Register - Login
Views: 99807219
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 08:19:31 AM
Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 ... 56 57 58 59 60 61 62 63 64 65Next newer thread | Next older thread
SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

Level: 23


Posts: 21/92
EXP: 58351
For next: 9372

Since: 05-13-10


Since last post: 11.7 years
Last activity: 11.7 years

Posted on 05-19-10 08:21:40 PM (last edited by StrangerXL at 05-19-10 05:21 PM) Link | Quote
Hmm, when I make the TOWER-background in the area, its working...
But what the hell has the background to do with the sound??
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 626/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.8 years
Last activity: 9.9 years

Posted on 05-19-10 08:50:05 PM Link | Quote
I have absolutely no idea...
Maybe it's hard-coded, but i'm not sure... I've seen lots of hard-coded stuff while looking through the game's code, but these made sense... I really have no idea why the BG changes the music.

Could you try more bg's, or changing the bg back to see if it was another thing that caused the problem?

Bosses are very confusing and crashy...
SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

Level: 23


Posts: 22/92
EXP: 58351
For next: 9372

Since: 05-13-10


Since last post: 11.7 years
Last activity: 11.7 years

Posted on 05-19-10 09:03:49 PM (last edited by StrangerXL at 05-19-10 06:05 PM) Link | Quote
Originally posted by dirbaio
I have absolutely no idea...
Maybe it's hard-coded, but i'm not sure... I've seen lots of hard-coded stuff while looking through the game's code, but these made sense... I really have no idea why the BG changes the music.

Could you try more bg's, or changing the bg back to see if it was another thing that caused the problem?

Bosses are very confusing and crashy...

Only the tower and castle bg's are allowed, others are crashing the effects...

Damn, it's an airspih level and I have to use tower backgrounds....
But just the TOP BACKGROUND LAYER!!


Ah, and the bonus room music was coming because I had replaced the bonusroom tileset with the airship set and used it on that level...
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 627/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.8 years
Last activity: 9.9 years

Posted on 05-19-10 09:32:52 PM Link | Quote
Possible solution for the bg problem:

Replace the tower or castle bg with the one you want.
That way it will probably still work and you'll get the good bg.
SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

Level: 23


Posts: 23/92
EXP: 58351
For next: 9372

Since: 05-13-10


Since last post: 11.7 years
Last activity: 11.7 years

Posted on 05-19-10 09:44:53 PM (last edited by StrangerXL at 05-19-10 07:03 PM) Link | Quote
Originally posted by dirbaio
Possible solution for the bg problem:

Replace the tower or castle bg with the one you want.
That way it will probably still work and you'll get the good bg.


Sure but what when I need the Castle bg?^^
And now, the sounds for the bullet bills are not working
That level makes me crazy xD

/fixed the bullet problem
Marc
User
Level: 8


Posts: 9/10
EXP: 2089
For next: 98

Since: 05-19-10


Since last post: 12.0 years
Last activity: 11.7 years

Posted on 05-20-10 05:49:29 AM Link | Quote
Originally posted by Marc
Originally posted by Marc
I am using nsmb editor 5.1, but I have made a few objects, and I want to set them to invicible, so you can walk trough it, and you can see it.


Is it possible?

--------------------------------------------------------------------------------



I've posted this in the wrong topic :l




Again wrong topic...
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 629/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.8 years
Last activity: 9.9 years

Posted on 05-20-10 09:59:34 AM Link | Quote
Set the tile behavior to 00 00 00 00
SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

Level: 23


Posts: 24/92
EXP: 58351
For next: 9372

Since: 05-13-10


Since last post: 11.7 years
Last activity: 11.7 years

Posted on 05-20-10 11:16:44 AM (last edited by StrangerXL at 05-20-10 08:21 AM) Link | Quote
I need a bahavior coe too
I have a path where you have to use the walljump to climb it!


I can walljump there, but the spikes won't damage me...
left spikes:
00 00 01 00

right spikes:
01 00 01 00

Which one should be changed to being damaged?

I really don't know how to set it!
I want the perform a walljump and being damaged by the spikes
(ok, normally it should be unpassable without a star)
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 630/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.8 years
Last activity: 9.9 years

Posted on 05-20-10 02:42:29 PM Link | Quote
Left facing spikes: 01 70 01 10
Right facing spikes: 00 70 01 10

Instead of asking, you should look at the existing original tilesets. The tower tileset had those horizontal spikes.
SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

Level: 23


Posts: 25/92
EXP: 58351
For next: 9372

Since: 05-13-10


Since last post: 11.7 years
Last activity: 11.7 years

Posted on 05-20-10 02:45:00 PM Link | Quote
Originally posted by dirbaio
Left facing spikes: 01 70 01 10
Right facing spikes: 00 70 01 10

Instead of asking, you should look at the existing original tilesets. The tower tileset had those horizontal spikes.


