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06-23-24 05:01 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Block train data New poll | |
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SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6435 days
Last view: 6335 days
Posted on 05-21-06 09:21 PM Link | Quote


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).
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6336 days
Last view: 6334 days
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Posted on 05-22-06 02:12 AM Link | Quote
Finally.
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