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Extra submap

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Out of curiousity, but would it be able to create a new working submap under the Star World submap? I know they're used for Layer 1 tiles but I'm just curious if it would be possible.
Only if (I think) you set all of the layer one's in order in a different submap.
Originally posted by MaZ18
Only if (I think) you set all of the layer one's in order in a different submap.

That doesn't make sense.

Short answer: Not possible.
Long answer: Possible, but only with very complicated ASM trickery nobody has ever gotten close to. I don't know of anyone who's planning on doing it.
<blm> zsnes users are the flatearthers of emulation
If it would be possible then I think you'll be unable to edit them in LM ;/. Probably this would need insane ASM knowledge.


Actually I'm not sure it would be even possible to do it without destroying the ROM. I was just curious.
Impossible for you to make the submap in LM.

Possible to make yourself, with ASM, in raw hex, in a cave, with a box of scraps.
Probably it would be simple to create a pseudo OW map in a level, i wonder if anyone has ever tried that.
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
You know, that is actually quite possible. I remember have once replicated the OW border effect in an actual level before, but I never went beyond that. Using the OW graphics in the level would be pretty simple but I guess the hard part would be mimicking OW Mario's movements. It's a nice idea and you could have many extra submaps if done correctly.
That would be incredible if someone do that, it will also increase tha max number of levels, and have a ton more of space for graphics.
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
I would personally be more interested in expanding the main overworld or having more than one overworld. I don't know how the hell that would work but then again if you could just have multiple overworld themes like in SMWCP then I guess it would be kinda pointless lol. Any of that possible?
Your layout has been removed.
If LM looks up pointers (I believe that the main OW and submaps are separate though I'm not sure how many pointers for each are needed), then you could create a hack that conditianally uses a third pointer (or set), copy the data from one of the existing maps into a space with a new pointer, and swap the pointer from the new one with an existing one to trick LM into editing the extra one. I'm not completely sure this will work, but it's likely that it would.
Originally posted by 0x400
If LM looks up pointers (I believe that the main OW and submaps are separate though I'm not sure how many pointers for each are needed), then you could create a hack that conditianally uses a third pointer (or set), copy the data from one of the existing maps into a space with a new pointer, and swap the pointer from the new one with an existing one to trick LM into editing the extra one. I'm not completely sure this will work, but it's likely that it would.

It'd work... there's more to it than the tilemaps though. You'd have to change pointers for the custom palettes, sprites, etc too.
i've done this once, then mah hack screw'd :(. You have to divide the Main OW in half VERTICALLY, but using the empty space on the right of the OW editor is not possible. So it's possible, but the camera cannot show the "border" if you set it right...
Originally posted by Ooroo
i've done this once, then mah hack screw'd :(. You have to divide the Main OW in half VERTICALLY, but using the empty space on the right of the OW editor is not possible. So it's possible, but the camera cannot show the "border" if you set it right...



So this means it is possible but it isn't working properly? That's crappy. :/
Originally posted by Wormer21
So this means it is possible but it isn't working properly? That's crappy. :/


Actually, It can work proper, just in ONE specific way ONLY. It is difficult though...
RPG asm-thingy + that one block that teleports you from a level to the OW without affecting events + exits + something that allows the player to "warp" to another level without that level affecting the other levels in the "submap" + more RPG tiles = new submap

Although, the screen exits give us the inconvenience of having to cross from screen to screen just to get from level to level.
Originally posted by Giant_Shyguy
RPG asm-thingy + that one block that teleports you from a level to the OW without affecting events + exits + something that allows the player to "warp" to another level without that level affecting the other levels in the "submap" + more RPG tiles = new submap

Although, the screen exits give us the inconvenience of having to cross from screen to screen just to get from level to level.


Well, if someone would use some of the code from the NPC sprite (the part that decides the message depending on palette) for warping to up to 16 different levels, that would make the screen exit limit a lot less strict. Of course, you'd have to take special care to make sure none of the "level tiles" were on the same X position...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by DarkBones
Originally posted by Giant_Shyguy
RPG asm-thingy + that one block that teleports you from a level to the OW without affecting events + exits + something that allows the player to "warp" to another level without that level affecting the other levels in the "submap" + more RPG tiles = new submap

Although, the screen exits give us the inconvenience of having to cross from screen to screen just to get from level to level.


Well, if someone would use some of the code from the NPC sprite (the part that decides the message depending on palette) for warping to up to 16 different levels, that would make the screen exit limit a lot less strict. Of course, you'd have to take special care to make sure none of the "level tiles" were on the same X position...


Hrm. There's a lot of drawbacks, but this seems like it possible to create a new submap.
and how did you made that with smwc production? i opened the rom just 4 fun, big garbage.
Originally posted by MoriaRebirth
and how did you made that with smwc production? i opened the rom just 4 fun, big garbage.


I'm pretty sure they used the main OW map for two smaller submaps. A lot of people do that actually.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Most possible is four submaps in big OW. Is best to use sprite music change for best "illusion"
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