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Thread: [SMW Hacking] Building a Point‑and‑Click Engine on the SNES Using Sequential Blocks

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    Default [SMW Hacking] Building a Point‑and‑Click Engine on the SNES Using Sequential Blocks

    I’ve been experimenting with a sequential “password block” system in Super Mario World using custom ASM blocks.
    Each block increases a RAM counter only if it’s touched in the correct order, and a final door checks the value and automatically triggers the end‑level sequence.

    What’s interesting is that this system isn’t just useful for puzzles or passwords.
    It can actually serve as the foundation for a full point‑and‑click adventure engine on the SNES.

    Why this works like a point‑and‑click system
    Each block can represent an “object” or “action”

    The RAM counter becomes the game state (inventory, progress flags, dialogue states)
    Conditional checks (CMP) allow for sequences, combinations, and branching logic
    The final door can be replaced with events, cutscenes, transitions, etc.
    With a handful of conditional blocks and a few free RAM addresses, you can build:

    branching dialogues
    collectible items
    puzzles based on sequences or combinations
    doors or events that unlock only after certain actions
    scripted scenes
    even a basic SCUMM‑style interaction system

    I’m expanding the system further, but even in its current form it already allows levels to behave more like an adventure game than a platformer.

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    My Idea for a SNES‑Style Point‑and‑Click Adventure
    I’m developing a point‑and‑click adventure designed exactly the way it could have been made on the Super Nintendo back in the ’90s—but with a creative twist that makes it stand out.

    A Unique Cursor: Flying Mario
    In traditional point‑and‑click games, the cursor is just a simple arrow.
    In my version, the cursor is actually Mario flying across the screen.

    I use Mario’s flying sprite as the pointer.

    I visually disguise him so he behaves like a real cursor.

    This means the main character can’t die from clicking the wrong spot, because the cursor isn’t tied to the character’s position.

    It’s a fun workaround that turns a technical limitation into a cool feature.

    Static Screens Inspired by DUNE (1992)
    I remembered the classic game DUNE (1992), which used static screens with transitions between scenes. That sparked the idea for my own structure.

    My point‑and‑click games will use the same approach: fixed screens instead of scrolling.

    Why this works so well:

    Static screens allow for more detailed SNES‑style artwork.

    The SNES hardware naturally fits this format.

    It creates a more cinematic, story‑driven atmosphere.

    What could be a limitation becomes a creative advantage.

    A Retro Concept with a Fresh Identity
    This project blends:

    authentic SNES visuals

    classic point‑and‑click mechanics

    a character‑cursor hybrid

    detailed, handcrafted static environments

    It feels nostalgic, but with a twist that makes it completely my own.

    Where This Idea Can Go
    This concept opens up possibilities like:

    intuitive interfaces built around the SNES controller

    small but charming animations

    simple, accessible gameplay

    a world designed scene‑by‑scene, just like the classics

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