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Acmlm's Board - I3 Archive - SMW Hacking - Random Hack - extremely early preview featuring Shadow Jump New poll | |
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Since: 11-18-05

Last post: 6340 days
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Posted on 06-05-06 12:26 AM Link | Quote
So, I came up with this hack where Mario would switch between two forms, Super Mario and Shadow Mario. I did a bit of coding on it, but I'm still not sure how to change Fire Mario's palette to a shadowy palette and I still don't have a Special Jump for Shadow Mario.

Well, actually, I do, and that's why I made this thread. I call it the Shadow Jump, and it activates when the former Spin Jump button is pressed when Mario has the secondary palette. When used, scrolling is disabled. Mario can move around in the unscrollable level, and when he presses select, he snaps back to where he was when he used the Shadow Jump. It's designed to allow Mario to avoid danger on the snap back, like if he were falling or some such.

I wanted to show this interesting jump to you guys because I'm going to get rid of it. It's not as useful as I'd like, it breaks up the action a bit, and you shouldn't have to press select to use it. It's neat, but not final version neat. If anybody has any better ideas for this secondary paletted Mario, I'd like to hear them.

There are a couple of other things the patch does like make regular Mario's jump into a high jump that makes him invincible on the way up, a jump designed to reach high places and avoid danger.

The patch should be attached. I've done some other mucking around so only an unmodified SMW will do. For any wondering about the only level's name, it's a pun-- I'm going to put a key in the level.

Attachments

shadowjump.ips (230782b) - views: 126
Raccoon Sam

Boomerang Brother
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Since: 11-20-05
From: Correct

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Posted on 06-05-06 09:46 AM Link | Quote
A-ha-ha
This is awesome!

EDIT: it seems to affect the scrolling, too..


(edited by Raccoon Sam on 06-05-06 08:48 AM)
Dan

Purple Leever


 





Since: 11-18-05

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Posted on 06-05-06 04:14 PM Link | Quote
Originally posted by Raccoon Sam
EDIT: it seems to affect the scrolling, too..

Yes, as he mentioned in his post.
Koneko

Plasma Whisp








Since: 11-17-05
From: Tartarus. We get faster internet than you.

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Posted on 06-05-06 05:17 PM Link | Quote
This is pretty cool.

It really screws up if you do the shadow jump later in a level, then die, then come back in and press select. You move to the right position but then the collisions are all wrong. I suspect that this is because it doesn't scroll the foreground when you teleport.

A "go through enemies and some walls" effect might be nice, like the Vanish Cap.
C:/xkas bio.asm
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Since: 11-17-05

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Posted on 06-05-06 06:02 PM Link | Quote
why shadow mario can't swin

also, how about making shadow jump temporary put you behind the scenery?


(edited by Bio on 06-05-06 05:08 PM)
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Since: 11-18-05

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Posted on 06-05-06 06:37 PM Link | Quote
Originally posted by Koneko
It really screws up if you do the shadow jump later in a level, then die, then come back in and press select. You move to the right position but then the collisions are all wrong. I suspect that this is because it doesn't scroll the foreground when you teleport.

Yeah, Shadow Jump's got quite a few problems, really. I don't plan on fixing it because I just don't want the jump around anyway. Why bother?

Originally posted by Koneko
A "go through enemies and some walls" effect might be nice, like the Vanish Cap.

That would be unbalanced. If Shadow Mario were invincible to enemies, who'd want too play as anything else? Besides, enemies are too avoidable anyway. Mario should get something for fighting them.

In fact, I've been thinking about switching the timed charge meter for one that only goes up when Mario beats an enemy. Waiting may be a gameplay element in certain situations but when there aren't enemies around, it's just an inconvinience. Games and inconvinience don't mix.

Anyway, I opted for the Metal Cap's falling through water like air instead...

Originally posted by Bio
why shadow mario can't swin

...which brings us to this comment.

I think this could be a very good gameplay element. Water levels could have a new level of depth if one type of Mario can walk along the bottom of watery trenches and the other can swim through it. Shadow Mario moves faster than regular Mario in water and would be able to use all his abilities like normal while Mario has obvious advantage of being buoyant.

Originally posted by Bio
also, how about making shadow jump temporary put you behind the scenery?


Sometimes you can see Mario's outline when he's behind the scenery and an enemy rolls past him. Also, I can't imagine it looking good when Mario pops out of the scenery out of nowhere, or when you have to navigate parts of the level without being able to see Mario. Also, I think I might end up making parts of the level Mario's supposed to always be in front of that would fall behind him when he used his powerup.

Finally, I have a classic example of overthinking: for all the effort I have put into this hack, it never occured to me that Lunar Magic could edit Fire Mario's palette until Kyouji pointed it out to me.
Koneko

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Since: 11-17-05
From: Tartarus. We get faster internet than you.

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Posted on 06-05-06 08:01 PM Link | Quote
I meant to say, what if temporary Vanish was the special power of Shadow Mario? Together with the power bar only filling up when you kill enemies, you couldn't just avoid everything. Regular Mario's super jump opens areas only he can reach, so Shadow Mario's vanishing through walls could be the equivalent.

Falling through water is a neat idea. It will require careful level design to make water levels possible with both types of Mario. It obviously makes water levels with no floor harder for Shadow Mario, but those that do will probably be faster for the new upgrade.

Also, I think Regular Mario should replace Cape Mario instead of Super Mario, so that getting a mushroom will change you back to Regular instead of doing nothing. Or perhaps you could mess with the priority that the powerups take. Or you could make Regular Mario be Fire Mario and Shadow Mario be Cape Mario, and give Shadow Mario a melee weapon of some kind.
Alastor
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Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

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Posted on 06-05-06 08:22 PM Link | Quote
Last time we went that path, we ended up with nunchaku, and it sucked.
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Since: 11-18-05

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Posted on 06-06-06 08:52 AM Link | Quote
I think I might make a super special available once Mario or Shadow Mario has charged up a lot, and for Shadow Mario temporary blinking status will probably be it. It's not a terribly interesting ability and I wouldn't want it widely availiable alongside Mario's high jump. I also don't plan on using Blocktool at all, so no blocks only vanished Shadow Mario can cross.

Don't worry about replacing powerups; shadow can work alongside existing powerups. Mushrooms do indeed do something, as they change small Mario to Big Mario. I might even leave Fire and Cape Mario in, but I don't like either of those because flying across levels or tearing through enemies you could easily have jumped on is no fun.

The system doesn't quite work right yet because I replaced the item box flag with the shadow/not shadow flag, and sometimes that byte is still written to when Mario gets a powerup. Some more time with the debugger should easily fix that, though.

Kyouji, yes, Super Mario Illiad's cape replacement sucked. That hack wasn't good all around, and if I were to do more work on this hack it would turn out better than SMI. I agree that reusing the cape is no good. It'd still just be the cape spin, and giving players an ability they've already seen but without the more useful but unbalanced flight along with it is no good. I sure don't want to make flight available in normal levels.

Also, I've been thinking of just disassociating this secondary Mario with Shadow Mario altogether. I was going to tie that into the story somehow with that paintbrush or something but it'd really just be confusing. Maybe I'll break down and do Boo Mario like Chaos Force suggested way back in the nbase thread.
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