Hello, this is my first post here, but I have been lurking and researching here for a couple months now. I am currently in the process of making my own kaizo hack.
I'm hoping someone could help me. I'm trying to make it so the death of Mario will cause a level to be cleared. Here's my setup for the level idea:
- The entire playable level is within 105.
- A pipe at the very end of the level takes the player to 10A.
- 10A is a dark cave that slowly becomes harder, and eventually impossible to get through without dying.
- Inevitably the player will die, and I wanted that to be how the player clears the level. It's meant to be kind of a troll / kind of a story setup.
I'm hoping someone could tell me if there's a patch that will allow that, or if I have to write an ASM patch myself for it? Thank you very much for any information you can provide for me.
Hi, I am currently working on my first hack, and I wasn't able to find any answers to this in my research.
Basically, I have set all the levels on the OW Yoshi's Island to enable movement and all directions, so I can test more than three levels at a time. At somepoint I think I somehow disabled the events from occurring.
The problem is now whenever I clear one of my levels, save, and reload the rom, the save files still say 0 clears.
Is this just because I am no longer triggering the overworld events for each exit? Once I finished making all the levels, and recreate the overworld correctly, will that then cause the cleared exits to be "counted"? Or have I royally messed up something in my hack without realizing it?
Thank you for any info you can provide.
Originally posted by Thomas
Originally posted by slopcore
Is this just because I am no longer triggering the overworld events for each exit?
Yeah, pretty much. SMW doesn't keep an explicit count of the number of exits actually obtained, it just counts the number of events that have been triggered. So obtaining an exit in a level that has no event set will not add to the exit count for the file on the titlescreen. (similarly, obtaining two exits in two seperate levels that share the same event number will only count as one exit on the titlescreen)
The event doesn't have to actually do anything though, so you can just assign the event numbers without placing any event tiles.
That makes a lot of sense! Thank you!!
Hello!
I was hoping someone could tell me if it would be possible to rewrite a regular SMW patch, the frame rule / sprite interaction patch, as an UberASM patch for only a specific level. I'm unsure of how to present this in the best way, and there is a video detailing all this below, but here is the problem I'm having:
- I'm using the Slide attack UberASM in one of my levels ( https://www.smwcentral.net/?p=section&a=details&id=20165 )
- Fairly often, Mario will be killed despite being in the middle of this sliding attack
- Seems to happen randomly, and my only theory is that it's caused during the overlapping of Mario's hitbox, and an enemies hitbox. Essentially, I believe that if Mario's hitbox "enters" an enemy during a frame which is not being checked for sprite interaction, by the next frame, which SMW checks for the interaction, the "killing" part of Mario's hitbox has passed through the enemy, which allows him to die to it. (I hope I explained that in a comprehensible manner)
- The frame rule patch seems to fix it reliably, however, as shown in the video below, there are a few jumps throughout the hack that only work WITHOUT the frame rule patch, which is why I only want it for this specific level in question
In this 90sec video: The level in question as intended / examples of Mario dying while sliding correctly / and a jump that is ruined by the frame rule patch in a different level
https://www.youtube.com/watch?v=3Y01S5J5q-g
Thank you for taking the time to read, and any help or information you might be able to provide me
Originally posted by Batata Douce
Originally posted by slopcore
Hello!
I was hoping someone could tell me if it would be possible to rewrite a regular SMW patch, the frame rule / sprite interaction patch, as an UberASM patch for only a specific level. I'm unsure of how to present this in the best way, ahttps://www.smwcentral.net/images/banner.pngnd there is a video detailing all this below, but here is the problem I'm having:
- I'm using the Slide attack UberASM in one of my levels ( https://www.smwcentral.net/?p=section&a=details&id=20165 )
- Fairly often, Mario will be killed despite being in the middle of this sliding attack
- Seems to happen randomly, and my only theory is that it's caused during the overlapping of Mario's hitbox, and an enemies hitbox. Essentially, I believe that if Mario's hitbox "enters" an enemy during a frame which is not being checked for sprite interaction, by the next frame, which SMW checks for the interaction, the "killing" part of Mario's hitbox has passed through the enemy, which allows him to die to it. (I hope I explained that in a comprehensible manner)
- The frame rule patch seems to fix it reliably, however, as shown in the video below, there are a few jumps throughout the hack that only work WITHOUT the frame rule patch, which is why I only want it for this specific level in question
In this 90sec video: The level in question as intended / examples of Mario dying while sliding correctly / and a jump that is ruined by the frame rule patch in a different level
https://www.youtube.com/watch?v=3Y01S5J5q-g
Thank you for taking the time to read, and any help or information you might be able to provide me
Some sprites have an option called Can't be killed by sliding, you can disable this using Tweaker.
And if you want you can report this glitch to the creator of the patch.
I downloaded and opened the tweaker, and opened my rom in it. None of the sprites used in the level had the "can't be killed by sliding" option checked. They all already allowed killing by sliding.
Did you watch the video? Dying while sliding happens randomly. One try on the level you might be able to kill every enemy, then on the next try you might die to any one of them.
I appreciate the suggestion however, and the time you took to respond. I will try to contact the creator of the UberASM patch.
Thank you.
Originally posted by MarioFanGamer
Originally posted by slopcore
- Seems to happen randomly, and my only theory is that it's caused during the overlapping of Mario's hitbox, and an enemies hitbox. Essentially, I believe that if Mario's hitbox "enters" an enemy during a frame which is not being checked for sprite interaction, by the next frame, which SMW checks for the interaction, the "killing" part of Mario's hitbox has passed through the enemy, which allows him to die to it. (I hope I explained that in a comprehensible manner).
For clarification, this patch doesn't add any sliding hitbox but rather puts Mario temporarily in the star state (which is why Mario is flashing during the slide).
In fact, this attack has nothing to do with the actual sliding attack as enemies, unless they're set to be explicitely immune (such as Chucks) or use a custom interaction which doesn't take account for sliding (such as Rexes), sliding actually makes Mario completely immune against other sprites.
Either way, what actually happens here is that the star timer is set to twelve frames but only refreshes it if it runs out. However, the routine to refresh the timer (both, patch and UberASM) runs before the game decrements it and that routine runs before it handles sprites (and therefore interaction with Mario) which is where the single frame of vulnerability is coming from. This does prevent cheesing the level from being immune to spikes and Munchers (and other hurt blocks) but has got the possibility to fail against sprites.
Either way, this definitively is a bug which needs to be fixed.
Ahhh, okay! That's very interesting. I was way off. I certainly can't claim to be very knowledgeable about this stuff at all haha
Thank you for your response. I have just made a comment about it on the page for the patch, and linked this thread. Hopefully it isn't too difficult to fix, it's an awesome patch/mechanic as it is.
For anyone else who may encounter this problem with this UberASM patch, the fine gentlemen by the names of Binavik, as well as Monkeyfist01, have helped me to understand and resolve this issue.
The fix can be found in my comment on the page for the patch, which I have linked below.