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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 - Are sensitive (custom) blocks possible, like these in Super Metroid? | | Thread closed
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Surlent
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Posted on 11-14-04 07:15 PM Link
Although I don't hack (anymore yet ), I already longer thought about these blocks in Super Metroid and Metroid: Zero Mission which instantly vanish for a second, you fall through them and they reappear on the same position again.
From below you have no way to get through them, unless they work only once and don't appear again.

Having these in a hack would be really great. Imagine a maze with some optical dead ends and/or shortcuts using these blocks - you are close to the goal and fall down :

I know there are one-way blocks in Blocktool, but they are not exactely the same thing.
Two problems might be there. First, the reappearance itself and maybe the delay to set up it, the animation might be easily done using custom frames/animations in these levels.

The second thing might to prevent the block to reappear "on" Mario and forcing him to die

How about possibility to code these two types of blocks using ASM for the hackers here ?
1.) Blocks which are passable from above, vanish for maybe a second and reappear again. It must not be passable from below.
2.) The same blocks, but they vanish and don't appear again.


(edited by Surlent on 11-14-04 10:17 AM)
Alonguy

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Posted on 11-14-04 08:31 PM Link
I say pretty much anything seems possible with asm, even though I don't know it.
gnkkwinrrul

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Posted on 11-14-04 09:56 PM Link
You could use the blocks in blocktool that are already in there that let mario only pass through them from the top. I know how to make them dissappear when touched, but they wouldn't reappear, and there would just be a solid empty space in the middle of the hack.
Surlent
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Posted on 11-14-04 11:03 PM Link
Okay, thanks
In the two mentioned Metroid games these blocks may be overused, but I like the idea behind them. So you might "enable" a way from above and then would need to "cross" that location again later - like when carrying a P-switch.

It is possible from below in an easy way - a row of invisible coin question blocks - but the other idea might be interesting, since you don'T see them on first attempt


(edited by Surlent on 11-14-04 02:03 PM)
Smallhacker

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Posted on 11-15-04 01:42 AM Link
AFAIK, there's no way to execute a block's code without something activating it (like touched by Mario), which means that making them (or the graphics) reappear would be very hard.
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Posted on 11-15-04 01:48 AM Link
is it possible to have a block you fall through that will disapear when touched, and then you fall about 1 or 2 blocks down, touch an invisible block which changes into a solid block and warps up 1 or 2 blocks?


(edited by Vortex on 11-14-04 04:48 PM)
Escherial

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Posted on 11-15-04 03:18 AM Link
Blocks don't "move", per se; now, it would be cool if we had some way to get into the level memory and change blocks anywhere, as opposed to only being able to change the currently activated block.

This is a bit of a tall order, but if anyone knows the position of the tile data in RAM and the width of each block entry as well as a way to figure out the position in that data of the current block, that'd be great . With that, Vortex's suggestion would be possible.
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Posted on 11-15-04 03:44 AM Link
actaully it would probably be simpler (and more effective) to have a 1 way block, that disapears when touched. just how do you make that block reapear by touching another block?
hhallahh

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Posted on 11-15-04 05:50 AM Link
Originally posted by Smallhacker
AFAIK, there's no way to execute a block's code without something activating it (like touched by Mario), which means that making them (or the graphics) reappear would be very hard.


All you'd have to do is make the block "turn off" when touched, wait 2 seconds or something, then "turn on" again. I don't know ASM, but it doesn't seem outside the realm of possibility.

I mean, it'd basically be like one of those yellow blocks which spin when Mario hits them from below.. only modified so that the activate when Mario touches them from above, and they probably wouldn't be "off" for as long. Really shouldn't be impossible.
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Posted on 11-15-04 06:02 AM Link
So something has to be touching the block, like a sprite? Not just mario, any sprite? If so, why not just place a keyhole (with the graphics removed) ontop of it?
Escherial

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Posted on 11-15-04 07:46 AM Link
Ok, just to clear things up, this is the way that custom blocks work at present:

1) A sprite (Mario or otherwise) collides with the custom block
2) FuSoYa's code is executed, which looks up an address in the custom block data for the game to jump to upon the event.
3) The custom ASM for that block is executed (note that this custom ASM only has direct access to its Map16 value and is able to set its Map16 value upon exiting the routine).
4) Control returns to the game as normal.

