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Sublevel Problems
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I've finished a level and in the sublevel with the flashing smb3 goal sprite in the level acts funny.

My level consists of:

2: Main Level
26: Sublevel
27: Sublevel
28: Sublevel
29: Exit Sublevel
2A: Secret Exit Sublevel

In level 29 when hitting the goal sprite it fades and Mario does not walk and the BG fades into black.

Unlike in level 1 where the same sprite acts the way it does
(sprites turn to coins, no fadeout patch applied, mario walks and level ends)


For whatever reason this sublevel acts like it where a boss level. What is even wierder is if you go to level 29 straight from level 2 it works fine. Any help on this?
One of the sublevels might be changing the translevel number ($13BF). You using NPC sprites or anything like that?
Originally posted by Kaijyuu
One of the sublevels might be changing the translevel number ($13BF). You using NPC sprites or anything like that?


Yes. In sublevel 28 I have a NPC sprite. Is that the reason? Even if I don't go into that level the end sublevel still acts weird.
A quick hack would be to write 02 to $13BF in level 29, through levelasm or something. Assuming that's the problem (which is probably is).
Originally posted by Kaijyuu
A quick hack would be to write 02 to $13BF in level 29, through levelasm or something. Assuming that's the problem (which is probably is).


How would I go around doing this?
Code
LDA #$02 STA $13BF

In level asm. Or a block mario is forced to touch. Or a sprite. Or generator. Or anything that's run during level 29 (and only level 29).
If that was converted into say a blank sprite template then that would be good. Or would it need more stuff added to it?
For a generator, we can try:
Code
dcb "INIT" RTL dcb "MAIN" LDA #$02 STA $13BF RTL

Shove that code into an ASM file, set up a CFG so it does nothing, and just put that generator into the level.

Or... we can use a block:
Code
JMP yes : JMP yes : JMP yes JMP no : JMP no JMP no : JMP no JMP yes : JMP yes : JMP yes yes: LDA #$02 STA $13BF no: RTL

Just copy that blocks code into an ASM file, save it as whatever and insert it via BTSD, and make sure "Mario" is forced to touch it (put it in front of goal, tiled down, and set it as tile 25 to act like).


Is that OK? IMO the block method is easier to do.


e: There are many other ways to do this, example - LevelASM. I do not know though if you have level.asm installed into your hack, but if you do, you could just put:
Code
LDA #$02 STA $13BF RTS

Into levelcode.asm under what level the bug occurs.
Last edited on 2012-07-07 02:08:32 AM by Tahixham.
I'm gonna try the generator method first, I copied the code into an asm file but how would I make the config file do nothing? I know I have to link it to the asm file.
Every .cfg file for a generator or shooter looks exactly the same (since none of the options actually mean anything for them, all the bytes are FF), so just copy one and change the .asm file it points to.
Which can either be done in two ways, opening the CFG file in the CFG editor, or editing it in Notepad and changing whatever the file at the bottom is called to *nameofgen*.asm
The generator inserts correctly but it still does not work.

In sublevel 26 I use the "Display Message 1 Generator" and I think this might add to the problem. I played the level but made it so you skipped that boss room. When I got to sublevel 29 the goal worked fine.

Could this be another problem to fix?
Hrm, didn't think about that. Yeah that's certainly it.


I don't recall exactly what that sprite does, so... a quick fix of course is to use a message box instead. There are other ways to display messages but require some ASM trickery.
Originally posted by Kaijyuu
Hrm, didn't think about that. Yeah that's certainly it.


I don't recall exactly what that sprite does, so... a quick fix of course is to use a message box instead. There are other ways to display messages but require some ASM trickery.


With discussion with TOS, The problem is the "teleport when all sprites are gone" sprite. Which messes up how levels end apperently. If there is a block that does this maybe that would be what to use and fix the probelm?
That makes no sense to me, but whatever. Teleports should not cause that at all.


Really, try adding a door to that level first. Still display the message, but use a door instead of the sprite and see if it still breaks. I'm quite skeptical that it would cause such a problem.
Originally posted by Kaijyuu
That makes no sense to me, but whatever. Teleports should not cause that at all.


Really, try adding a door to that level first. Still display the message, but use a door instead of the sprite and see if it still breaks. I'm quite skeptical that it would cause such a problem.


I've encountered this problem before in previous hacks. The sprite relates to boss levels when they end, thus when I get to the goal the sprite thinks its now a boss level and thus changes.

I will use the sprite in boss levels but now I have found a better substitute of the pipe generators. Thanks to all who have helped with this problem.
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