(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
09-28-24 12:22 AM
0 users currently in The Pit of Despair.
Acmlm's Board - I3 Archive - The Pit of Despair - Overworld Position Swap New poll | | Thread closed
Add to favorites | Next newer thread | Next older thread
User Post
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6443 days
Last view: 6431 days
Skype
Posted on 02-26-06 10:18 PM Link
I know this has been asked before, but how can I make it so that after you beat a certain level, you change positions on the overworld?
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6442 days
Last view: 6442 days
Posted on 02-27-06 02:32 AM Link
Try the Q&A for noobs.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6431 days
Last view: 6431 days
Posted on 02-27-06 04:46 AM Link
Originally posted by Clockwork JB
Try the Q&A for noobs.

Just... no.

iChu, this can be done pretty easily, actually. Take a look at what I did:



How did I do it? I made 2 custom blocks that change mario's overworld in RAM, and put them into the underground section. One to move him to the top pipe, and one to move him to the bottom pipe. I'll post the actual code when I get home later.

Note: Unfortunately, I can't figure out how to make mario move to a different submap (I'm trying to make a SMB3 Spiral Tower ).

One other thing, you'd need to place these blocks in a place where mario can only be if he's defeinitely going to pass the level, like after the goal bar.

Oh oh, I almost forgot. On the old board, you posted a question about having 3 exits per level. That's also very possible. Again, when I get home later, I'll post the code you need for that.


(edited by peter_ac on 02-27-06 03:54 AM)
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6443 days
Last view: 6431 days
Skype
Posted on 02-27-06 02:35 PM Link
Ok, thanks! Wiat, by three exits, you mean as in three seperate events? Yay!
This is going to be so great!
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6464 days
Last view: 6463 days
Posted on 02-27-06 04:58 PM Link
Originally posted by iChu
Ok, thanks! Wiat, by three exits, you mean as in three seperate events? Yay!
This is going to be so great!

No three exits as in three places where you can end up after the level ends, I believe.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6431 days
Last view: 6431 days
Posted on 02-27-06 05:17 PM Link
here the code for the third exit: A9 XX 8D EA 1D A9 FF 8D 93 14 60
where XX is the number of the event you want to activate
Originally posted by peter_ac
Note: Unfortunately, I can't figure out how to make mario move to a different submap (I'm trying to make a SMB3 Spiral Tower )

according to the memory map:
7E1F11 is the ram that hold submap the value are:0=Overworld, 1=Yoshi, 2=Vanilla, 3=Forest, 4=Bowser, 5=Special, 6=Star
try writing to it to change submap


(edited by Bio on 02-27-06 04:23 PM)
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6432 days
Last view: 6431 days
Posted on 02-27-06 09:33 PM Link
Huh? How would you properly implement this third exit? When someone else tried to do it, they failed because of all the bugs that cropped up.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6431 days
Last view: 6431 days
Posted on 02-27-06 09:36 PM Link
no need to implement anything, my code just change event to activate and end the level
Glyphodon



 





Since: 11-18-05

Last post: 6472 days
Last view: 6452 days
Posted on 02-28-06 12:25 AM Link
@asdf: I believe I'm the one you're thinking of. The bugs were related to the fact that if you change your event and then leave the level via a pipe or door you end up in the wrong place, and related to the code that I was playing with while I was attempting to avoid this event bug.

That code in a custom block or some such should actually work just fine. I was trying to find ways to create a third exit without a custom block, and I was trying to find ways to hook the code so I could change the event without messing up the exits.

Looking back, I really did make things harder on myself than they should have been. I'll just stick with changing the event right before the goal, preventing any nasty exit glitches.

I still need a cool trigger, though. Something in SMW you can collect in a level that I can trace and put code that goes something like: AD EA 1D 69 02 8D EA 1D and then trigger the goal. I don't want to use custom blocks. I don't have my reference with me, so I might be wrong on whether or not 69 is ADC imm8/16.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6431 days
Last view: 6431 days
Posted on 03-05-06 08:08 AM Link
You could use the counter for the 30-coin block. It counts down to zero as you grab coins.
Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - The Pit of Despair - Overworld Position Swap | Thread closed


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.066 seconds; used 394.19 kB (max 487.86 kB)