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Is there a way to mark the levels you've beaten?
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I was wondering if it was possible to have a little star or whatever next to the levels name you've beaten on the overworld,I'm pretty sure I've seen this already
It is possible. I did it in my hack, and VLDC collabs also did it, too. The way I did in mine is simple - it simply reads the 'level has been passed' flag of levels and show the star accordingly. But while it's simpler, it doesn't know how to differ a normal exit from a secret exit. In VLDCs, however, they probably used custom flags to show if the normal/secret exit from a level was obtained. In a regular hack, this could be done by checking events passed, but it's kinda complex as you need to make tables for: levels that activate one exit, levels that activate two exits, and exceptions (levels with no exit, or you don't want to display the mark).

I had plans to make an user-friendly uberASM system for this, but as long as I'm busy, this won't happen so soon, unless someone else decides to do it.

--------------------
MK2TDS
I see,so there are no patch to do this yet and its not so easily done,alright.I wanted something like this because my hack will have an open overworld with many path and I wanted to make it as less confusing as possible,but with events and memorisation I guess it should be fine for players anyway.
There's actually a way to do this without the use of any ASM. It's a technique that I came up with myself. All it requires is Lunar Magic and a GFX editor like YY-CHR. I'm assuming that you know how to use a GFX editor. If you don't, there are tutorials that can teach you.

Believe it or not, there are a bunch of 8x8 tiles on the overworld that are either duplicates of one another, or completely unused.

Examples of duplicate tiles (red circles)


Example of unused tile (red circle)


After exporting your GFX, find 1 of those 8x8 tiles in your GFX editor and change it into a symbol (e.g. star). Go back into Lunar Magic, import your GFX and go to the Overworld Editor. If any tiles on your OW don't look right, it means that the tile you edited was used somewhere on the OW. Just replace the tiles with one of the duplicates. If that doesn't work, then the tile was probably included in one of the Layer 1 tiles. Go down to the bottom of the OW...

...and replace the glitched tiles with one of the duplicates.

To the right of the OW, you will see your Layer 2 event tiles.

Each event tile is a 16x16 tile, but all 16x16 tiles are made up of 4 8x8 tiles. Make new event tiles with one of the 8x8 tiles as the new tile that you created in your GFX editor. Every time the player completes a level, simply add that event tile to the OW when the level is completed.
Originally posted by NathanWarford
There's actually a way to do this without the use of any ASM. It's a technique that I came up with myself. All it requires is Lunar Magic and a GFX editor like YY-CHR. I'm assuming that you know how to use a GFX editor. If you don't, there are tutorials that can teach you.

Believe it or not, there are a bunch of 8x8 tiles on the overworld that are either duplicates of one another, or completely unused.

Examples of duplicate tiles (red circles)


Example of unused tile (red circle)


After exporting your GFX, find 1 of those 8x8 tiles in your GFX editor and change it into a symbol (e.g. star). Go back into Lunar Magic, import your GFX and go to the Overworld Editor. If any tiles on your OW don't look right, it means that the tile you edited was used somewhere on the OW. Just replace the tiles with one of the duplicates. If that doesn't work, then the tile was probably included in one of the Layer 1 tiles. Go down to the bottom of the OW...

...and replace the glitched tiles with one of the duplicates.

To the right of the OW, you will see your Layer 2 event tiles.

Each event tile is a 16x16 tile, but all 16x16 tiles are made up of 4 8x8 tiles. Make new event tiles with one of the 8x8 tiles as the new tile that you created in your GFX editor. Every time the player completes a level, simply add that event tile to the OW when the level is completed.


That's a good alternative,that's probably what I'll do,thanks for the advise
This is just something that I personally would do if I decided to do what you're doing. It's not necessary, but it's a neat trick that I discovered.

In the GFX editor, if you set the star symbol to the same color as a level tile, you can make the star symbol flash either yellow or red depending on which palette you use. Palette 6 makes the tile flash yellow, palette 7 makes the tile flash red. Perhaps you could use a yellow star to denote that the normal exit was taken and a red star to denote that a secret exit was taken.

This is nothing more than a suggestion. You are free to decide whether to use it or not. #fim{:P}
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