| Sublevel Problems |
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Forum Index - SMW Hacking - General SMW Hacking Help - Sublevel Problems |
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| Posted on 2012-07-06 03:16:13 PM |
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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?
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| Posted on 2012-07-06 03:26:26 PM |
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One of the sublevels might be changing the translevel number ($13BF). You using NPC sprites or anything like that?
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| Posted on 2012-07-06 03:29:18 PM |
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Originally posted by KaijyuuOne 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.
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| Posted on 2012-07-06 04:34:03 PM |
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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).
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| Posted on 2012-07-06 06:00:14 PM |
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Originally posted by KaijyuuA 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?
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| Posted on 2012-07-06 06:25:55 PM |
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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).
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| Posted on 2012-07-06 06:54:38 PM |
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If that was converted into say a blank sprite template then that would be good. Or would it need more stuff added to it?
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| Posted on 2012-07-07 01:40:41 AM |
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For a generator, we can try:
Codedcb "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:
CodeJMP 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.
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| Last edited on 2012-07-07 02:08:32 AM by Tahixham. |
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| Posted on 2012-07-07 05:22:32 AM |
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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.
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| Posted on 2012-07-07 06:17:41 AM |
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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.
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| Posted on 2012-07-07 06:48:35 AM |
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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
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| Posted on 2012-07-07 07:13:14 AM |
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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?
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| Posted on 2012-07-07 07:35:40 AM |
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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.
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| Posted on 2012-07-07 07:45:03 AM |
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Originally posted by KaijyuuHrm, 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?
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| Posted on 2012-07-07 07:48:15 AM |
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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.
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| Posted on 2012-07-07 08:50:08 AM |
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Originally posted by KaijyuuThat 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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