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10-22-17 07:09:25 AM

Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply
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Ehm
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Posted on 03-22-10 09:20:41 PM Link | Quote
find where these are within the level. They might be of some help.

305: Final Castle Create Loop

306: Final Castle Wrong Path
gridatttack

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Posted on 03-22-10 09:33:06 PM (last edited by gridatttack at 03-22-10 09:35 PM) Link | Quote
Originally posted by dirbaio
Try looking at how it is made, and replicate it on your level...
Views are organized in pairs. one is normal and the other is upside-down. One of them has one special byte set i think. Probably you have to be in the center of the view, and hit that switch, which will make the rotating effect, and will teleport you to the other corresponding view, so it looks like everything is rotated.

For the castle loops... I'm not sure. There are some sprites, so it's not completely hard-coded. You could try looking at their data and figuring it out.


With some friend, we were investigatin the loop.Here is the result
Ehm
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Posted on 03-22-10 10:08:01 PM (last edited by m64m at 03-22-10 10:18 PM) Link | Quote
where did you place the sprite? It seems to bring him back to that part of the level, but it makes him go though the bricks.

EDIT:

For the tiles where you have the background, but can jump up (ominously named the SMB 3 tiles), Do I have to sacrifice some original tiles, and change the way they look, or can I change the tile behavior? If it's the latter, how do I go about doing that?

EDIT 2:

sorry, but also,I have jumping cheep-cheeps that don't work. I placed them in World 1-4, but I changed the sprite set to accept them. They are placed one tile above the water. I'm using the object-based water (objects 88 & 89).
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Posted on 03-22-10 10:24:10 PM (last edited by gridatttack at 03-22-10 10:24 PM) Link | Quote
Originally posted by m64m
where did you place the sprite? It seems to bring him back to that part of the level, but it makes him go though the bricks.

EDIT:

For the tiles where you have the background, but can jump up (ominously named the SMB 3 tiles), Do I have to sacrifice some original tiles, and change the way they look, or can I change the tile behavior? If it's the latter, how do I go about doing that?

EDIT 2:

sorry, but also,I have jumping cheep-cheeps that don't work. I placed them in World 1-4, but I changed the sprite set to accept them. They are placed one tile above the water. I'm using the object-based water (objects 88 & 89).


Actually, I dont have the level no more since it got deleted Ill try to get it again.

He told me that the sprite garbled the position of the graphics(maybe because of wrong position or data), so thats why some of them are traspasable.
Ehm
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Posted on 03-22-10 10:40:07 PM Link | Quote
yeah, sprites can get pretty screwy at times @.@
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Posted on 03-23-10 01:38:15 PM Link | Quote



The problem is that the red blocks with sprite 197 on don't break the sprite data for 197 and 168 are shown in the picture what am I doing wrong?
dirbaio
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Posted on 03-23-10 05:07:39 PM Link | Quote
Put 168's sprite data to:

Activator ID: (the act. id)
Unknown 1: 1
Unknown 2: 0
Unknown 3: 255
Zone ID: The zone id
Ehm
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Posted on 03-23-10 08:08:40 PM Link | Quote
For the tiles where you have the background, but can jump up (ominously named the SMB 3 tiles), Do I have to sacrifice some original tiles, and change the way they look, or can I change the tile behavior? If it's the latter, how do I go about doing that?

Also, I have some jumping cheep-cheeps that don't work. I placed them in World 1-4, but I changed the sprite set to accept them. They are placed one tile above the water. I'm using the object-based water (objects 88 & 89).
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Posted on 03-24-10 04:50:16 AM Link | Quote
Originally posted by dirbaio
Put 168's sprite data to:

Activator ID: (the act. id)
Unknown 1: 1
Unknown 2: 0
Unknown 3: 255
Zone ID: The zone id


Sorry I meant that the red empty blocks with sprite 197 don't appear
dirbaio
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Posted on 03-24-10 02:41:51 PM Link | Quote
Originally posted by m64m
For the tiles where you have the background, but can jump up (ominously named the SMB 3 tiles), Do I have to sacrifice some original tiles, and change the way they look, or can I change the tile behavior? If it's the latter, how do I go about doing that?

Hmmm... No. You can add more tiles to the tileset like this:
Export the tileset graphics and draw your nice SMB3 tiles
Import the graphics.
Go to Map16, and put your new tiles into some empty map16 tiles. When you select a map16 tile you can change its behavior. To get the smb3 one you should put "00 00 00 80" on the top-most tiles, the ones you can stand on.
Go to objects, and then select the first non-existant object. It will cause it to be created. Add the tiles, save the tileset and there you go!

