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06-26-24 05:06 AM
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Acmlm's Board - I3 Archive - SMW Hacking - ... I think my ROM... Exploded.
  
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Glyphodon
Posts: 144/536
First, I seriously doubt Kyouji wants to use your hack as a base. This is not only because it would involve doing much, much work transferring data from one hack to another. This is not only because Super Mario Starlight was extraordinarily bad. This is not only because the original Super Mario World's level 24 also does not glitch and he may take from it if he likes. This is because using your hack as a base will not solve the problem at all. Kyouji's level 24 only glitched because he edited it. Please stop being so dense.

Secondly,Yoshi's tongue will not glitch "mostly" because you used the wrong tileset. If your tileset does not include a tongue in the right place, it will appear glitched. Please stop being so dense.

Thirdly, if in a level Yoshi's tongue is glitched, it most certainly did not turn out okay. Please stop being so dense.

Finally, I'd really appreciate it if you'd stop being...well, you should know the rest by now.
The V
Posts: 63/100
My level 24 turned out okay (aside from the fact that the GFX for Yoshi's tongue are messed up. This is mostly because of the sprite index I used (Ninji).
Alastor
Posts: 4281/8204
Honestly now, what does that have to do with LM's blocks keeping the algorithm from working as it should?
Raccoon Sam
Posts: 304/1040
Or just make a part where you have to go inevitably through a coin bunch.
Let the power of Ascii explain it.

00
00
00
00
00
00
00
00
00
00
[_]


Like that. 0 is a coin, and [_] is the pipe. That way you can't go wrong unless the time limit screws this idea--
Alastor
Posts: 4232/8204
Yes, we know that part. That's why we also change the pointers. But if what Smallhacker says is correct (and I assume it is, since he's trustworthy, so I don't check myself) it screws up anyway because of the blocks LM inserts.

Or something.
182077607309.34 +
Posts: 155/218
Originally posted by Alastor the Stylish
Address unknown to me: Water place with mushrooms in bubbles
Address unknown to me: Cliff place with feather and you're supposed to fly
The cliff is level CF and the place with the mushrooms is level CE. There is also another normal end at level CD (I think you’re supposed to get to it by having four Yoshi Coins in “Bumpy Path” or the place with the mushrooms).

I think Lunar Magic usually changes the addresses’ of the levels it saves, so if the level is hard coded to take you to certain addresses and you change them then it would probably take you to a garbage level. But ether way, you’re using a level that the original game didn’t use, which also apparently takes you to a garbage level.

…I tried saving level CF (without changing it any) just now and when I went through the pipe on level 24 the game crashed.
wtfweb
Posts: 21/124
yeah i think that would only work until

a) you edit and re-save the level

or

b) you lock your hack (i guess because doing this re-saves every level)


edit:
i was just thinking - would it be possible to find the offsets for where levels you want to use are located after a hack is locked, then go back in with a hex editor and change the offsets from the default ones to your own levels without running any risk of editing the levels again? this seems logical unless there's another reason the changed offsets get messed up when you lock a hack. if this would work though it should work for ghost house and castle entrances too, i think.

edit2:
nevermind, that definitely wont work. locking a hack changes a lot more than i thought it did.
Alastor
Posts: 4195/8204
That was what I was planning to do, but smallhacker said that the stuff LM adds makes it, uh, explode.
cpubasic13
Posts: 345/1193
Wait, couldn't you figure out the pointers to those offsets and change them all to your level you want to use? I am pretty sure that could maybe fix it...

Then again, I hardly used pointers... but that sounds like it would work, right?
Alastor
Posts: 4192/8204
Both of those.

Somewhat.

Ruin the concept, though.
asdf
Posts: 2034/4077
Or alternatively (and obviously), you could put a level with no screen exits on Level 24. Failing that, you could just not use level 24 in the hack at all.
Tatrion
Posts: 1334/2467
That's why I'm just using 24 as a pipe in mine...

There was one hack that I think used level 24 correctly. I think it was called Ultra Mario world, or something. It was nearly perfect, except you could get dumped into the bonus room randomly... I'd have to see if I still have that hack on my computer.
Alastor
Posts: 4189/8204
Oh, it would be amazingly easy to give some wide GFX and paletting changes to it... But... That's not really what I aim to do
The V
Posts: 53/100
If you use my hack (Super Mario Starlight) as a base, you should get a fairly glitch-free level for 6-2. I replaced the original level with a totally different one (a TEST level) before I started editing. I tried a simple palette swap on the original level when I first started SMW hacking and had the same problem. That hack was lost, alas. The hard drive it was on died and I didn't have a backup (stupid me).
spel werdz rite
Posts: 986/1796
I also posted some info on it in the SMW ROM Addresses thread.
Not as good as Alastors', but it's datum none the less...
Alastor
Posts: 4132/8204
Originally posted by Smallhacker
Originally posted by Alastor the Stylish
I thought they worked based on coins and time

It is, but nobody (to my knowledge) figured out how it works (as in, how many coins and how much time to enter this area and how many coins and how much time to enter that area).
What?

I wrote the following awhile ago. I'm pretty sure it's accurate.

0x36BFB: Path with Yoshi Coin, Platforms, ? blocks
0x36CB0: Path with Slanted Platforms
0x36D72: Bumpy Path
0x36DBE: Secret End
0x36E7E: Normal End
Address unknown to me: Water place with mushrooms in bubbles
Address unknown to me: Cliff place with feather and you're supposed to fly

From start:

0-8 coins: Go to address 0x36CB0
9-20 coins: Go to address 0x36BFB
21+ coins: Go to address unknown to me (cliff)

From addresses 0x36CB0, 0x36BFB, unknown (cliff):

250+ time remaining: Go to address 0x36DBE
235 to 249 time remaining: Go to address 0x36D72
234- time remaining: Go to address unknown to me (water)

From addresses 0x36D72, unknown (water)

Go to address 0x36E7E
Smallhacker
Posts: 449/832
Originally posted by Alastor the Stylish
I thought they worked based on coins and time

It is, but nobody (to my knowledge) figured out how it works (as in, how many coins and how much time to enter this area and how many coins and how much time to enter that area).

Originally posted by Alastor the Stylish
And I can't imagine using it in a level would be hard if you knew what you were doing. Doesn't it follow the same process as redoing the enter ghost house/enter castle/no yoshi sign places?

Yes it does. Those levels are even in the same pointer table as the level entrances.

...too bad that editing such levels often causes them to mess up somehow. Maybe it's caused by the (invisible) blocks inserted by Lunar Magic to execute code while the level loads?

We need a low-level SMW editor without amazing stuff like new features and level repointing. An editor that simply edits the level, where one has a limited amount of bytes to build the level with. *Looks at my crappy MWL level viewer*
Alastor
Posts: 4129/8204
I thought they worked based on coins and time

And I can't imagine using it in a level would be hard if you knew what you were doing. Doesn't it follow the same process as redoing the enter ghost house/enter castle/no yoshi sign places?
wtfweb
Posts: 17/124
has anyone ever figured out exactly how level 24 exits work or how to incorporate the level into a hack correctly?
Alastor
Posts: 4127/8204
Augh! Thanks. I didn't know that would cause problems.
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Acmlm's Board - I3 Archive - SMW Hacking - ... I think my ROM... Exploded.


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