Hiccup |
Posted on 07-12-16, 05:09 pm in tutorial Edit world-map icons (rev. 1 by Hiccup on 07-12-16, 05:09 pm)
|
Birdo
Karma: 2789 Posts: 1644/2091 Since: 06-26-11 |
That sounds like something like an extra BG layer or tile layer of some sort
|
Hiccup |
Posted on 07-21-16, 06:31 am in release Super Mario: Endless Earth
|
Birdo
Karma: 2789 Posts: 1666/2091 Since: 06-26-11 |
Underwater piranha plants aren't non-canon or anything. They appeared in SMBTLL and NSMBW.
|
Hiccup |
Posted on 07-25-16, 07:31 pm in Discovery: IF activator and enemies (rev. 5 by Hiccup on 07-25-16, 07:38 pm)
|
Birdo
Karma: 2789 Posts: 1686/2091 Since: 06-26-11 |
I've made an interesting discovery about the "IF" activator and its enemy watching ability.
It isn't actually based on the enemy's location. Its based on what location the sprite was placed in, in the editor. The location is just used to specify which enemies are to be watched - it doesn't even need to cover the enemy, just sprite square. The enemy can walk out of the location, and the actor will still only switch the flag once the enemy has been defeated. This doesn't seem to include the enemy falling into a pit, but lava does count. The IF activator probably needs to be on screen for it to work properly. Is this new? I'm pretty sure it works differently in NSMBW. Correct me if I'm wrong though. |
Hiccup |
Posted on 08-07-16, 04:30 pm in download ASM Hacks ready for importing
|
Birdo
Karma: 2789 Posts: 1719/2091 Since: 06-26-11 |
Did you make a push request too?
|
Hiccup |
Posted on 08-09-16, 05:00 pm in Newer Super Mario Bros. DS (rev. 2 by Hiccup on 08-09-16, 05:00 pm)
|
Birdo
Karma: 2789 Posts: 1727/2091 Since: 06-26-11 |
* groans
* Newer DS * NSMBe * DS ROMs are indeed things |
Hiccup |
Posted on 08-17-16, 04:14 pm in Nsmb Hacking... (rev. 2 by Hiccup on 08-17-16, 04:15 pm)
|
Birdo
Karma: 2789 Posts: 1738/2091 Since: 06-26-11 |
|
Hiccup |
Posted on 08-20-16, 12:12 pm in Help/Question Asking Thread
|
Birdo
Karma: 2789 Posts: 1747/2091 Since: 06-26-11 |
You are joking right? Describe or screenshot it *in extreme detail*
|
Hiccup |
Posted on 08-23-16, 10:59 am in Actor/Particle/SFX Spawner Sprite (rev. 6 by Hiccup on 08-23-16, 11:28 am)
|
Birdo
Karma: 2789 Posts: 1755/2091 Since: 06-26-11 |
Three more questions:
1. Why doesn't it have support for nybbles 1-4? That way you can use skawo's "Actor Spawning ? Block" to spawn actors that require events to be visible or to activate events 2. Could you add a despawning feature? 3. Where does the Actor Spawner get the sound/particle IDs? Also, here is a start to a SFX table - on the wiki so anyone can edit (™) http://nsmbhd.net/wiki/Actor_Spawner_SFX/ |
Hiccup |
Posted on 08-23-16, 07:11 pm in New Actor discoveries (and extra info on old ones) (rev. 13 by Hiccup on 08-28-16, 05:02 pm)
|
Birdo
Karma: 2789 Posts: 1759/2091 Since: 06-26-11 |
Actor 21
Nybble 5: Entrance 0:Default, 1:Pipe facing up, 2:Pipe facing down, 3:Pipe facing left, 4:Pipe facing right, 5:Door, 6:Same as 0?, 7:Ground Pound, 8:Same as 0?, 9: Swimming Nybble 7: Unknown 7 0:Default, 1:Uses the floaty physics 2:Autojump on edge of block, Fast jump & fall, permanent jump until cancelled with g-pound, 3:Go up all the time, 7:Can't go up or down and other weird limits Nybble 11; Character 0:Mario, 1:Luigi Nybble 12: Unknown 12 0:Default, 1:Clone not present, Mario warps to world map, 2:Clone not present, freezes, 3:Clone not present, Game Over triggered, 4:Same as 3?, 5:Clone not present, freezes in a different way, 6:Same as 3 but with wonky camera? |
Hiccup |
Posted on 09-03-16, 10:35 am in Misc. patches thread
|
Birdo
Karma: 2789 Posts: 1822/2091 Since: 06-26-11 |
Posted by MarioKart7z
And also a super tilegod sprite which destroys every single tile and sprite in the level when activated You can already do that with a bunch of tilegod sprites. Also, it probably wouldn't be that hard to increase the capacities of the width and height settings. |
Hiccup |
Posted on 09-03-16, 02:13 pm in Special Event IDs (rev. 6 by Hiccup on 09-06-16, 02:44 pm)
|
Birdo
Karma: 2789 Posts: 1825/2091 Since: 06-26-11 |
I (and in the past, orangefox) have discovered some event IDs that cause weird stuff to happen. One of them is used: 0x3E, which causes a trail of blue coins to be left behind by Mario, but the others are unused. Some of them seem to cause some unused code to be activated, and I wondered if someone here who is good with ASM-type stuff could work out what these event IDs are actually doing.
