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06-28-24 03:29 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Block train data
  
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Smallhacker
Posts: 521/832
Finally.
SnifflySquirrel
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You might not be able to tell from the screenshot, but I've found the data that defines the "block trains" used in Roy's and Larry's castles.

PC address $195A4 is the start of the "submap" block train data (originally used in Larry's Castle), and $195EF is the start of the "main map" data (originally used in Roy's Castle). The data is stored as a series of bytes, in the format:

llll??dd

l = length (if this is 1, it will move 1 tile...I'd advise against using 0)
d = direction (0 = right, 1 = left, 2 = down, 3 = right)


When you jump onto a block train, it automatically moves to the right one tile before beginning to follow the directions defined by the above data. The data is terminated by an FF byte; when the "creating" block of the train reaches this point, it will disappear (after creating a block at that location), and the "eating" block will follow suit when it reaches the same point (after removing the block).

One last note: the "eating" block of the train glitches up if there is ever a block other than a blank tile, brown block, or lava surface (not the tileset-specific kind) directly above, below, or to the sides of it. Be sure to design block train paths accordingly.

I'm currently working on a way to define block trains on a per-level basis (it shouldn't take too long).
Acmlm's Board - I3 Archive - SMW Hacking - Block train data


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