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05-05-24 12:17 AM
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Acmlm's Board - I3 Archive - The Pit of Despair - Multiple Midway Points? (and other stuff) New poll | | Thread closed
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Chaos Force
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Since: 11-17-05

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Posted on 02-28-06 11:46 AM Link
Not sure if this was brought up before, but is there a way to have more than one midway point in a level? Usually, if you run into a midway point, it will only bring you back to the first midway point you passed and the other won't matter. But I started thinking after I made this thread, that midway points should be able to work somewhat similar to this...

Also, I noticed that Tile Prioities do not work in vertical levels. Is this some sort of glitch in LM or just the SMW code in general?
asdf

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Since: 11-18-05

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Posted on 02-28-06 08:35 PM Link
I believe the second issue regarding the tile proirities is an issue with SMW. Indeed, the Vertical level memory map is kind of...poorly coded. It goes without saying that Nintendo did not make the game with editing in mind. For multiple midway points, it would be very possible the way they described. The only hurdle is coding it.
Chaos Force
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Since: 11-17-05

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Posted on 03-01-06 08:04 PM Link
That what I figures it was with the vertical levels. Now the only problem is the coding for the midway points...anyone wanna take a crack at it?
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Since: 11-18-05
From: Ireland

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Posted on 03-02-06 04:57 AM Link
Find the RAM address that holds which screen is the current level's midway point, make a custom block that changes it (and activates the midway point too), and place that block at the second midway point.

I'll see if I can make it when I get home later.
Chaos Force
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Since: 11-17-05

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Posted on 03-02-06 02:18 PM Link
Originally posted by peter_ac

I'll see if I can make it when I get home later.

That would be awsome.

I tried looking around the part I thought it was myself, but no luck. :/
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