http://nsmbhd.net/wiki/Guide_to_Events/ |
Hiccup |
Posted on 09-05-16, 02:19 pm in Super Mario Star Collect
|
Birdo
Karma: 2789 Posts: 1836/2091 Since: 06-26-11 |
Posted by Fluorescent
Damn, if it continute like this, I'll have to give up on that mechanic on my hack You say that like this is an original idea |
Hiccup |
Posted on 09-05-16, 03:32 pm in New NSMB Editor Builds! (rev. 4 by Hiccup on 09-05-16, 03:36 pm)
|
Birdo
Karma: 2789 Posts: 1837/2091 Since: 06-26-11 |
Very good work. I don't really understand the "scrapped width" thing though, what is that setting about?
Also, have you done something with the actor sets? They are hopelessly outdated in the main fork (done by sprite rather than actor, old names (like "Pipe caterpillar guy" instead of "Squiggler", presumably missing stuff). |
Hiccup |
Posted on 09-11-16, 12:02 pm in Misc. patches thread
|
Birdo
Karma: 2789 Posts: 1871/2091 Since: 06-26-11 |
You are meant to put it at the bottom of the camera.
|
Hiccup |
Posted on 09-11-16, 05:36 pm in MvL Star in Single player?
|
Birdo
Karma: 2789 Posts: 1873/2091 Since: 06-26-11 |
And/or because it is just easier to hardcode than to make flexible code.
|
Hiccup |
Posted on 09-27-16, 08:18 am in Misc. patches thread
|
Birdo
Karma: 2789 Posts: 1895/2091 Since: 06-26-11 |
Posted by MarioKart7z Suggestion: On Track-controlled lifts, could you make it so that if nybble11 (counting from 1 to 12) is set to 1, it follows nybble9-10's Path ID instead of lines? And if nybble11 is set to 2, then the platform loops around the path, but the last node has to overlap the second node (like with MeroMero's Snake Blocks improvement) and finally if nybble11 is set to 3, then the platform falls off at the last node instead of going back If you just want invisible paths, you can make custom "track" tiles that are invisible or non-destroyable ground/decoration |
Hiccup |
Posted on 10-02-16, 11:46 am in Newer Super Mario Bros. DS (rev. 1 by Hiccup on 10-02-16, 11:47 am)
|
Birdo
Karma: 2789 Posts: 1904/2091 Since: 06-26-11 |
Posted by pinet [mini mushroom theoretical problem] Skawo probably put an off-screen solid object to prevent the mushroom from "running" away. I'm sure he said it can't run away, and that is the simplest way to prevent it from happening IMO. |
Hiccup |
Posted on 10-06-16, 05:52 pm in Rips from Newer NSMB Titles
|
Birdo
Karma: 2789 Posts: 1907/2091 Since: 06-26-11 |
Those pipes are seen in prerelease materials.
Hiccup knows these things. |
Hiccup |
Posted on 11-04-16, 01:28 pm in Way to create a "passable" horizontal scroll stop?
|
Birdo
Karma: 2789 Posts: 1920/2091 Since: 06-26-11 |
No way to despawn them AFAIK.
|
Hiccup |
Posted on 11-04-16, 01:30 pm in solved Mario Vs Luigi Custom Level Camera GLITCH?
|
Birdo
Karma: 2789 Posts: 1921/2091 Since: 06-26-11 |
In the "NSMBdex" sticky thread you can find instructions on how to do wrap-around properly. Applies to mvsl and singeplayer
|