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05-03-22 08:22:08 AM
Jul - Posts by PSI Purple
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PSI Purple
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From: Onett, Eagleland

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Posted on 08-24-09 02:37:47 PM, in Purps' NSMB Levels Link
Originally posted by dirbaio
good news! I found out how do scroll controls 198 and 199 work. (you have it at the wiki and at the thread) I have fixed your world 1-2 area 1 camera errors using them! I just added them so that the camera stays at the same Y position all the time (except for 2nd star coin, where it is allowed to go a little bit more up)
Third star coin was below the camera limit, so it couldnt be seen. I have moved it a little bit up.

You have the nml here: http://www.mediafire.com/download.php?yjmz4hmmjnm

Hope you like it.


Oh, thanks. I put the Star Coin so low because that's how far the camera scrolled down. Much obliged, mate. *Tips Cap* [lol Flint]

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From: Onett, Eagleland

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Posted on 08-25-09 03:40:36 PM, in Info on 2 Player Behaviour in 1 Player Mode (last edited by PSI Purple at 08-25-09 05:13 PM) Link
Dah, the thread's name is a tad misleading, this post is more focused on clones, but oh well... Lot of stuff here. Kind of unorganized, I was writing this up all while it happened, but made sure everything was as 100% as possible.

The Collision data for 2 players is Global. Whatever mode it is, Single Player or M vs. L, the data for what happens to the player when they hit another player is there... Alright, fine, not all of it. The Fireball(Flower Power-Up) can't collide with the 2nd Player if P2 isn't normally there.

Tested this out with that Mario Clone that can come out of sprite 290, Left Flying ? Block with Sprite Data of 00 00 07 00 00 00. But interestingly enough, it seems that both normal Mario and the clone of him share the same "properties." Meaning if you use that cheat I made to allow toggle between Mega Mario and normal, they both get affected by it.
Screenie of that.

Actually, the game acts as if the clone is the player. If the clone dies, you die. If the clone goes through an exit, you go through that exit(but lose the clone). If the clone picks an item up, you pick up that item instead(which could lead to some c00l level design). If the clone stomps an enemy, you'll be the one who gets the jump boost(if you're in the air. Might also lead to c00l level design). If the clone gets a Mega Mushroom, you both get the shiny effects(you still stay normal). If you get hurt, you both seem to take the hit, but not always.
It's like one of my friends' fan fictions. "But even though we're seperated, our souls are still connected. Which means whatever happens to you, happens to me."

The flag pole's funny. If the clone hits it while on screen, you teleport to the flag pole. But when the counter hits zero from that, it says "Time's Up!" and the clone dies, giving a mix between the Mario fade transition and the Bowser fade transition. On the other hand, if the clone hits the flag pole while off screen, he moves right through it. Probably because of how sprites don't technically spawn until they properly get on screen.

As for what happens with a Mega Clone... He winds up killing you once you get sent to the flag pole. D: But the flag pole stays intact.

The form the clone spawns in is probably dependent on what form Mario started the level with. As an example, I started with Super Mario, then gained the Fire Flower. The Clone started as Super Mario as opposed to Fire Mario. Another example, I started with Mega Mario(with help of a cheat) and the clone spawned as Mega Mario.

Oh yeah, and Power Up music doesn't seem to turn off all the time.

The clone can be remembered throughout the level. You can leave him behind and will still be there when you come back, but since he mimics your movements, he might die, which kills you too. Once, the clone fell downwards towards a part where the camera would scroll for the normal Mario. But the camera wasn't following him, so the clone died. :'(

Something not as cool, though, is that if the sprite that spawned the Clone respawns in the level, the clone disappears. But if you stop it from respawning, you get the Clone until the level ends. Since the Left Flying ? Block is the only way I know of how to spawn a clone, you need to destroy that ? Block with Mega Mario(Broozer doesn't work) to stop it from respawning itself and removing the clone.

When I accidentally got a Mega Clone off screen, he destroyed a pipe. When l guided him back and looked at the damage he made, the pipe was intact, but broken... I mean, the pipe had the broken bottom half, but the upper half was still there.... :-\ Oh, and l could still break it a second time to make it look normally broken.

Hm, looks like that's all l got. How about a video of it in action?

<object width="445" height="364"><embed src="http://www.youtube.com/v/ImpapzpaHkk&hl=en&fs=1&rel=0&color1=0x402061&color2=0x9461ca&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>

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From: Onett, Eagleland

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Posted on 08-25-09 06:01:05 PM, in Info on 2 Player Behaviour in 1 Player Mode Link
Originally posted by Treeki
It's actually pretty cool. Both Marios can interact with each other (if you can get them into the right position) and such. It feels quite a bit like what NSMB's co-op could have been. (I can't compare it to the final version's 2 player mode behaviour - I haven't played it in years so I don't remember exactly how it was.)