Originally posted by m64m

Also, I have some jumping cheep-cheeps that don't work. I placed them in World 1-4, but I changed the sprite set to accept them. They are placed one tile above the water. I'm using the object-based water (objects 88 & 89).


I've never used jumping cheep cheeps. I'm not sure if they work on the object-based water. Try using the sprite-based water?
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Posted on 03-24-10 07:19:48 PM Link | Quote
Originally posted by Hiccup
Originally posted by dirbaio
Put 168's sprite data to:

Activator ID: (the act. id)
Unknown 1: 1
Unknown 2: 0
Unknown 3: 255
Zone ID: The zone id


Sorry I meant that the red empty blocks with sprite 197 don't appear


If you want the red blocks to appear you need the 197 to timeout.
isma64
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Posted on 03-24-10 07:52:58 PM Link | Quote
Please help!!

I have a problem with the pipes: they don't work! I think I set well all the options of the entrances, and I put the entrances in a pixel that it should work, but they don't! I looked other posts to find a solution, but the problem don't solves. When I enter in the pipes, the game freezes. Any solution? Thanks!!
Ehm
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Posted on 03-24-10 08:40:33 PM (last edited by m64m at 03-24-10 08:42 PM) Link | Quote
Originally posted by dirbaio

Hmmm... No. You can add more tiles to the tileset like this:
Export the tileset graphics and draw your nice SMB3 tiles
Import the graphics.
Go to Map16, and put your new tiles into some empty map16 tiles. When you select a map16 tile you can change its behavior. To get the smb3 one you should put "00 00 00 80" on the top-most tiles, the ones you can stand on.
Go to objects, and then select the first non-existant object. It will cause it to be created. Add the tiles, save the tileset and there you go!



what behaviour do I put for the bottom tiles (background ones)? 00 00 00 00?

Originally posted by dirbaio

I've never used jumping cheep cheeps. I'm not sure if they work on the object-based water. Try using the sprite-based water?

okay, I'll give this a try. thanks ^__^

~~~~~~~~~

@ isma64 - try holding the Shift key while placing the entrance boxes on doors. this will ensure they're properly placed. If it still doesn't work, post some screenshots or give us the sprite data for each entrance/exit you're trying to link.
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Posted on 03-24-10 09:20:34 PM Link | Quote
Originally posted by m64m

what behaviour do I put for the bottom tiles (background ones)? 00 00 00 00?


Yes, leave them 00 00 00 00. Since they are only used as the continuation of the top ones
dirbaio
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Posted on 03-25-10 03:04:08 AM Link | Quote
Originally posted by gridatttack
Originally posted by m64m

what behaviour do I put for the bottom tiles (background ones)? 00 00 00 00?


Yes, leave them 00 00 00 00. Since they are only used as the continuation of the top ones


Yeah, you can't interact directly with the bottom tiles, only with the top ones. So leave them 00's
isma64
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Posted on 03-25-10 11:00:18 AM Link | Quote
I'm trying to link this pipes:

http://img706.imageshack.us/img706/688/nsmbeditor5.png

I've already tried to place the entrance in a pixel that works holding shift. I've tried all but when I go to the pipe, the game freezes instead of go to the underground.
dirbaio
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Posted on 03-25-10 02:31:26 PM Link | Quote
Maybe the underground area is broken?
Try exporting it and importing it onto an Area 1 slot, so you enter it directly. If it still freezes, the problem is your level. If not, it is the entrance.
Ehm
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Posted on 03-25-10 05:23:47 PM Link | Quote
Originally posted by isma64
I'm trying to link this pipes:

http://img706.imageshack.us/img706/688/nsmbeditor5.png
I've tried all but when I go to the pipe, the game freezes instead of go to the underground.


Set the sprite data as such:

Pipe Above ground (in Area 1)
Entrance ID: 1
Destination Area: 2
Destination Entrance: 2

Pipe Under ground (in Area 2)
Entrance ID: 2
Destination Area: 1
Destination Entrance: 1

If this doesn't work, let me know. I'll actually open up a level and see what one of my linked piped are set to.
frjd
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Posted on 03-26-10 03:32:36 AM Link | Quote
Originally posted by isma64
Please help!!

I have a problem with the pipes: they don't work! I think I set well all the options of the entrances, and I put the entrances in a pixel that it should work, but they don't! I looked other posts to find a solution, but the problem don't solves. When I enter in the pipes, the game freezes. Any solution? Thanks!!


The "display on lower screen" is for the entrance not the exit.
isma64
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Posted on 03-26-10 09:16:36 AM Link | Quote
At last the pipes are working! Thank you all for your help.
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