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Additional changes after 'special world completed' is activated?

I want to have more sprites changed after the 'special world completed' thing is activated.

That's all. Super Mario world hacking has made insane things become possible, so I believe this is possible too!
Maybe there can also be palettes changed? Hm...

I haven't seen any pages about things like this,
So I had to make my own.

Hello? No replies? Still?


Short answer: not really possible without some ASM work.

Long answer: the game handles the special world graphics by having a hardcoded overwrite of GFX01 (replacing the first 64 tiles of it with GFX31). You can find this code at $00AA6F. To apply a similar effect to other sprites, you would need to either immitate that code for other graphics files, or you would need to write the tile/palette swaps into the sprite's graphics routine itself. Using the default Special World level (125), you can check whether the special world is passed like so:

Code
	LDA $1EEB
	BMI .special
	; code to run when special world is not passed

  .special:
	; code to run when special world is passed

(if you change the special world level, you will need to use the corresponding address in the table at $1EA2 in place of $1EEB)

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