I'm looking into it in a debugger to see if I can figure out how it works or anything else related. GBA ASM hacking is so much easier. In other words, I've given up.


The player interaction is pretty similar. Even the Mega Power-Up can do damage to the other Mario. The only thing with the interaction that's missing is shooting a Fire Ball at your clone. Goes right through. But that's not too bad.

Aw, don't feel too bad, Treeki. I'm much more of a fail than you. I could never even come close to making an editor of anything. =3

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From: Onett, Eagleland

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Posted on 08-25-09 07:24:06 PM, in I suggest creating a wiki to organize all the info here Link
That looks pretty rad, but... It looks like it's showing the camera pans and not where Mario goes... I thought connected pipes involved moving Mario with the camera just focusing on him?


@ The T: It could be the new version of the editor if Treeki decides to implement it.

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From: Onett, Eagleland

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Posted on 08-26-09 03:22:42 PM, in I suggest creating a wiki to organize all the info here Link
Originally posted by Treeki
(However, how do you know it's just showing the "camera pans"? These would happen anyway..)


It just looks that way to me. The location the paths start and end seem consistent with how the camera would move. I thought it was gonna show the exact parts where Mario goes, being in the middle of the pipe, 'cause that's where Mario would be. (That way it'd seem simple for me)

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From: Onett, Eagleland

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Posted on 08-26-09 04:48:14 PM, in I suggest creating a wiki to organize all the info here Link
Originally posted by Treeki
If you look at my edit to the last post, I added an explanation that makes sense for this.


I saw that before, but didn't fully grasp what you were saying... Your smart words are too technical for my little brain.

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From: Onett, Eagleland

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Posted on 08-26-09 04:59:35 PM, in Sprite Data Reference (Long) Link
I think I found something with Sprite 155... The new part is in bold.


155: Warp to Level
Data: 0000 YEXX AFMS - Y = warp height (minus 1), XX = warp width (minus 1), E = destination entrance, A = destination area, F = Set to 1 if it will only warp if mario's climbing a vine - Set to 8 for normal warp with "fading screen transition," M = Mega Mario Compatibility: Set to 1 to allow Mega Mario to use it. S = Warp sound: 00 for pipe sound, 01 for no sound.



I figured this out because I set up a Warp in a level and had everything set. It worked with normal Mario, but when I was Mega Mario, I went right through it, but as soon as I ran out of the Power-Up, the warp worked. It's used in the regular levels too, but I only noticed it being set to 1.... But I only checked one level... But when I set it to 1 in my level, it worked with Mega Mario, so that must be part of it.

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From: Onett, Eagleland

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Posted on 09-03-09 03:16:29 PM, in Purps' NSMB Levels Link
Originally posted by dirbaio
I just found a serious issue.

When I beat the bowser in the tower, the game freezes sometimes. I am playing in a NDS Lite with a R4 SDHC (Slot-1).
Please fix it!!! (if you can...)

Maybe replacing the boss area with the original one would help...


Well, first, I don't own an R4 so any bugs exclusive to them cannot be fixed, as l wouldn't know how to fix it. And two, l didn't touch the Bowser Jr. fight at all, so replacing it with the original can't fix anything, right?

Might be a bug with the original game itself on R4's? I dunno. :-| I use No$gba 2.6 for all my DS emulated needs, so that's what you should fall back on if something else doesn't work.

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From: Onett, Eagleland

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Posted on 09-03-09 03:22:27 PM, in Info on 2 Player Behaviour in 1 Player Mode Link
Well, seeing this, l feel that as long as we can insert these levels inside the normal Multiplayer stuff with all the sprites and objects fully functional, it should be all ready. But who knows how much ASM that could require? I'm sure the flagpole could work with both, because the reason it doesn't work for the clone is because the game treats the clones as player 1.

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From: Onett, Eagleland

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Posted on 09-05-09 08:40:29 PM, in Purps' NSMB Levels Link
Originally posted by dirbaio
hmm. thanks for testing.

another thing you should fix is in World 1-A, at the beginning, if you hit the minimushroom ? block and let the mushroom escape left of the screen, you get STUCK! and you can't even suicide! you have to wait for the time to run out! Bad thing... You should put a wall so the Mini-mushroom doesn't escape.


