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Posted on 11-26-11, 06:10 am
Paragoomba


Karma: 36
Posts: 21/77
Since: 11-06-11
How can i enable this? i found something in HEX editing, in block 4, starting from byte 21 (decimal, starting at 1, not 0. thats how i say it...) and copied this: 01 00 00 ff 29 00 ff ff ff ff ff ff ff ff 00 00 00 00 00 00

bytes 21 and 24 seems to enable this when set like this, and byte 25 should (i think) always be the same as byte 5, i guess its the palette and the palette used while rotating.
Only problem is, when i paste this data in block 4 in any level, the game crashes on transition.

I did though export the final castle's first area and imported it into the level i wanted to, but a warning message warned me it could break some things, but everything seemed okay and it worked good.

If i import levels into others, could it corrupt something? What could it break?
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Posted on 11-26-11, 10:53 am


Karma: 3752
Posts: 748/2112
Since: 06-28-11
If i import levels into others, could it corrupt something? What could it break?
I am also asking myself, what could break.
I really don't know.
Posted on 11-26-11, 02:12 pm
Fuzzy
Full mod

Karma: 1183
Posts: 314/785
Since: 06-28-11
Nothing should go wrong if you import a level into another spot. I honestly don't know why that error message is even there.
Posted on 11-26-11, 06:26 pm (rev. 1)
Banned for being a complete idiot.

Karma: 529
Posts: 581/987
Since: 07-09-11
Posted by Piranhaplant
Nothing should go wrong if you import a level into another spot. I honestly don't know why that error message is even there.

Well it can cause all the entrance ids to not match up, but then you can easily change them.

How can i enable this? i found something in HEX editing, in block 4, starting from byte 21 (decimal, starting at 1, not 0. thats how i say it...) and copied this: 01 00 00 ff 29 00 ff ff ff ff ff ff ff ff 00 00 00 00 00 00

bytes 21 and 24 seems to enable this when set like this, and byte 25 should (i think) always be the same as byte 5, i guess its the palette and the palette used while rotating.
Only problem is, when i paste this data in block 4 in any level, the game crashes on transition.

I did though export the final castle's first area and imported it into the level i wanted to, but a warning message warned me it could break some things, but everything seemed okay and it worked good.

If i import levels into others, could it corrupt something? What could it break?


 Dirbaio said that the level rotating is hard-coded into that specific level, which it could be.
I was planning on importing Level 1-1, Area 1 into the area in the final castle with rotating, then export them both and compare.

EDIT: Just tested something.
I imported world 1-1 into the final castle, area 1 in a fresh clean ROM. I copied one of the views with the objects and sprites from a unmodified world 8, final castle area 1 into the ROM where I imported world 1-1 into the final castle. I tested it, and the camera wouldn't flip!
Plus, I checked that block 4 is now the same, which means that it may be the block, or another one that's enabling the camera flip feature.
We may have some hope of making camera flips in other areas now!
Posted on 11-26-11, 10:18 pm (rev. 1)
Paragoomba


Karma: 36
Posts: 23/77
Since: 11-06-11
Posted by ELMario
EDIT: Just tested something.
I imported world 1-1 into the final castle, area 1 in a fresh clean ROM. I copied one of the views with the objects and sprites from a unmodified world 8, final castle area 1 into the ROM where I imported world 1-1 into the final castle. I tested it, and the camera wouldn't flip!
Plus, I checked that block 4 is now the same, which means that it may be the block, or another one that's enabling the camera flip feature.
We may have some hope of making camera flips in other areas now!


There is surely other blocks too for this. As i said, i imported the last level in level 1-4 area 2 and it worked

Also, ? switch output ID is over 23(hex)... dont know the maximum
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Posted on 11-27-11, 12:22 am
Buster Beetle


Karma: 379
Posts: 398/464
Since: 06-29-11
I think the max is 255. What was it...61 I think makes the blue coin trail. It is usable, but you will have blue coins following Mario.
Posted on 11-27-11, 12:51 am
Super Mario
( ͡° ͜ʖ ͡°)

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Posts: 1213/4457
Since: 06-08-11
Posted by luckwii
I think the max is 255. What was it...61 I think makes the blue coin trail. It is usable, but you will have blue coins following Mario.

Yeah, there seem to be some "special" ID's that do extra things. Probably the rotating room ID's are the same, I've never seen any other sprite in 8-Final Castle that could cause the screen rotation.
Posted on 11-27-11, 01:41 am
Buster Beetle


Karma: 379
Posts: 401/464
Since: 06-29-11
Posted by Dirbaio
Posted by luckwii
I think the max is 255. What was it...61 I think makes the blue coin trail. It is usable, but you will have blue coins following Mario.

Yeah, there seem to be some "special" ID's that do extra things. Probably the rotating room ID's are the same, I've never seen any other sprite in 8-Final Castle that could cause the screen rotation.


And further more, I have wondered if some of these special IDs are attached to situations like in this post. Maybe not the flip room, but other levels like boss fights in castles where it needs both the activator ID and the level data to make the sprite do what it does. Kind of like the tilesets that contain data where you have to have the tileset with the conveyor belts and the right map16 data file at the same time to link to the animation.
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