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06-28-24 08:37 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Using normal and inverted Switch Blocks in the same hack (not a question; an answer)
  
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SnifflySquirrel
Posts: 21/80
Originally posted by BMF54123
A better method might be to hack the Direct Map16 code in the ROM to check and replace blocks as they are loaded, i.e. if the current block is an inverted switch block, check the switch block flags and swap blocks as necessary. It would be a much cleaner method, anyway.

You know, that's an excellent idea.
Attached to this post is an alternative to the previous patch. With it, the filled switch blocks placed using the Direct Map16 feature will turn dotted once the relevant Switch Palace has been activated. As a bonus, the Direct Map16 dotted switch blocks will act just like normal switch blocks (they'll turn solid after you activate the switch).
This patch uses a different address than the last one, so it should be perfectly safe to install even if you've already installed the earlier version.

EDIT: D'oh, I just realized that I mucked up part of the code, so that some of the tiles on Map16 pages 2 and 3 might change in reaction to Switch Palace states as well . I can't update attachments, but I can tell you how to fix it:
Open iswitch2.ips in a hex editor, go to offset 0x0E (which should be FC), and change it to FE. Save and reapply to your hack if needed.
xpCynic
Posts: 18/208
That's truly amazing. I would have loved to put those in my hack to block off areas, but I just used regular switch blocks and they did what I needed them to do. Good job anyway!
BMF54123
Posts: 314/876
A better method might be to hack the Direct Map16 code in the ROM to check and replace blocks as they are loaded, i.e. if the current block is an inverted switch block, check the switch block flags and swap blocks as necessary. It would be a much cleaner method, anyway.
spel werdz rite
Posts: 1010/1796
Very nice work!
I was trying to find a way of doing this, but it would not have been near as good as yours.
And I can live with the Lunar Magic errors, so eh.
Magic_Vampire_Joe
Posts: 25/54
Brilliant, I think I might use that... Pretty good, but I wonder If there is anyway to make it non-glitchy in LM... Oh well, good enough for me...
Deleted User
Posts: 352/-7750
Thanks SS , I wanted this . Also, I remember of a hack that had this...Super Mario Returns ?
SnifflySquirrel
Posts: 20/80
Currently, it's possible for one to "invert" the Switch Blocks in their hack (making them solid before the switch is pressed and passable afterwards) by changing a few ROM offsets. However, that doesn't help if you want to use both styles of Switch Block in your hack. Fortunately, I have a solution to that.

As a byproduct of my research into SMW's level rendering code, I've prepared this simple patch (see attachment). With it installed, Extended Objects 9C-9F (which are normally unused) will become inverted versions of the green, yellow, blue, and red switch blocks, respectively. There are a couple of negative points, however:

1. You'll have to use the Insert Manual window to add them to your levels. (For those who don't know, you manually insert Extended Objects by placing a zero in the "Object Command" field and putting the Extended Object number in the "Size/Type/Ext" field.)
2. The objects will still show up glitchy in LM (they'll look fine in-game, though). The glitchy objects are also two tiles high; the switch blocks are only one.
2a. One of the objects (9F, I think) has a door tile in it normally, so using it might cause LM to incorrectly report that there is an exit tile in a screen without an exit assigned.

Try it out, and let me know if you experience any bugs/crashes/other strange behavior.
Acmlm's Board - I3 Archive - SMW Hacking - Using normal and inverted Switch Blocks in the same hack (not a question; an answer)


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