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05-20-24 06:30 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Vertical control in SMW?
  
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HyperHacker
Posts: 1986/5072
Hm, could you hack it to always read them as being a specific block too?
BMF54123
Posts: 374/876
Originally posted by Bio
or maybe a custom block wich set Mario Y speed to 00 if it is superior to 00, that should stop Mario from going up without a odd bump sound
I made a "no-fly" block a while back that did just that, but it makes Mario hover in place for a second, which looks kinda funny.

I wonder if it would be possible to hack Mario's collision detection to always read the top row of blocks if he's offscreen, effectively extending the blocks infinitely upwards?

[edit]
And that's just what I did!

ceiling.bin

Put this in an empty spot in the first ROM bank ($200-$81FF in a headered ROM). Convert the starting address to 16-bit SNES format, and place it at $7662 (normally 65 F4). Voila - infinite walls!

This basically tricks the block collision routine into reading the very top line of blocks in the level instead of defaulting to #25 (blank space) whenever Mario's Y position is less than zero. This is accomplished by temporarily setting his Y position to #$0010. Make sure any blocks at the top of the level are set to act like either #25 or #130, or there's no telling what'll happen...
Xkeeper
Posts: 1983/5653
Originally posted by Bio
or maybe a custom block wich set Mario Y speed to 00 if it is superior to 00, that should stop Mario from going up without a odd bump sound

A "Fast Vertical Down" block should do that anyway, right?
C:/xkas bio.asm
Posts: 803/1209
or maybe a custom block wich set Mario Y speed to 00 if it is superior to 00, that should stop Mario from going up without a odd bump sound
Alastor
Posts: 5072/8204
Yeah, that's kind-of an inferior method to what I said. Stone blocks with all pieces set to F8 work better
Pac
Posts: 268/804
The alternative option is to put a single row of invisible coin blocks across the top of the screen; but then again, that can be reasonably easy to get around if you have a blue P-switch somewhere in the level.
srothroc
Posts: 11/56
Thanks for the help! My friend and I have been trying to design a few levels, but we keep getting stuck because we conceptualize levels that are largely square in nature as opposed to rectangular in one of the two dimensions... so we've been building levels where it's entirely possible to jump over and into areas of land or blocks that we hadn't intended it to be possible in.

I guess we'll just have to learn to design our levels a bit better.
Alastor
Posts: 5070/8204
The simplest solution would be to set there to be no vertical scroll and then place objects just off-screen preventing flight above the upper limit of the screen, or just have a ceiling (This was done a lot in the original SMW). Other than that, you can have invisible objects at the highest point they can be set keeping Mario from reaching the very top of the screen, or simply design the level so that there's enough barriers and ground low enough to keep sufficient height to pass above the entire level impossible. Unfortunately, a real barrier at the very height of the screen is, to my knowledge, relatively impossible without coding such a barrier in yourself.
srothroc
Posts: 10/56
This is probably a problem with a simple fix, but it's been frustrating me.

How do I make a horizontal level such that there are obstacles that are high enough that you cannot fly over them? Is this even possible? There's a finite ceiling for objects, but Mario can jump over that ceiling and thus over the object (such as a cement block wall).

If there is no actual way to do this, then it seems that the solution would be to simply design the level such that Mario cannot physically reach those locations, but it would be nice to know how to do this if it's possible.

I've checked over the forums, checked SMW Central, no luck. Google turned up a bunch of dead links for 'guides'. Any help would be appreciated.

Thanks!
Acmlm's Board - I3 Archive - SMW Hacking - Vertical control in SMW?


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