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Bypass overworld entirely?
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Bypass overworld entirely?
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I'm working on a certain project that doesn't require an overworld of any sort, and my current setup involves a bit of a bad hack involving a blanked-out level and a custom sprite that loads stuff from SRAM and triggers a screen exit. Is there some way to have starting the game, dying etc. just bypass the overworld entirely?

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There are two possible methods I can think of.

1. Actually include a OW, but make it something like Final destination where it's a menu.
2. Code some ASM to make dying on the intro not screw up the lives.
The only real way I can think is by making the intro level able to warp directly to a regular level *might take some tricky asm*
There is a patch that makes it where you die you go back to the start of the level. You could alter that to make it work for every level.
Working on something!


Better than the cape!

I was thinking of not having an OW, by using some hdma stuff to make a

Loading...

screen that when finished says

Press (button used to enter OW tiles here)

Get the idea? And then that OW level is sort of like a lobby like in SM64. I can even easily edit the death routine (or use my karoshi patch which I might release on C3 if I can fix a major bug.)

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I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Try looking into $0100. That RAM address holds the game mode, which includes things like the overworld and levels. The RAM map has some short descriptions of what each value does, and all.log contains a pointer table for it at $009329.
Or make a block that sets mario's position to the next tile on the OW and make all OW GFX blank
Originally posted by Error 52
2. Code some ASM to make dying on the intro not screw up the lives.


I would do this. I think I know how the bug works too. Look at this from the ram map:

Originally posted by RAM map
$7E:0109 1 byte Misc. When set to a non-zero value, the OW loading routine is overridden by loading level value stored here-$24. This means levels 0-FF can be used with the exception of level DC.

I think the intro level sets $0109 and clears it when you exit. Since the game goes back to the OW on game over for the continue prompt, it just continues to reload the level. I am not sure how and under what condition the game returns to the title screen.

If you do this though, you should make checkpoints. I guess setting $0109 works for that too. :P


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Your layout has been removed.
Oooh, I forgot about $0109...what exactly is the bug that occurs when you try to set it in a normal level? Like, say I made a code to change the level number depending on which submap the player was on. What would go wrong?

...then again, I already have a patch that can override the level loading routine and load a specific level number. I'm just curious.
There's this patch Deflaktor made, which was not excepted because certain things get messed up.

Originally posted by patch

header
lorom

!StartLevel = #$0030 ;set it to a level at startup (#$24-#$FF)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Title Screen Level
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

org $96CC
db !StartLevel+#$24

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Instant Start to Title Screen Level
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

org $0096C6
LDA #$0B
STA $0100 ;make the title screen level playable


--------------------
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
I think that patch bypasses the newgame routine setup, though I may be wrong. It's usually a good idea to have a titlescreen and menu anyway.

Also, setting $0109 for a checkpoint type thing still has the disadvantage of only allowing warps to some levels, and not being being unset for game over as I said. I have a patch that changes the end of the death animation to do a pipe/door transition instead.

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Your layout has been removed.
...Meh. I already have the load/save system working (autosaves everything when you exit the level in any way)

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Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Bypass overworld entirely?

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