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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - Vertical Scrolling and Unusual Problem (New Member) | |
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hal_emmerich
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Posted on 02-13-05 05:54 AM Link | Quote
Hey all! I've been reading these forums for a few days, and I noticed alot of people seem to want to make a vertical level that scrolls up (or .. at least I think if I'm reading that right ). If so I may have a working method.

The method is as follows

What you need:

1 level, set to style 8 (Vertical and Layer 2 interact), All scroll types should be set to 'none'.

2: Design your level the way you would like it to be set up, from bottom to top, keeping in mind that the screen will be rising at a decent pace. EVERYTHING has to be Layer 2, and sprites (so far) can not be used. This means that you can not have a goal point sprite/key hole in the scrolling area, you must have a pipe/door/etc.

3: After your level is crafted, at the Mario start point, mid point, and any screen the player can enter the area at, place a 'Layer 2 falls' sprite.

4: If you don't want the player being able to get past the scrolling screen, place a 'concrete block' on layer 1, just above the screens the player can enter on.

5: When creating your 'door' exit link, set both the starting screen and midpoint screen, as well as any other entry screen to exit to whatever your goal point map is.


How this works: The layer 2 fall sprite causes the platforms to come down to mario, making it look like the stage is actually going up. The concrete blocks prevent the player from trying to climb the stage too fast. Sprites can't be used because they seem to fall right through layer 2. How this is fixed I'm not sure. The reason your setting your exits to the screens you enter the map on is because you never actually leave that screen. There are a few limitations to this method however.

1: Because Mario never actually changes his X/Y if he is motionless on a vine scrolling down (think about it, the vine is going down, not Mario), Mario will seem to auto climb any vine you use. This can actually make for an interesting, yet challenginge vine trap where you must cross the vines horizontally.

2: As mentioned above, Sprites may/may not work.. if they did, you couldn't use the concrete block method of stopping players, or else any sprite would get caught behind the concrete block.

3: You can not have multiple exit pipes/doors. Remember, the pipes come down to you, so you can only define an exit on the screen your on. Of course, you could define a different one for the midway point screen, which could make for a very interesting secret exit..

There you have it, the secret of vertical scrolling unlocked. Or I just made a class a** of myself explaining something you already know.


Also, I'm having a huge problem with my level. Its vertical scrolling up, but at the end theres a door on screen 6 that is supposed to lead to map 1AF (A designated level for exits for this kind of stage). Problem is, It leads me to that *censored* bonus room where I run out of time and die. I've checked to make sure its linked, and that I have the right screen.

Secondly. For some reason the water current in world 103 now throws Mario across the screen, typically crushing him into something unless I have some very fancy keyboard action.

Any idea on either of these?

Edit: I have confirmed that V scroll (up scrolling level) does work with a few minor glitches, but is that what you guys are looking for?


(edited by hal_emmerich on 02-13-05 02:03 AM)
(edited by hal_emmerich on 02-13-05 04:37 AM)
Alastor the Stylish
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Posted on 02-13-05 06:10 AM Link | Quote
Originally posted by hal_emmerich
Also, I'm having a huge problem with my level. Its vertical scrolling up, but at the end theres a door on screen 6 that is supposed to lead to map 1AF (A designated level for exits for this kind of stage). Problem is, It leads me to that *censored* bonus room where I run out of time and die. I've checked to make sure its linked, and that I have the right screen.

Secondly. For some reason the water current in world 103 now throws Mario across the screen, typically crushing him into something unless I have some very fancy keyboard action.

Any idea on either of these?
1. I have an idea. Is the door stationary, or does it scroll? If it scrolls, it will get taken off of the proper screen and as a result will be on a screen that doesn't have an exit set.

2. I have no idea what would cause this.


(edited by Kyouji Craw on 02-13-05 02:11 AM)
hal_emmerich
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Posted on 02-13-05 06:15 AM Link | Quote
... *smacks self*

.. duh.. thats it..

Anyways, was that the problem you guys were trying to fix in regards to V scrolling (Getting an up scrolling stage).


(edited by hal_emmerich on 02-13-05 02:16 AM)
Sukasa

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Posted on 02-13-05 08:04 AM Link | Quote
Hey!

Ummm. Am I missing something? There wasn't a post that gave any info that I could see, but then again I am a noob.
hal_emmerich
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Posted on 02-13-05 08:21 AM Link | Quote
Nope, you didn't miss anything. I just didn't want to post the info until I checked to see if at least some of the kinks were worked out. I'm going to edit the post above
Alastor the Stylish
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Posted on 02-13-05 09:14 AM Link | Quote
Make sure you don't have it set so that sprite bouyancy is on but to compensate all other interaction with layer 2 is disabled, that would definitely do it. I'm not sure about this, but it may also be that they're not calculated when off-screen. Since you never move off the screen you're on, you never enter the screen the sprites are on, so they never come up. That's just a guess, though, I'm not certain I understood what you said.


