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How to make block switch ExGFX tiles when ALL switch palaces beaten?
Forum Index - SMW Hacking - SMW Hacking Help - How to make block switch ExGFX tiles when ALL switch palaces beaten?
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I was inspired to use the "Present if all Palaces Beaten" custom block, but upon being ready to assign GFX to it, I realized that there would be no way for it to replicate an actual switch block's behavior. Aka, being transparent with a border and going solid once the flag is present.

I am aware that this requires SRAM and ASM to do, yet I am not experienced with either, so I wanted to ask for help.

How/Where would I edit any of this, and could I be pointed to appropriate tutorials for this? Would anyone know exactly what I would need to do?

Thanks.


For the record, it helps to link the actual block you're referring to.

Anyway, for what you're looking at, the way to go is not a custom block at all but rather a custom object. Custom blocks only handle interaction, not graphics (although you can handle the latter through exanimation); objects, meanwhile, do a little of both.

Basically, instead of the custom block, you'd just write an object that checks the flags the same way the block does, and then decides whether to generate your solid tile or a dotted tile from that. Something like this:
Code
!dottedTile     =   $0200
!solidTile      =   $0201

main:
    LDA $1F27
    AND $1F28
    AND $1F29
    AND $1F2A
    BEQ .nonSolid
  .solid:
    LDY $57
    LDA.b #!solidTile>>8
    XBA
    LDA.b #!solidTile
    JML StoreXto6E
  .nonSolid:
    LDA.b #!dottedTile>>8
    XBA
    LDA.b #!dottedTile
    JML StoreXto6E
    


Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Thank you so much! I apologize on the lack of a link. I didn't think of it.
How do you insert that code into the game? Do you put it into a .asm file and insert it using asar?


The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Mirror 2. Spread these links!

While UNKO uses Asar, I presume that you don't use Asar itself as it's a specialized process. I presume you write it and push it through UNKO
What the heck is UNKO?


The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Mirror 2. Spread these links!

. . .The object insertion tool he linked.
You can create custom objects? I didn't know that. But aren't custom blocks enough?

What other things can custom objects do?


The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Mirror 2. Spread these links!

Custom objects are useful in many circumstances. In mine, I have a block that I want to be able to switch between GFX and if its solid or not, like a normal palace block. However, I cannot do that with tiles, as there's no way it could ever change with those conditions.

Objects are also useful if you have complex layouts that you would like to remember, etc.


Object code defines how to construct a set of tiles, and this construction can include conditionals for deciding whether to write certain tiles or not during level load. So here we write the solid tile if the condition is met, and the non-solid one if not.
(similarly, SMW's midpoint decides whether to load the midpoint object or not based on whether it's already been passed)

It can be used for other stuff too though, like how SMW's slopes automatically adapt to overlapping tiles and whatnot (which you can imitate through custom objects). That said, LM doesn't really support displaying custom objects right now, making those kinds of interactions hard to work with. Basic objects like the switch blocks are easier.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
You mean to say that we can create this?



I'm looking to be able to make colourful dotted block corners and have them replaced by a colourful solid block (perhaps loaded with a star).

I'm also looking for this to work vice versa, so some solid blocks go dotted (enabling passage in practice).

Potentially having a large amount of blocks that are affected by a single switch trigger would be cool, let's say if a bit of foreground was a 128x128 closed door and then every tile of it changed into a door you can open, for instance.

I'm also looking for these all to work responsively to the De/re-activateble switch palace switch blocks, to turn them on and off. The multi-coloured block only triggering if all 4 triggers are set to the same position (on/off).

I'm also looking for about 3 different 16x16 appearances for the same block, so let's say 3 different yellow coloured blocks that all change to dotted when the yellow trigger is set.

Does anyone know where I'd begin with something like this?
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