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Posts by Knucklesfan
Knucklesfan's Profile - Posts by Knucklesfan
Pages: « 1 2 3 4 5 »
So I haven't been on this website in YEARS. (My first account on here began when I was 9...) But, I am working on a new hack, and I was wondering what you guys' think about making an exact number of exits to join a level. You see, I am making a hack where you can walk to any level on the overworld. Now, I would like the castle to be only accessible after getting about 5 exits. Then, once you get to further levels, you would need 40 exits, so you would need to go back and maybe get more exits to beat the castle. So, any tips or patches that could make this happen? Thanks guys!

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Current Projects:
Super Kekcroc World 3
Originally posted by Koopster
Hey, happy first post!

It's quite simple to make a barrier in the level itself with a custom block. You can use a simple code like this (anything after a semicolon is just a comment for easier comprehension):

Code
db $42
JMP Check : JMP Check : JMP Check
JMP Check : JMP Check : JMP Check : JMP Check
JMP Check : JMP Check : JMP Check
;set "Act as" to 25 btw

LDA $1F2E	;SMW's exits beaten counter (according to the RAM map)
CMP #05		;compare to exits gotten
BCS Return	;jump if =<
LDY #$01	;\ this chunk makes
LDA #$30	;| the block act as a
STA $1693	;/ solid tile (130)

Return:
RTL

This should be fully functional as a block, but visually the barrier won't disappear or anything. Depending on what the barrier looks like, this shouldn't be a huge issue. Otherwise, a bit of uberASM code would do the job (my ASM is bad so I would just make it change the ON/OFF state based on the exits check and ExAnimate using the ON/OFF trigger, lol).

If you want something fancier like not being able to enter the overworld tile itself depending on the exits counter... that's gonna need fancier code, too.

Hope I was able to help at least a little bit.

...Also seeing as this is a help thread more than anything, I'll be moving it.

Good idea! But the problem is, these are castle levels, and if you join the level, you will be stuck without being able to get out of the level, because, you can't leave the level. But, this is a good idea!

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Current Projects:
Super Kekcroc World 3
Originally posted by M A R I O W O R L D
Add the side exit enabled sprite to exit whenever.

Brilliant!

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Current Projects:
Super Kekcroc World 3
Hey guys. Sorry to bother you again, I've been working on my hack, since my last post, and I have been working on some levels, and I've hit a road block where I need to spawn powerups from question blocks, and for now I've just been placing the sprite on top of where it should be, but is there any way or a possible block I could use to make the item spawn like a question block from the block? I saw one on the Blocks section, but it didn't fit what I needed. I have been able to make ones that spawn regular sprites, but not ones with extra bits.

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Current Projects:
Super Kekcroc World 3
I gave it a shot but I was unable to summon what I needed, it only summoned a green koopa when I wanted it to summon a sprite of 04 with extra bits set as 2.
EDIT: Oh frick, I just noticed the custom sprite button. gonna test that to see if it works.
EDIT2: That did not work. like, at all.

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Current Projects:
Super Kekcroc World 3
Is there any way that I can put these items into a question block?

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Current Projects:
Super Kekcroc World 3
Yes, the latter is the case, and !IsCustom is set to SEC. IF you wan't me to post the code, I wiill.

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Current Projects:
Super Kekcroc World 3
I have a powerups patch applied, and I'm trying to spawn the powerup. The powerup was inserted as a sprite. The patch is called "Custom Powerups" and its on the forums, as well as the patches section.

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Current Projects:
Super Kekcroc World 3
Ok! Thanks MFG! This is really helping with my hack!

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Current Projects:
Super Kekcroc World 3
I am still working on a hack, that I plan to have a one world demo out soon, and I have been finishing up my tutorial level (I decided to do it last) but I need to add descriptions to the things in it, so people can see it and understand what it does. So, is it possible for me to have more than 2 messages in 1 level? I am using the VWF Messages patch. On a side note, does anybody know a good block that gets rid of items in the status bar? I also kinda need to know how to do that too. Thanks guys!

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Current Projects:
Super Kekcroc World 3
That is not what I am looking for. I want there to be more than 2 messages, in the same level, at the same time. See I have like powerups set up, and the goal is to jump grab the powerup, and then hit the block to see what the power up does. Then you can go and try it out. That seems to me like after a world map event has happened then it does that, and I don't want that to happen.

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Current Projects:
Super Kekcroc World 3
Ok, I'm trying that out right now. Do I just have to copy the code into an .asm file inside of my blocks folder?

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Current Projects:
Super Kekcroc World 3
I know its crazy, but I think that this would make a fantastic jungle level theme. I have recorded some footage of my hack and put this song over it, and I'll be darned it fits great. I would like the original midi instruments, but like I said, its not required. Thanks!
NameMen at work - Down Under
TypePort
SampledI would like it but not prefered
mp3 fileLink
midi fileLink


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Current Projects:
Super Kekcroc World 3
So I have a cutscene, and for some reason that I have no explanation for, I cannot hide mario at all. The camera always tends to stick to mario. The level I am saving it to is C6 and i have a door in C7 that you have to enter to get into the level. Any tips on how to fix this?

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Current Projects:
Super Kekcroc World 3
(restricted)
Ok I did it. And oh dear, did it get screwed up. On the first slide it looks the way it's intended to, but then, it goes from this:

to this:

Now, I will if you want, I can save the level and put the ExGFX and all into a zip and upload it, if you need that.
Here's what it looks like in LM


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Current Projects:
Super Kekcroc World 3
Is there a patch that separates the file select from the titlescreen? I don't want one that moves it just to a black background, but to something looking similar to the SMA2 Overworld screen, or something close to SMRPG's file select. If there is not a patch, I'll put a request in on the request thread.

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Current Projects:
Super Kekcroc World 3
Why did we switch from IPS to BPS?

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Current Projects:
Super Kekcroc World 3
So I've been working on this hack for a while, It's coming along pretty good! So, I was thinking about how I should make the overworld, and I came up with a pretty good idea: So, basically, I thought that the worldmap would be separated into 4 islands, (well, 5 considering the first world) and you would get a boat and ride between the levels. Heres what I have gotten done so far:
My idea is that you can ride in a boat and ride between the levels. In each map there is a switch palace, and the goal is to get all 4, and then the you unlock the last world. I'm pretty sure how to do this, except the boat. This is not so much of a question, and more like asking how you guys would do it. Thanks!

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Current Projects:
Super Kekcroc World 3
Originally posted by Santa Korosu
If you're going to build just few worlds, I'd recommend to:

- Use only the Main Map;

- Bigger Maps;

- Avoid 90° and 45° tiles as much as possible, they make the ground look square.

Yeah, that map was just thrown together for a picture, I plan on fixing alot of it. I was just wondering if you guys liked the idea, and if you had any ways you recomend to do it. I'm thinking more along the lines of the raft system in smb3.

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Current Projects:
Super Kekcroc World 3
Pages: « 1 2 3 4 5 »
Knucklesfan's Profile - Posts by Knucklesfan

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