(edited by Kyouji Craw on 02-13-05 05:17 AM)
hal_emmerich
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Posted on 02-13-05 09:26 AM Link | Quote
Thats right. I just tested that out now. The only sprites that load are the ones at the immediate start since they aren't loaded off screen. It isn't perfect, but at least now theres a way to do V-scrolling without having to code a sprite into it.
Alastor the Stylish
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Posted on 02-13-05 09:45 AM Link | Quote
Wouldn't really be necessary to do that; you could just as well just take a few sprites you know you'll never use anywhere else and set them to process when off-screen with Mario World Reconfigurator. You could only have a handful of them in the level with it lagging far too much, but it's better than nothing, right? And then, of course, there's the problem of the barrier keeping Mario in also keeping them out, but you could use the custom block that comes with blocktool, "1-way block down," (it's block #2) and have it look like a cement block to take care of that. If there's a similiar barrier at the bottom, use 1-way block up - I haven't used them in a long while but if I remember correctly non-Mario sprites pass right through them, so...
hal_emmerich
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Posted on 02-13-05 09:49 AM Link | Quote
Why would you put a barrier at the bottom, doesn't that kinda defeat the purpose of a scrolling level? ^^
Alastor the Stylish
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Posted on 02-13-05 10:04 AM Link | Quote
I dunno. I just thought maybe you might want a floor of spikes or something in place of an actual pit to give the player a second chance if they go too slow, or something along those lines.


(edited by Kyouji Craw on 02-13-05 06:04 AM)
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<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 02-14-05 02:27 AM Link | Quote
Holy crap that's a cool idea. It even lets you put stuff on layer 1 that would move with you. I thought of a similar idea: Make the level on layer 1 and cover layer 2 (interaction enabled) with a custom block that moves layer 1 up. (You'd have to cover all of layer 2, not just that screen, unless it moves layer 2 as well. A better idea might be to use BMF's palette ASM thing.) Then I bet you could get around the restrictions like 'only one exit' and 'no sprites'.

Also I like what Kyouji was saying... If you put like spikes at the bottom of layer 1, it'd be like that one level in DKC3 (or 2?) where a saw chases you up a tree.

Originally posted by hal_emmerich
Because Mario never actually changes his X/Y if he is motionless on a vine scrolling down (think about it, the vine is going down, not Mario), Mario will seem to auto climb any vine you use. This can actually make for an interesting, yet challenginge vine trap where you must cross the vines horizontally.

I don't think that would happen, actually. Mario would just go down with the vine. I tried putting vines on layer 2 in a level with 'Layer 2 scrolls left/right' and Mario would fall off the vine if you didn't press in the direction it moved. Presumably moving up/down would have the same effect.
Juggling Joker

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Posted on 02-14-05 02:35 AM Link | Quote
That's his point, HyperHacker. If the vine is moving down with the rest of the screen, and Mario is stationary, he'll appear to be climbing up the vine (at least in effect, there won't be a climbing animation). You said it yourself, you would need to move in the same direction the vine is to remain stationary in relation to the vine.
Alastor the Stylish
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Posted on 02-14-05 02:36 AM Link | Quote
Originally posted by HyperHacker

I don't think that would happen, actually. Mario would just go down with the vine. I tried putting vines on layer 2 in a level with 'Layer 2 scrolls left/right' and Mario would fall off the vine if you didn't press in the direction it moved. Presumably moving up/down would have the same effect.
Uh, no. See, what you cited is an example of layer two going without Mario... Which is exactly the same as what hal_emmerich said.

Edit: As to what JJ said about the lack of a climbing animation, I thought of a fix to that last night; just have the vine be animated and scrolling up at the same rate it's scrolling down.


(edited by Kyouji Craw on 02-13-05 10:38 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 02-14-05 02:40 AM Link | Quote
Er, Mario wouldn't be stationary though... He'd stay on the same place on the vine, and thus get pulled down.
Juggling Joker

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Posted on 02-14-05 02:43 AM Link | Quote
I think we're having a fatal misunderstanding here. You cited an example where vines moving on Layer 2 move without Mario. The exact same thing will happen in this scenario. The situation is exactly the same.
hal_emmerich
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Posted on 02-14-05 02:46 AM Link | Quote
I tested the sprite thing. You were right, it was sprite bouyancy with a lack of interaction with Player 2. I did however think of a way around this problem. If someone here can code in ASM, maybe they can create 'Delay Action Sprites', where the sprite shifts to an enemy after X time has passed. Heres what I'm thinking
{ } -- Concrete Block in Layer 1 (Screen boundry)
X(1) -- Koopa set to appear when timer hits 300
---- -- Screen Line

{ } { } [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
{ } { } [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
X(1) X(1) X(1) X(1)
-------------------------------------------


Present Screen here


------------------------------------------


As you can see, the enemies would spawn just below the active boundry, but still in a place where the game would read them. Unfortunately I myself do not know ASM, so I don't know what is/isn't possible. I do know there are custom blocks with time dependancies (can not be passed until 300 seconds or more have gone, etc).
HyperLamer
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Posted on 02-14-05 03:52 AM Link | Quote
JJ, the idea is that Mario stays in place. I'm really not sure what would happen but my guess is he'd fall. Maybe someone should try it?

As far as your sprite question, you could use an altered time-delay block. IIRC there are blocks that don't allow sprites to pass until the timer hits a certain value, so you could just change the amount of time required and put sprites above them, like this:
xxxxxxxxxxxxx
xsxxxxxsxxxxx
xtxxxxxtxxxxx
Where x is a cement block, s is a sprite and t is a time-delay block.
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