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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 - Screen-scrolling pipes concept Idea | |
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Sukasa

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Posted on 02-08-05 08:19 AM Link | Quote
Hey!

Iwas thinking about the SMB3 screen-scrolling pipes, and I came up with a way to do that. It would take someone with skills (unlike me--> i dont have any) to maybe write some custon blocks.

Here is the image of my concept:


What do you think? The idea could be expanded upon easily with the addition of different directions...
Alastor the Stylish
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Posted on 02-08-05 09:45 AM Link | Quote
Eh. I believe it would be more effective to do something along the lines of copy part of the enter pipe code to get Mario to disappear, have screen scroll how many blocks in each direction, then put Mario at exit of pipe. You'd have to make a new one for each one (unless you planned everything very carefully, then you could get by with maybe seven or eight), but it'd look better.
Kario

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Posted on 02-08-05 10:06 AM Link | Quote
I think someone would have to do it like FuSoYa did it. Your idea is common, making scrolling pipes, yet no one other than Fu has done it right.
Sukasa

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Posted on 02-09-05 04:05 AM Link | Quote
Hey!

I know.

But this is a concept idea, so i'm just giving a basis for people to maybe work from. like you said, only FuSoYa has done this correctly, but maybe with a spirit of copoperation this can be accomplished by everyone else, too. really, though, I think that the scroll up block could be accomplished by using one "Start moving up" block used twice. Of course, like you sid kyouji, some code would have to be repeated/called, but the idea is to make a tileable pipe system.

Good idea though.
XPeter

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Posted on 02-09-05 06:11 PM Link | Quote
i think the closesst thing anyone's gonna get other than Fu, is normal pipes linked, and a blank screen while mario passes through.

two problems though:
1. there can't be more than one destinations per screen,
2. there can't be more than one secondary exit per level, and
3. ya won't be able see see where the pipe is taking you.

But I'm gonna give it a shot. i think i know how to do it alright. If i figure it out i'll tell everyone else how to do it too.


(edited by peter_ac on 02-09-05 04:18 PM)
Alastor the Stylish
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Posted on 02-09-05 10:19 PM Link | Quote
That whole argument is kinda negated by the fact that movement blocks placed on horizontal pipes, while not even approaching the goodness of true DW pipes, is still better than what you said.

Plus. Why would you want DW pipes? It's rather pointless, as ASM hacks go. The only thing it'd be useful for is pipe mazes, and pipe mazes suck
knuck

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Posted on 02-09-05 11:46 PM Link | Quote
DW pipes can be used for 3049803 things other than pipe mazes.
It seems you never played SMB3.
Keikonium
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Posted on 02-10-05 12:03 AM Link | Quote
The way I do screen scrolling pipes is by using the movement blocks (up down left and right at the medium speed in BT). Just make the graphics be pipe tiles with layer priority enabled. Its not as good as Fu's but if you REALLY wanted pipes it would be better than nothing (or using secondary entrances).

And isn't there a SNES tracer? Couldn't you open up the pipe maze level in DW:TLC and trace the code used when passing thru the pipes? If its possible maby you could get the code (in hex) of how to make the pipes. Or even do the same thing in SMB3
Alastor the Stylish
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Posted on 02-10-05 12:17 AM Link | Quote
Originally posted by knuck
DW pipes can be used for 3049803 things other than pipe mazes.
It seems you never played SMB3.
Xkeeper
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Posted on 02-10-05 12:36 AM Link | Quote
Originally posted by Keikonium
The way I do screen scrolling pipes is by using the movement blocks (up down left and right at the medium speed in BT). Just make the graphics be pipe tiles with layer priority enabled. Its not as good as Fu's but if you REALLY wanted pipes it would be better than nothing (or using secondary entrances).

And isn't there a SNES tracer? Couldn't you open up the pipe maze level in DW:TLC and trace the code used when passing thru the pipes? If its possible maby you could get the code (in hex) of how to make the pipes. Or even do the same thing in SMB3
Problem is, you'd end up having a slight problem there because of the fact that they'd be one-way

I'm actually kinda amazed that after all this time no one's figured out how to replicate them yet
Sukasa

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Posted on 02-10-05 03:30 AM Link | Quote
Hey!

One-way. you're right. i suppose if someone used an empty variable and had variable-controlled bloack it would work too. Keikonium had a neat idea too, which might be expanded upon by running the enter pipe ASM, then moving mario. I guess it boils down to personal taste.

EDIT: Sometime i'll work out a better picture and diagram w/ explanations and post it so people can have a good base to work off of.

