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1 user currently in Super Mario World hacking: |
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 サーレント Level: 49 Posts: 673/1077 EXP: 863920 For next: 19963 Since: 03-15-04 From: Tower of Lezard Valeth Since last post: 16 hours Last activity: 1 hour |
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Although I don't hack ( 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) |
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Alonguy Shyguy Level: 16 Posts: 42/92 EXP: 17422 For next: 2834 Since: 10-08-04 From: Calfornia Since last post: 30 days Last activity: 3 days |
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I say pretty much anything seems possible with asm, even though I don't know it. | |||
gnkkwinrrul Dry Bones Level: 39 Posts: 456/647 EXP: 402054 For next: 2717 Since: 03-15-04 From: LYKEOMGIMFROMSOMEPLACE???? Since last post: 81 days Last activity: 40 days |
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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 サーレント Level: 49 Posts: 675/1077 EXP: 863920 For next: 19963 Since: 03-15-04 From: Tower of Lezard Valeth Since last post: 16 hours Last activity: 1 hour |
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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) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 900/2273 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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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. | |||
Vortex Paragoomba Level: 15 Posts: 57/75 EXP: 15864 For next: 520 Since: 03-15-04 Since last post: 280 days Last activity: 268 days |
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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) |
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Escherial Shyguy Level: 17 Posts: 73/90 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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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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Vortex Paragoomba Level: 15 Posts: 59/75 EXP: 15864 For next: 520 Since: 03-15-04 Since last post: 280 days Last activity: 268 days |
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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 Bob-Omb Level: 38 Posts: 445/607 EXP: 365476 For next: 4971 Since: 03-15-04 From: Portland, OR Since last post: 73 days Last activity: 60 days |
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Originally posted by Smallhacker 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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Keikonium Banned Level: NAN Posts: 808/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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 Shyguy Level: 17 Posts: 74/90 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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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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knuck Hinox Banned until 19-58-5815: trolling, flaming, spamming, being a general fucktard... Level: 62 Posts: 869/1818 EXP: 1894574 For next: 90112 Since: 03-15-04 Since last post: 14 hours Last activity: 9 hours |
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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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Xkeeper The required libraries have not been defined. Level: NAN Posts: -3086/-863 EXP: NAN For next: 0 Since: 03-15-04 Since last post: 2 hours Last activity: -753366 sec. |
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That seems to be the case, given that custom blocks have been known to stall the game considerably sometimes. | |||
BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 465/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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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. | |||
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: 2072/8210 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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Originally posted by Escherial 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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rubixcuber Red Goomba Level: 12 Posts: 22/46 EXP: 6125 For next: 1796 Since: 10-13-04 From: St. Louis, MO USA Since last post: 331 days Last activity: 293 days |
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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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Sokarhacd Ball and Chain Trooper Resistance is Futile You Will Be Assimilated Hab SoSlI' Quch Level: 61 Posts: 692/1757 EXP: 1799888 For next: 76708 Since: 03-15-04 Since last post: 6 days Last activity: 4 hours |
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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... | |||
Lemon Luigi Mole Level: 30 Posts: 349/356 EXP: 164161 For next: 1708 Since: 03-15-04 From: USA Since last post: 110 days Last activity: 99 days |
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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. - (edited by Lemon Luigi on 01-09-05 02:08 PM) |
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ExKay Somebody set up us the bomb! Level: 50 Posts: 438/1114 EXP: 908268 For next: 39049 Since: 03-15-04 From: Hannover, Germany Since last post: 14 hours Last activity: 1 hour |
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A tip Lemon Luigi, don't bump old threads! |
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Acmlm's Board - I2 Archive - Super Mario World hacking - Are sensitive (custom) blocks possible, like these in Super Metroid? | | | Thread closed |