11 March 2016 - Forum Rules
Started by SMB2J-2Q, February 06, 2008, 11:26:50 AM
QuoteIf this is a accurate port of the pc game then that won't be nessesarry. Cause finding the stuff on your own should be totally doable with a joystick, and savestates. You can just take that knowledge with you if you switch to playing the other game. Sounds like the main thing you'll be playing that version for willl be to see the hudson bee, cause it sounds like they won't bother putting that in here. PC version probably will be the inferior port.Here's my suggestion tho, if there are dead end pipes and they look to be intentionally put in the game, leave them. It might be sadistic, but at least it will be accurate.
Quote from: rbudrick on March 07, 2008, 09:35:10 AMI'm of the opinion that we should first figure out what the hell the Bee does before it gets hacked for a different purpose in the NES version. No matter what, I think the version should remain accurate. in every way, even if it involves major changes to the SMB code. People say the Bee is a continue feature, but where's the proof? I couldn't get it to do jack. If there's some continue easter egg, then fine, but what is it?
Quote from: deespence2929 on March 07, 2008, 08:22:00 PMI could of swore you mentioned adding amapper that would allow rom expansion. So at which point are you gonnna run out of memory? Are you going to be able to structure the layout of the levels faithfully or are you gonna run out of blocks on world 7 or something€?
Quote from: Karatorian on March 08, 2008, 08:52:54 PMAllright, I posted the extracted pipe information to my website. It's the tarball labled "info". However, the pipe connection info can be a little tricky to use. I'll try to give a decent explanation of how it works.The game tracks pipe connections by the same twenty column chunks that it uses for other stuff. A pipe connection consists of an entrance chunk, an exit chunk, a pointer for sprite info, the exit level type and the vertical height you exit at.The exit chunk is pretty straight forward. Once you go through the pipe, it drops you out the specified chunk. The horizontal position (whithin the chunk) is fixed at 40 pixels. The vertical position is controlled by the vertical position argument. The level type gives info such as what music to play, whether you jump or swim, etc.The sprite info pointer isn't needed for our purposes and the version of the info files I posted doesn't have it included.The entry chunk is a little more complicated. Rather than specifing the chunk that the pipe is located in, it specifies the chunk which the far left of the screen is located in when you enter the pipe. This may or may not be the same chunk the pipe itself is located in. For instance, the second pipe in 2-1 is located in chunk 6, but when you get to it, the far left of the screen is still in chunk 5, so the pipe info data has the entry chunk as 5.What this basically means in practice is that if you can't find an entry for the chunk you're looking at, check the previous chunk.I'll try to post a new set of level renders that has the chunk boundries delineated. In the mean time, remember that a chunk is 20 columns, which is 320 pixels.
Quote from: frantik on March 09, 2008, 08:53:10 PMlol.. world 2-3 is a lil crazy thanks for the testing googie edit: i updated the patch.. not sure what happened but some of the objects went missing lol fixed nowlinkyedit2: karatorian it looks like you have the up/down arrows on the lifts switched. in world 2-4 the first lift moves downward and the 2nd upward in this video: http://www.youtube.com/watch?v=ENuvrRJtFPY
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