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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Blocks? | | | |
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ChrisW Newcomer Level: 3 Posts: 1/2 EXP: 55 For next: 73 Since: 10-19-04 From: Salt Lake City Since last post: 379 days Last activity: 339 days |
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I have a question... I am making a hack for Super Mario World for SNES and I'm using Lunar Magic, I want to make it so that the Blue blocks that you usually can pick up and throw stay there, after you pick it up it dissapears or breaks, I want to keep them moveable, but i need them to be indestructable, and I dont want them to dissapear... Anyone know how I can do this or if it's even possible, please help!.... I tried using keys for what I am doing, but they cannot stack on top of eachother, they just sink through, so if you know of any other item that does what I want the blue blocks to do (movable and indistructable) please help! |
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Mario Maniac Snifit Level: 26 Posts: 237/281 EXP: 100860 For next: 1415 Since: 08-01-04 Since last post: 243 days Last activity: 167 days |
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I guess your only solution is coding by ASM, and maybe use an auxiliary programm, BT. |
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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: 1809/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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I doubt Blocktool would help, this is sprite hacking. You'd need to change the sprite's ASM to not explode on contact and to not count down the disappearing timer. (And if possible, get rid of the 'kick to send flying' bit. Then they'd be like SMB2 mushroom blocks.) | |||
ChrisW Newcomer Level: 3 Posts: 2/2 EXP: 55 For next: 73 Since: 10-19-04 From: Salt Lake City Since last post: 379 days Last activity: 339 days |
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Hmm, well I guess I better learn how to change the sprites ASM..... dont think anyone could do it for me? nahh im kidding I know no one will. | |||
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: 1831/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Don't be too sure. | |||
gnkkwinrrul Dry Bones Level: 39 Posts: 378/647 EXP: 402054 For next: 2717 Since: 03-15-04 From: LYKEOMGIMFROMSOMEPLACE???? Since last post: 81 days Last activity: 40 days |
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Some people who like a challenge may. And you wouldn't be dealing with sprites, it'd be objects which have way different coding | |||
Escherial Shyguy Level: 17 Posts: 67/90 EXP: 20866 For next: 3877 Since: 03-15-04 From: Pasadena, CA Since last post: 202 days Last activity: 38 days |
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Be prepared for the fact that you'll quickly have *way* too many sprites onscreen at once. If you want to control the amount of time it takes a throw-block to disappear, you might be interested in the following addresses: 7E1547 - First block present countdown timer 7E1546 - Second block countdown timer 7E1545 - Third block, etc. I'd imagine that if you could just make this constant in the block's update cycle or find where this value is decremented and remove that, you could have everlasting blocks. Try freezing these in ZSNES; it's fun |
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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: 1833/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Actually, they turn into sprites when you pick them up, which is how you can carry and move them. |
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