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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Self Removing Blocks [Issue] | | | |
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rubixcuber Red Goomba Level: 12 Posts: 33/46 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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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. Level: 114 Posts: 2628/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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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) |
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Juggling Joker Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 351/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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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 Red Goomba Level: 12 Posts: 34/46 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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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) |
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UnsurpassedDarkness Melon Bug Level: 39 Posts: 37/746 EXP: 391555 For next: 13216 Since: 10-29-04 From: Λtlantıs. All your base are belong to us. Since last post: 12 days Last activity: 2 days |
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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 Shyguy Level: 17 Posts: 75/90 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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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. |
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rubixcuber Red Goomba Level: 12 Posts: 35/46 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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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) |
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UnsurpassedDarkness Melon Bug Level: 39 Posts: 41/746 EXP: 391555 For next: 13216 Since: 10-29-04 From: Λtlantıs. All your base are belong to us. Since last post: 12 days Last activity: 2 days |
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Map16 blocks (I haven |
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