posted on 06-11-04 03:50 AM Link | Quote
It is possible, just like most things you would want to do in a SMW hack. Getting the present game engine to do what you want is another story altogether.
Kario

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Posted on 06-11-04 03:55 AM Link | Quote
I don't see a point. If a level is that long, it shouldnt be allowed. Eghad. It would be easier to make it recognize which level you got the midway point in, that way it wouldnt only go the "origin" level, it would go to the midway start point wherever the point is you hit. That would require some OV asm as well. Don't know if that helped at all....
Smallhacker

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Posted on 06-11-04 02:36 PM Link | Quote
How to an extra midway point:

1: Find some unused space in RAM that's at least X*4 bytes large. (X = number of levels that can be accessed from the overworld)
2: Locate the level loading ASM.
3: Make a block that sets four bytes in the free RAM to Mario's current X and Y position (if it's level 20h, it sets the 20h*4:th byte and the next 3) and then changes into the next MAP16 block
4: Edit the loading ASM so it puts the player on the stored X and Y if X+Y != 0
5: Edit the "end level" ASM to clear the 4 bytes.
6: Edit the save/load function to save/load the X*4 bytes to/from SRAM
7: Enjoy!


(edited by Smallhacker on 06-11-04 05:37 AM)
(edited by Smallhacker on 06-11-04 05:38 AM)
blackhole89

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Posted on 06-11-04 07:04 PM Link | Quote
How about this one:
Most levels consist of more than one technical "level", don't they? I mean, a cave and an outsideous part or something like that. I use an extremely long level in SMW-ALTTP. It's realized that way: when you enter another "sublevel"/"submap" your overworld position is being changed so you land on an invisible level tile which you can only leave towards the first level tile belonging to the level (from which you won't be able to go back to the invisible level tile). It is in most points a clone of the first level tile, besides to the exit directions and its level number (it points on the "midway" submap). Right before you reach the exit you're being moved to the last tile of the complex, which marks the end of the level. When the final level-done-event is invoked, the path is opened up in both directions and the midway tiles are thrashed.
Understood so far? I'm not sure anymore whether I've expressed it correctly.

Have fun,
Blacky.
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 06-11-04 09:38 PM Link | Quote
You don't need that much free RAM. You can do it simple: Level #, Destination Level #, Screen #, Xpos, Ypos. When they hit one, it stores the number of the level from the OW (so even if it's in a level you came into from the OW, it'll still work) and the current level in the Destination. Then, you hack the level loader code. If it's loading the level Level# from the OW, load DestLevel# instead, then put Mario at those coords. If it's a different level, load as normal, and if the poor fools should hit another point there, the old one gets wiped.
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