Marble Zone Level Boundaries (AGAIN!?)

Discussion in 'Discussion and Q&A Archive' started by beanDude, Oct 24, 2009.

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  1. beanDude

    beanDude Well-Known Member Member

    Joined:
    Apr 15, 2009
    Messages:
    97
    Location:
    Somewhere in California...
    First off, I'd like to say:


    "HEY! I'm back!"


    Now you can either take that as a good thing or a bad thing, but that shouldn't be an arguement after I produce something fun and exciting in the end...


    ...Basically, there were many reasons why I ditched the SSRG a while ago, and many reasons why I'm back. I'd rather not write an epic novel on a hacking help board, so I'll refrain myself...


    So let's just say that:


    1. I got somewhat discouraged (and there's evidence on this site why).


    2. I noticed that hacking Super Mario World had become a HUGE hit on the internet, and thought that it would be fun to try something different.


    3. My design skills have improved.


    4. I got sort of overwhelmed with the idea of hacking a game in general (HELLO!? I HAVE A LIFE THAT NEEDS LIVING!!!).


    5. I recently played through Sonic CD for the first time.


    6. I remembered why it's flat-out fun to modify Sonic levels.


    7. I decided to someday make a sudden and almost hilarious re-appearance in the "Showroom" with a new thread containing material that will blow people away - specifically those who've seen the old crap I put up there.


    8. Understanding how the level boundaries work is vital to my success with the type of levels I have in mind.


    So... I'd really appreciate it if someone gave me the specifics of:


    - Exactly how the game "knows" when it's time to change the boundary parameters (screen position, Sonic's sprite position, etc.)


    - Whether or not I should make my level playable by having dynamic boundaries or...


    - ...if I should just remove the boundaries altogether, or re-program them to constant X and Y positions


    Once I've got this down, there's the questions of


    - Are there any guides already in existence that explain basic boundary-setting?


    - What files, asm locations, HEX values, etc. will I need to change to see results?


    - Am I over-thinking this? (HAHAHA, sorry for the lame joke)


    I know that "thank-you's" on message boards can get really annoying, so I hope that nobody gets pissed when I say "Thanks in advance for the help!"


    Thanks in advance for the help!


    (OK, I know this is getting old, and doesn't work in the least bit as a joke; you'll see no more of that coming from this guy. Promise.)
     
  2. Malevolence

    Malevolence Well-Known Member Member

    Joined:
    Jul 29, 2008
    Messages:
    97
    There's a section of code in the assembly file called dynamic level events that continuously check the screen's positions and then to edit boundaries and load bosses (ect...) depending on the location. You can edit the values in there.
     
  3. beanDude

    beanDude Well-Known Member Member

    Joined:
    Apr 15, 2009
    Messages:
    97
    Location:
    Somewhere in California...
    Right. I've heard (or for the most part read) that bosses appear on a basis of the game hitting an event as opposed to said boss appearing due to it being added as an object in a hacking tool such as SonED.


    I'll run a search on the main file to find what you just told me about. I actually remember seeing something of the sort beforehand. I'll mess around/experiment with it before asking any more questions; in the meantime, if anyone has a link to a good tutorial on this topic, it would be appreciated here.
     
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