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Posted on 09-01-13, 03:59 pm in area overflow Area overflow bug: Going to any level of current world (rev. 1 by Matrako on 09-01-13, 04:00 pm)


Karma: 221
Posts: 9/16
Since: 11-21-12
Hi everyone!

I know I do not post usually, however I have not found this and I think it should be shared

This summer, while modifying some of the levels I made a mistake placing a connected pipe and I ended creating a pipe that leaded to a previous level. That was unexpected... I thought the area overflow bug only allowed us to go to forward, not backwards.

Well, I have made a quick search and I have not found nothing about this issue so, here you go!

To create an entrance leading to any level of the current world (or any level onwards), just set the connected pipe check to unchecked, the connected pipe id to the number of the level (current one = 0, first level of the world = 1, second level = 2 and so on) and the destination area to the number of the area you want to go in that level. Also, both numeric entrances can also overflow...

For example, if you set a door in W4-2 with connected pipe id = 1 and destination area = 1, Mario will end in the first area of W4-1.

Al least, this works on an EUR version. I don't know about an US one, but I think it will work also. Sadly, you cannot go to levels from previous worlds... Or, at least, we don't know how yet...

Hope it helps!

Bye!
Posted on 11-25-12, 04:59 pm in Matrako New Super Mario Bros (rev. 6 by Matrako on 09-13-14, 03:07 pm)


Karma: 221
Posts: 3/16
Since: 11-21-12
Hello!

Here is the hack I've been working on this year (MNSMBDS). The hack progression is too slow because I have little time to work on this hack , so I've only completed the first the first and second five worlds till now. I hope you like it!

Screenshots:


Videos:


Progress:


Here is the *.nmp file:


Feedback would be nice!

If someone wants to be a beta-tester, I'll give credit (http://www.youtube.com/watch?v=ewXvcy71kkc).

Have a nice day!

Last update: September 13th, 2014
Posted on 11-25-12, 04:04 pm in Unused Bowser (Sprite 62) info


Karma: 221
Posts: 2/16
Since: 11-21-12
Hello everybody!

I have found little information about the Unused Bowser sprite (ID = 62), so I'm gonna share what I know right now (some of this info is already placed in the sprite database http://nsmbhd.net/spritedbchanges/62/?rev=1). I am not completely sure if this is the right place to post this information; if I'm wrong, let me know...

Let's start!

If the Unused Bowser sprite is placed outside the third area of W8-Final Castle, the game freezes soon after Giga Bowser's roar. Otherwise, it behaves exactly like Giga Bowser; however, this Bowser can only move left (even if Bowser walks right) until he finds an obstacle and he does not move while running right. Also, he can throw blue flames, but they always go to the left, even if Mario is on the other side (if Mario enters the view behind the Unused Bowser, it faces right without running until he turns left for the first time).

If placed toghether a normal Giga Bowser sprite, both of them act normally and both change their behavior after Bowser Jr. is defeated. If one of them is defeated (by fire-Mario), the other one becomes "immortal" and his flames are destroyed just after their creation (because any other sprite is "disabled/destroyed/...").

As an additional note, Mario can move while the Unused Bowser roars, even if there is a normal Giga Bowser in the same view (it may depend on which one is activated first; however, as the Unused Bowser auto activates when Mario is near enough, it always wins, allowing Mario to move sooner than expected).

I've tried to place this Unused Bowser along other Bowsers, but the game freezes (as expected).

If anyone is interested, I have a few videos in my youtube channel:
- http://www.youtube.com/watch?v=govKOONInyk [Preview]
- http://www.youtube.com/watch?v=yruQAkGV1Sg [×2]
- http://www.youtube.com/watch?v=AQioF4RSUzU [×6]

I've used this Unused Bowser to "protect" some star coins. After defeating him, the timer and other sprites, but they are reactivated if Mario leaves the W8-Final Castle Area 3. I think that this sprite combined with the "area overflow", may be a nice addition to some levels (I've already used it in my W1-Castle ).

I hope this information to be useful!

Have a nice day!
Posted on 07-13-14, 03:50 pm in just wondering Defeat a boss without finishing the level?


Karma: 221
Posts: 13/16
Since: 11-21-12
Hi, everybody!

Yes. As Hiccup has said, the only thing you need to do is removing (or placing offscreen) the Boss battle key location or the Bowser Boss Switch: the end of level cutscene does not play until Mario touches the key or presses that switch.

However, after beating a boss most of the sprites you have placed in that area became "inactive". That is, most of them will dissapear, while others (like the ? switch) became solid. I have not checked all of them, but the only sprite I have found that still works is the warp entrance (besides the boss key / switch sprites).

Also, after beating a boss, the timer stops until Mario enters in another area, and the ? blocks (well, I think is every block that gives you points if Mario hits it) stop giving you items and, in fact, dissapear after hitting them.

Hope this helps!

Bye!
Posted on 11-21-12, 08:15 pm in The obligatory introduction thread


Karma: 221
Posts: 1/16
Since: 11-21-12
Hello!

I am Matrako. I 've been working in a hack since 2010 and i've finally decided to join.

First of all, I have to apologize for my English. I've been years without practicing it and, probably, I will make a lot of mistakes.

Nice to meet you, ladies and gentlemen!
Posted on 09-13-14, 03:00 pm in Matrako New Super Mario Bros (rev. 1 by Matrako on 09-13-14, 03:13 pm)


Karma: 221
Posts: 15/16
Since: 11-21-12
Hello!

I know I do not post very often, however I am still working on this (very slowly, I fear).

Currently, I have finished World 5. I wanted to share it before, but a few bugs were found and I couldn't. Well, anyway, here it is the new beta: Matrako New Super Mario Bros.20140913.nmp.

And, as usual, some images of the last world I've working on (World 5):


Have a nice day!
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