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Change Overworld Position from inside the level?

Does anyone know of a way that you could change your position on the overworld from inside a level? I've looked and haven't found anything, but I'm willing to go digging if I'm pointed in the right direction. The key idea is what if you had multiple distinct levels with maps that connected to each other, and level-ending sprites could cause you to pop back out on the overworld in a different location than you entered - based on the map you collected them in, presumably.

Obviously this would have implications on level clear events and such, but abstractly is it even possible and where might I go looking?

(originally titled "fast travel" because the general idea is it could be used to act like a fast travel system in an open world game)


If you're not particularly attached to having specifically a goal point, you can use either a door or pipe (or something like a teleport block) with Lunar Magic's improved secondary exit system. If you open the secondary exit settings #lm{2door}, there's settings in the bottom right labeled "Overworld Action". These settings allow you to set a screen exit to return Mario to the overworld and teleport to a different location, optionally beating the level and activating its event at the same time.

To set up the overworld teleport, you'll also need to first set up a location index for the destination. To do this, open the overworld editor and go into Layer 1 editing mode #lm{ow16x1}. Select the tile you want to teleport the player to. Then, hit #lm{owteleport}. In the dialog that pops up, find an index that is labeled "Invalid Map"; this is the location index you want to set in the secondary exit. Hit OK then to register it, and then just go back to the secondary exit settings and set that index.


Alternatively, if you do still want a goal tape, it seems like this block might work. Just disable the fade to overworld in the ASM file, and then place an invisible non-solid instance of the block just after the goal tape, so that Mario walks into it during the goal walk.

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Wow! That's a fantastic feature, thanks for the answer. This looks like exactly what I was looking for.