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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 - Self Removing Blocks [Issue] | |
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rubixcuber

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Posted on 11-22-04 05:26 AM Link | Quote
Is there a way to have a block that instead of changing to the next block in the map16, just removes itself after being acivated?
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.


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Posted on 11-22-04 06:10 AM Link | Quote
You could have the next tile in the map16 act like block 25 and have all the parts of it be F8... Though I doubt that's what you had in mind


(edited by Kratos Aurion on 11-21-04 09:11 PM)
Juggling Joker

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Posted on 11-22-04 06:21 AM Link | Quote
I don't see why what Kratos said wouldn't be more than adaquete for any use of a self removing block I can think of.
rubixcuber

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Posted on 11-22-04 06:29 AM Link | Quote
Well, that's what I had been doing, but I was using a fair number of them at some point and they essentially take up twice as much space this way. Also, I'm assuming it would probably take a lot less code to remove the block than to change it to the next one if someone knew the way that would be done.

--- Edit ---
Theoretically I think you would just have to change the value in the map16 low byte table, but I don't know how to have the block determine what address to modify.


(edited by rubixcuber on 11-21-04 09:45 PM)
UnsurpassedDarkness

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Posted on 11-22-04 09:16 AM Link | Quote
Block Inserter has some blocks that do that already, I know the 5-up block does this, and those question blocks that put stuff in the itembox turn into those brown blocks
Escherial

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Posted on 11-23-04 08:12 AM Link | Quote
I suggest that you cannibalize the code for the "Change to next Map16" block (by jonwill, I believe) and just insert your code before the REP #$20 near the end (where the block code actually starts -- check the offset in block inserter). Also, replace the "LDA $0003, CLC, ADC #$0001" with "LDA #$0025" to simply change to block 25 rather than changing to the next block in the Map16. Make sure to preserve the reloc offsets (just the locations of jumps in the code) when you create your new block.

Hope that helps and good luck; if you have trouble with that, I can post up the contents of that block along with comments directing where to put what.
rubixcuber

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Posted on 11-23-04 08:26 AM Link | Quote
Actually I already know how to do it by modifying the existing code in the changing block, but I kind of wanted to know exactly what it was doing, more of learning how to work with the map16 then needing to accomplish this exact goal of making this block I suppose. Also I've been doing all of my ASM coding straight through a hex editor so I would have to either find and modify all of the jump statements by hand or get a compiler. I guess I'll try to take a closer look at what his code does and figure it out.


(edited by rubixcuber on 11-22-04 11:26 PM)
UnsurpassedDarkness

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Posted on 11-23-04 09:22 AM Link | Quote
Map16 blocks (I haven
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