I tried that already. but when I set this to them, I can't walljump anymore...
On the original tilesets (vertical spike stuff) is walljump not possible...

I tried that already
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 631/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.8 years
Last activity: 9.9 years

Posted on 05-20-10 02:51:17 PM Link | Quote
oh...
that's weird...
I didnt know that you couldn't wall jump on spikes...
Probably there's one byte that sets the spike behavior and another that disables wall jump... I'll investigate it now...

That way we could get wall-jump-able spikes and not-wall-jump-able normal walls...

SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

Level: 23


Posts: 26/92
EXP: 58351
For next: 9372

Since: 05-13-10


Since last post: 11.7 years
Last activity: 11.7 years

Posted on 05-20-10 02:57:51 PM (last edited by StrangerXL at 05-20-10 12:04 PM) Link | Quote
Oh thanks, let me know ehen you found out something!
Is here somewhere a thread or somewhere else, where the bytes where explinained?
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 632/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.8 years
Last activity: 9.9 years

Posted on 05-20-10 03:02:58 PM Link | Quote
There's no other thread...

I've messed around a bit with it.

the 10 is causing it to be spikes. However, it seems to automatically make it unwalljumpable regardless of the 70:
the 70 is causing it not to be wall-jumpable. If you put 00 70 01 00 you get an unwalljumpable wall.
the 01 is causing it to be solid. If you put 00 00 00 10 you get some kind of go-through-able spikes. You get hurt, but after getting hurt you can go through it. It could be useful for doing unidirectional walls.

So i only see one solution to your problem:
You could make them 00 00 00 10, so you could go through the spikes and wall-jump on the wall behind them. You'll get hurt only without star like you wanted...
Cafezinho

Level: 17


Posts: 5/49
EXP: 22675
For next: 2068

Since: 05-15-10


Since last post: 11.6 years
Last activity: 11.1 years

Posted on 05-20-10 03:52:06 PM (last edited by Cafezinho at 05-20-10 12:52 PM) Link | Quote
Cant edit a_ block....( for rotating ? block) with tilemonster. Someone help!!!
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 633/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.8 years
Last activity: 9.9 years

Posted on 05-20-10 04:03:16 PM Link | Quote
These are probably 3d textures.

Will be editable in next release
S
User
Level: 10


Posts: 1/15
EXP: 3905
For next: 509

Since: 12-17-09


Since last post: 10.8 years
Last activity: 10.8 years

Posted on 05-20-10 04:09:02 PM Link | Quote
Nice to meet you.
It is a question, but can raise it than 256*112 pixels by a tileset editor?
SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

Level: 23


Posts: 27/92
EXP: 58351
For next: 9372

Since: 05-13-10


Since last post: 11.7 years
Last activity: 11.7 years

Posted on 05-20-10 04:28:19 PM (last edited by StrangerXL at 05-20-10 01:29 PM) Link | Quote
@S
No, you can't...
But there are unused tilesets, just replace them...


@dirbaio
OK I set 00/01 00 00 10...
Nevermind, here is the 1st part of the level
Cafezinho

Level: 17


Posts: 6/49
EXP: 22675
For next: 2068

Since: 05-15-10


Since last post: 11.6 years
Last activity: 11.1 years

Posted on 05-20-10 04:42:14 PM Link | Quote
Originally posted by dirbaio
These are probably 3d textures.

Will be editable in next release


My friend had it changed in-game but hes travelling!
Cafezinho

Level: 17


Posts: 7/49
EXP: 22675
For next: 2068

Since: 05-15-10


Since last post: 11.6 years
Last activity: 11.1 years

Posted on 05-20-10 04:43:13 PM Link | Quote
IN my edit level when i get thw 2 star coin it replaces the first one got. Help
SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

Level: 23


Posts: 28/92
EXP: 58351
For next: 9372

Since: 05-13-10


Since last post: 11.7 years
Last activity: 11.7 years

Posted on 05-20-10 04:55:39 PM (last edited by StrangerXL at 05-20-10 01:56 PM) Link | Quote
Originally posted by Cafezinho
IN my edit level when i get thw 2 star coin it replaces the first one got. Help



Click on the coin (objects/sprite-mode) and you'll see the settings of it! (when you have the newest NSMB Editor-release) and write 0, 1 or 2 inside!

0 = 1st coin in the level!
1 = 2nd coin in the level!
2 = 3rd coin in the level!


When you don't have the newest version, just the 5.1, you have to write this in the sprite code! (same like above, click on "235-blue box" and change the sprite code)

00 00 00 00 00 00 = 1st coin in the level!
00 00 00 01 00 00 = 2nd coin in the level!
00 00 00 02 00 00 = 3rd coin in the level!
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 ... 56 57 58 59 60 61 62 63 64 65Next newer thread | Next older thread
Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

29 database queries.
Query execution time: 0.088792 seconds
Script execution time: 0.021598 seconds
Total render time: 0.110390 seconds