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0 users currently in SMW Hacking. |
User | Post |
3.14159265358979323846 Posts: 12/61 |
In SMW+4 & MarioXworldDX, there is a trick that using the star/pipe tile to make Mario unreturnable.I think, when you have 2 tiles linked to each other, replace one with a non-star/pipe tile. Then, Mario can't go back. I have tried before and it works. I don't know if my idea works on your hack or do you like my idea. |
HyperHacker Posts: 2692/5072 |
Do it like d4s's HDMA hack, and treat the overworld and submaps as levels 200+. |
Kailieann Posts: 324/808 |
I think it's time someone made an overworld version of BMF's LevelASM. That would solve a whole lot of problems.
But, until someone does.. Add a custom block that sets the 'level beaten' flag when you leave the level Make the switch level so that you can't enter it after it's beaten. Disable the ability to re-enter un-re-enterable levels with L+R Add a custom block that clears the 'level beaten' flag when you need to go back. |
Sukasa Posts: 1261/2068 |
That would be an interesting question... It'd be nice to have mario simply not change direction when going ver a null tile... think crossover tiles like with the dault paths in forest of illusion |
HyperHacker Posts: 2673/5072 |
Hm, I was just thinking... why does Mario wander at random when there's no path? Are the paths stored as a tilemap or an object-like format (this tile goes here, this one goes over there, etc) like the level data? If it's the latter, I bet just clearing out the memory area the paths are loaded to before actually loading them would help. |
Sukasa Posts: 1230/2068 |
And to stop you from re-entering the level, umm... if you didn't want to back to it after, you could use the "no re-entry" flag in LM. if you needed to go back to it again, then... I *think* there was a tile you could stand on that didn't let you enter it... or you could diable the timer in the level, and then put the exit in a section of the level where it is impossible to die after getting there (like, a 3-screen room with the exit only), and have a custom block modify the overworld data. |
HyperHacker Posts: 2659/5072 |
Can't you change which level a tile leads to with events? If not, then ziratha's idea sounds like the way to go. You don't even need a loop, just use whatever tile would connect the two path pieces before and after the level. |
asdf Posts: 2814/4077 |
There was such a trick done in SMW+4. However, I have no idea how the creator pulled it off. Maybe someone with knowledge of the game could open it up after rlm-ing it and see what the creator did? |
Alastor Posts: 6506/8204 |
You could still go back to the level you were just on, though, you just couldn't go to the one before that... Because those things update before you move, not afterward... |
Sukasa Posts: 1222/2068 |
Well, make the peath, then when the level is beaten, use the layer one event setting to remove the invisible path tile touching the level. Now, mario can't go back that way. Remove the tile at the other end of the path to disable the path completely. I've done that before, and it works. |
ziratha Posts: 83/105 |
Try setting it something like this: (ignore the ' * ')
* * | *,- 0 -, *|*****| *\****/ **' 0' Or something like that. It's hard to describe on the forum. ANyway, suppose the top '0' is the level you don't want to be revisited. When the player completes the that level, have mario walk left/right. Finally completely overwrite the top 0 with a horizontal path on level completion. Mario will walk along the path correctly, even though he is starting on a path instead of the level. If mario tries to walk back, he will go up and around the loop, then back down. I could dummy up a simple demonstration if you want... |
Alastor Posts: 6498/8204 |
Blocks which you are unable to pass if you have not cleared event _____. |
Raccoon Sam Posts: 654/1040 |
Well, I meant this thing mostly for a "Switch Tower", which has one switch, and when pressed, it opens Switch block stairs into another Floor.
When you'd press the Yellow switch, you'd complete the level and continue your path. Later you'd come back to press the Green swithc and so on-. |
Alastor Posts: 6494/8204 |
I've gotten a few ridiculous tricks of almost-connected path tiles to work, actually... But, nothing like what Xk means. And nothing without holes. And nothing that would work for what the thread creator wants. |
Chaos Force Posts: 965/1056 |
Unfortunatly its not that easy, anytime Mario goes off a path, he starts going in random directions, so they have to be connected...:/ |
Xkeeper Posts: 2626/5653 |
I thought you could make a 1-way path by simply not connecting the two:
o- o I'm not sure, however... |
Alastor Posts: 6491/8204 |
How would that work, though? The effects of the level's activated event are immediately felt. You couldn't have it delete the path before you even walk it.
Also, playing a level over and over sounds really boring. |
Raccoon Sam Posts: 653/1040 |
Originally posted by Boom.dk _¬ Silly me. Lockendoodles. |
Boom.dk Posts: 270/356 |
I'm not an SMW hacker, but couldn't this be done by making the activated event delete the previous path when making the new? |
Raccoon Sam Posts: 652/1040 |
I was thinking of making a level that must be visited more than once in order to complete the game.
To prevent the "Rapid" multi-visiting, I was wondering if it'd be possible that once the level is completed, it opens up a new path, and Mario is Forced to walk it. This is all normal, but in this case, Mario could just turn around and go back. I thought that would it be possible to make a one-way path, so Mario has to go through a new set of levels to get into the same level afterwards? Thanks in advance. |