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Posted on 01-21-25, 10:51 am in Slope control (rev. 1 by
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![]() I do things sometimes Karma: 1166 Posts: 367/387 Since: 08-07-17 |
NSMBe's slope tile object previewer tends to be somewhat touchy, only really accurately rendering slope setups used in the retail game, so I made this thread to try and give a broad overview of how the control tiles n things used in slopes work— those being control tiles 80 through 85 as well as control byte 4.
Slope control tilesThese make the tiles tile all diagonal-y.80 --- Tiles up right starting from bottom left; examples:
81 --- Horizontal flip of 80; Tiles up left starting from bottom right; examples:
82 --- Vertical flip of 80 (this also flips fill-in tiles); Tiles down right starting from top left; examples:
83 --- Vertical flip of 81 (this also flips fill-in tiles); Tiles down left starting from top right; examples:
Slope fill-in tilersThese tile tiles relative to the diagonal-y tiles.84 --- Slope fill-in tiler above (seemingly unused); examples:
85 --- Slope fill-in tiler below; examples:
Additionally, you can use both tilers 84 & 85 at the same time:
Control byte 4As far as I can tell, this makes the tile only tile once horizontally. It doesn't have any sort of icon in NSMBe, so I've given it a green diamond. Examples:
While I'd imagine the practicality of all this is probably offset by the confused in-editor previews, hopefully this might still be useful in making smarter or easier-to-use slope tile objects. |
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Posted on 02-06-25, 08:45 am in New Super Mario World: The New Journey
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![]() I do things sometimes Karma: 1166 Posts: 370/387 Since: 08-07-17 |
Posted by Staryu Trek Posted by Keeper - 1-2 lacks the soundset for whomps |
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Posted on 02-17-25, 01:14 am in v1.10 New Super Mario Bros. U DS
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![]() I do things sometimes Karma: 1166 Posts: 371/387 Since: 08-07-17 |
Posted by Staryu Trek Just curious. I always admire code hackers. could take a peek at IllyCat's hack or somea the stuff Will Smith coded for sakura super mario bros |
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Posted on 03-05-25, 09:50 pm in Zoom actor
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![]() I do things sometimes Karma: 1166 Posts: 373/387 Since: 08-07-17 |
this was more or less the setup that i recommended to someone else
![]() the zoom actor has two areas that set two different zoom ammounts, so by making one that zooms to the default zoom ammount on the left side and the desired zoom ammount on the right side it effectively makes a vertical line of sorts that zooms out when you pass it from left to right and resets the zoom when you go back. then you can make another zoom that zooms to the default zoom on the right n zooms to the desired zoom on the left to make an area of sorts that when entered zooms out and when exited resets the zoom. youll also probs wanna add a delay |
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![]() I do things sometimes Karma: 1166 Posts: 374/387 Since: 08-07-17 |
uploader: https://nsmbhd.net/uploaderlist/?cat=7
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![]() I do things sometimes Karma: 1166 Posts: 375/387 Since: 08-07-17 |
those red tiles prevent the camera from entering the 16x16 chunks
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Posted on 03-30-25, 12:57 pm in graphics
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![]() I do things sometimes Karma: 1166 Posts: 378/387 Since: 08-07-17 |
thread for any original graphics i make. may add more eventually
Pipes ![]() ![]() ![]() zip comes with nsbtx files for pipes/mini pipes/pipe joints as well as replacement enemy palettes for the pipe fragments. no credit needed download |