As you can see, the custom block code is not executing while the game code is executing; in fact, the game stalls while the custom block code is running. This precludes having some sort of loop in the custom block code which stalls until something should happen. (Turn blocks are handled by the game's update loop code, which has the liberty of allowing events to happen after an amount of time has elapsed.)

I don't think using a key sprite will work, as I doubt it triggers a collision event.

Also, Vortex, to make another block change, you have to know where it's located in the tile data (which is what I said previous to your post); I still think it's the best way to do this, but, once again, we need to know how to access the tile data for the level.
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Posted on 11-15-04 10:56 AM Link
Wait...you are telling me that until the block routine finishes running, the game will remain stopped?


(edited by knuck on 11-15-04 01:58 AM)
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Posted on 11-15-04 12:24 PM Link
That seems to be the case, given that custom blocks have been known to stall the game considerably sometimes.
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Posted on 11-15-04 12:30 PM Link
Correct. The custom block code is a subroutine, branched off from the main game code; while it's doing its stuff, nothing else is happening. The code must finish before the game can continue, which means you only have a single frame to do whatever you need to do (move Mario, change Map16, etc.) This code is repeated once for every frame Mario is touching the block, and stops running altogether when he's not.
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Posted on 11-16-04 04:16 AM Link
Originally posted by Escherial
This is a bit of a tall order, but if anyone knows the position of the tile data in RAM and the width of each block entry as well as a way to figure out the position in that data of the current block, that'd be great . With that, Vortex's suggestion would be possible.

Dream on, dude. Some people know, but they're more likely to tell you their credit card number than any of their hacking discoveries.

You gave me a great idea, though. Copy the keyhole sprite, disable interacting with Mario (so that, hopefully, it won't trigger if a key touches it, since Mario's holding the key), make the graphics invisible, and put it next to a block. Since the keyhole apparently has object interaction enabled (), it should run the block's 'touched by sprite' code for every frame that it's on the screen! (Haven't tried it though.)
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Posted on 11-18-04 07:10 AM Link
For the type that disappear and don't come back, can't you just use the changing block? You have a block that acts like the concrete block, and is only activated from above, then when activated it changes to the next map16 tile. So, on the next map16 spot you just put a blank, passable tile.

As for the ones that come back, i think you make the next tile a special tile that changes to the previous map16 tile when activated, but only if mario's y speed is 0. That way it wouldnt trap you while you fall through it, but if you have it being constantly activated with the keyhole idea or something, it will change back when you land.

I'll maybe try to write one tonight and see what happens.


(edited by rubixcuber on 11-17-04 10:10 PM)
(edited by rubixcuber on 11-17-04 10:13 PM)
(edited by rubixcuber on 11-17-04 10:15 PM)
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Posted on 11-18-04 07:32 AM Link
well, really, all you would need to do, to make one that comes back right away, would be to make it like rubixcuber said,and make one below it change the other one back...although I suppose, there would be quite a few problems with that...
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Posted on 01-09-05 10:39 PM Link
I have an idea that MIGHT work... Make the block so it turns into the next one when Mario steps on it. Then, make it so that when hit (ie. not activated if he just falls through it) from the bottom by Mario, it turns back into the first block so he can't go back up through it. It wouldn't re-appear automatically, but it would be close to the Metroid crumble blocks.

EDIT:
Aah! I forgot that this was an old topic when I was reading this! Sorry... My bad for bumping this... I won't do it again.

EDIT2:
Since I didn't want to post again in this topic...
@ the post below: I kinda know that, Ice Man. -_-; Gah, maybe I shouldn't have came back...


(edited by Lemon Luigi on 01-09-05 02:08 PM)
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Posted on 01-09-05 10:49 PM Link
A tip Lemon Luigi, don't bump old threads!
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