Difference between revisions of "Warp"
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(More details on how to connect places.) |
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* '''Warp ID''', also known as source ID: value from 0x00 to 0xFF unique per area | * '''Warp ID''', also known as source ID: value from 0x00 to 0xFF unique per area | ||
** Commonly set to 0x0A for the area starting location | ** Commonly set to 0x0A for the area starting location | ||
| − | ** 0xF0 is used on level success (after Mario grabbed a star) | + | ** IDs 0xF0 - 0xF3, 0xF8, 0xF9 and 0xFA have special meanings |
| − | ** 0xF1 is used on level failure | + | *** 0xF0 is used on level success (after Mario grabbed a star) |
| + | *** 0xF1 is used on level failure | ||
* '''Destination level''' | * '''Destination level''' | ||
* '''Destination area''' | * '''Destination area''' | ||
| − | * '''Destination node''': ID given to the warp object that's placed in the target area. | + | * '''Destination node''': ID given to the warp object (param 2) that's placed in the target area. |
| + | In order to connect two places with each other, you would need to: | ||
| + | |||
| + | # Place a ''warps'' object in the destination area (e.g. "Warps 60 (Instant Active)"). | ||
| + | ## Give the warp object an ID (param 2) unique in the destination area, for example 0xB1. | ||
| + | # Define the warp node in the source area. | ||
| + | ## Give it an ID unique to the current area and not reserved for special purposes (see above), for example 0xA1. | ||
| + | ## For the destination node, select the warp object ID, for example 0xB1. | ||
| + | # Place a "Warp" object in the source area that shall trigger the warp. | ||
| + | ## Set param 2 to the warp node to trigger (as defined in the source area), for example 0xA1. | ||
| + | ## Optionally set param 1 to specify the radius of the warp (in 10 units). Default (0x00) is 50 units, 0xFF is 10,000 units. The height is always 50 units. | ||
| + | |||
| + | Using the example values above, a warp object may trigger the warp node 0xA1 in the source area, teleporting Mario to the warp object 0xB1 in the destination. | ||
| + | |||
| + | In order to create a warp to the other direction, simple follow the same steps again, with source and destination areas reversed. | ||
[[Category:Level]] | [[Category:Level]] | ||
Latest revision as of 22:12, 22 November 2025
Warps are used to teleport Mario from one location to another in the same area, a different area or different level. They can be connected to each other within a level, between different areas or levels.
Warps are defined per area by the following properties:
- Warp type: one of Warp, Painting, Instant
- Warp ID, also known as source ID: value from 0x00 to 0xFF unique per area
- Commonly set to 0x0A for the area starting location
- IDs 0xF0 - 0xF3, 0xF8, 0xF9 and 0xFA have special meanings
- 0xF0 is used on level success (after Mario grabbed a star)
- 0xF1 is used on level failure
- Destination level
- Destination area
- Destination node: ID given to the warp object (param 2) that's placed in the target area.
In order to connect two places with each other, you would need to:
- Place a warps object in the destination area (e.g. "Warps 60 (Instant Active)").
- Give the warp object an ID (param 2) unique in the destination area, for example 0xB1.
- Define the warp node in the source area.
- Give it an ID unique to the current area and not reserved for special purposes (see above), for example 0xA1.
- For the destination node, select the warp object ID, for example 0xB1.
- Place a "Warp" object in the source area that shall trigger the warp.
- Set param 2 to the warp node to trigger (as defined in the source area), for example 0xA1.
- Optionally set param 1 to specify the radius of the warp (in 10 units). Default (0x00) is 50 units, 0xFF is 10,000 units. The height is always 50 units.
Using the example values above, a warp object may trigger the warp node 0xA1 in the source area, teleporting Mario to the warp object 0xB1 in the destination.
In order to create a warp to the other direction, simple follow the same steps again, with source and destination areas reversed.