FuSoYa, Could you please post maybe a hint or something here? Please?


(edited by Darkflight on 02-09-05 11:35 PM)
Pikachu025

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Posted on 02-10-05 03:34 AM Link | Quote
Originally posted by Kyouji Craw
Originally posted by knuck
DW pipes can be used for 3049803 things other than pipe mazes.
It seems you never played SMB3.
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Posted on 02-11-05 05:23 AM Link | Quote
I've brought this idea up before... It could work with some custom blocks, though it might be rather glitchy. You would need, at least:

-Entrance and exit blocks. These should act solid unless Mario is pressing in the appropriate direction to enter them, in which case it plays a sound and sets a variable which disables all buttons except Start/Select and activates a per-frame ASM hack which moves Mario in the specified direction. If this variable is already set, just move Mario in whatever direction leads into the pipe (as they would get run a few times while Mario passes through them). If touched from the other direction (IE the top and bottom for left/right entrances, and vice-versa) or in any direction by a sprite, they should be solid. Additionally, when Mario enters them they should set another variable to signify that Mario is passing through an entrance block. The exit blocks, which would be invisible, passable blocks placed right next to the entrance, would check this variable, and if it's set, play a sound, slow Mario down and clear the variable. (It'd also be good if they set temporary invincibility for a short time, to prevent getting killed by enemies on the pipe like in DW:TLC. )

-Top, bottom, left and right blocks. These should be solid if the 'Move Mario' variable isn't set, otherwise they should move him in the specified direction. (The variable tells which direction.)

-Direction change blocks. These would act the same as the Top/Bottom/Left/Right blocks but would change the direction Mario is moving. This would require one block for every possible change (Left to Up, Left to Down, Up to Left, Up to Right, etc). These would be placed in the very corner of the 32x32 corner area. (Say it changes direction from Left to Up, it would be in the bottom right corner.)

-Dummy corner blocks - solid if Mario's in the pipe, passable otherwise, so they don't interfere with changing directions.

All of these, except the Exit Blocks, would have to have layer priority enabled as well.
Alastor the Stylish
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Posted on 02-11-05 05:59 AM Link | Quote
Originally posted by Pikachu025
Not exactly. With the secondary-entrace method all smashed/melted/whatevered blocks reappear, with scrolling pipes not.
You only have 200 Secondary Entraces, so in a pipe maze you may run out...
Firstly, pipe mazes suck, so it's a moot point. Secondly, those things only reset because they were never in the original game, so code to keep them gone isn't in it, but it could be added just as easily as demo world pipes could. Thirdly, I never said that you would use pipes and secondary entrances like you would scrolling pipes, I just said you can do all that stuff without scrolling pipes, so it's still a moot point; you can usually get by with nothing there for moving Mario around (again, this obviously doesn't work in the case of pipe mazes) And in vertical areas a shaft made with custom blocks so you can only move up through and another one right beside it you can only move down through would suffice.
FuSoYa
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Posted on 02-12-05 02:01 AM Link | Quote
Originally posted by Darkflight
FuSoYa, Could you please post maybe a hint or something here? Please?


Sounds like you've already got the right idea, as far as implementing the pipes like DWTLC does. I found it kind of finicky to get it to work well in practice... but then again, I didn't think of blocking Mario's input till version 1.1. As a result, people may find doing their own implementation from scratch easier than reading DWTLC's code.

If you want an extra hint though, don't use layer priority on the pipe tiles. Remember the white block...
UnsurpassedDarkness

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Posted on 02-12-05 02:11 AM Link | Quote
FuSoYa, why can
Someguy

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Posted on 02-12-05 02:21 AM Link | Quote
I'm not sure why but I did something wrong once, or used an earlier version and got Yoshi in a pipe and Mario crushed against something so that's probably why. If someone actually reads this we might be close to making pipes that are BETTER then Fu's, atleast possibly code wise because of that thing he didn't think of doing that we know of before making them.
UnsurpassedDarkness

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Posted on 02-12-05 02:37 AM Link | Quote
In one level, a pow switch Mario is carrying sticks out of the pipe
FuSoYa
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Posted on 02-12-05 02:38 AM Link | Quote
Originally posted by UnsurpassedDarkness
FuSoYa, why can
HyperLamer
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Sesshomaru
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Posted on 02-12-05 05:40 AM Link | Quote
Originally posted by FuSoYa
If you want an extra hint though, don't use layer priority on the pipe tiles. Remember the white block...

Er, what block? And how do you disable the input anyway, is there a variable for it or do you have to hack it yourself?
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