Oh... Ship... I never thought about that, lol! I'll fix that right quick, thanks.

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Posted on 09-09-09 06:36:14 PM, in Info on 2 Player Behaviour in 1 Player Mode Link
Originally posted by dirbaio
wow, this is VERY cool. What a level we could make... But why do you say that the block needs to be destroyed??


If the sprite that spawned the Clone respawns in the level, the clone disappears. But if you stop it from respawning, you get the Clone until the level ends. Since the Left Flying ? Block is the only way I know of how to spawn a clone, you need to destroy that ? Block with Mega Mario(Broozer doesn't work) to stop it from respawning itself and removing the clone.





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Posted on 11-30-09 08:00:24 PM, in [Release] Hard Super Dario Bros (NSMB Remake) Link
I'll try this out sometime later. Neat that you included the clone gimmick.

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Posted on 12-14-09 07:48:27 PM, in Kirby vs. Shy-Guy Link
These are still looking as sweet as ever! Happy birthday, too!

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Posted on 01-26-10 08:47:59 PM, in Something Wrong With My Level (last edited by PSI Purple at 01-26-10 05:48 PM) Link
This is getting annoying. The second part of one of my levels refuses to load in the game. One group at a time l tried deleting all sprites, objects, paths, and entrances(except one), yet it never loaded. I replaced it with another level and it loaded it fine, so l don't see what the problem with the level l want is. It can't be the sprites, can't be the objects, can't be the paths, can't be the entrances... What could it be? I have no idea, so l'm just going to upload the level to see if you guys can get it to load and, if not, try to diagnose the problem for me.


It's supposed to be for 2-3 part 2, but that shouldn't matter. Might spawn in a bad place, but I just want the level to load.
http://www.mediafire.com/?dggmmummxgw

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Posted on 01-27-10 07:19:01 PM, in Something Wrong With My Level Link
Originally posted by Dark_fusionX
it didnt load... i look into the level to see whats the prob
might be a bad sprite set combination?


Sprite Sets... I don't see how that'd be bad, but you never know... I did change those a bit, but I don't see anything that'd be contradictive with another as far as I know.

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Posted on 01-30-10 01:28:18 PM, in Something Wrong With My Level Link
Thanks for trying, guys. I guess l'll have to....start....over......again......


Oh, what did you suggest before, jceggbert5? I missed it.

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Posted on 02-06-10 08:51:02 PM, in NSMB Editor 5 Downloads (last edited by Treeki at 02-06-10 06:10 PM) Link
Originally posted by Link 70222
It's not importing, it's exporting. I accidentally imported something that looks like crap as tiles and i'm trying to replace it with the original by taking it from a clean ROM. But I can't seem to do that...


Hm, looks like l'm having this quoted problem too. When l try to export a tileset, it gives an Unhandled Exception with a note of "The specified path is not of legal form." And it gives this little debugger info l cannot comprehend.


************** Exception Text **************

System.ArgumentException: The path is not of a legal form.
at System.IO.Path.NormalizePathFast(String path, Boolean fullCheck)
at System.IO.Path.GetFullPath(String path)
at System.Drawing.IntSecurity.UnsafeGetFullPath(String fileName)
at System.Drawing.IntSecurity.DemandWriteFileIO(String fileName)
at System.Drawing.Image.Save(String filename, ImageCodecInfo encoder, EncoderParameters encoderParams)
at NSMBe4.NSMBTileset.ExportGFX(String filename)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


(Couldn't stop it from stretching my post due to lack of BBC Code knowledge here. I'll Edit it away if no one likes it)

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Posted on 02-06-10 09:26:15 PM, in NSMB Editor 5 Downloads Link
Originally posted by Treeki
That crash is being caused by the filename the image is being saved as. I didn't write the code so I'm not sure exactly what's wrong, Dirbaio should know.


But the error comes up before anything tells me what to name it and where to save it. I don't think that's it for this situation.

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Posted on 02-09-10 07:12:06 PM, in Kirby vs. Shy-Guy Link
Water Temple and OoT things? Mmm, possible Dark General Guy midboss?

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Posted on 03-29-10 07:08:27 PM, in Purps' NSMB Levels Link
I'm workin' on it... Just slowly... Because a level refuses to work... And I don't wanna redo it... : ( I was going to work on it tonight anyway...

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Jul - Posts by PSI Purple


Rusted Logic

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

28 database queries, 48 query cache hits.
Query execution time: 0.092365 seconds
Script execution time: 0.035483 seconds
Total render time: 0.127848 seconds