Posted on 08-10-12, 09:45 am
Cheep-cheep


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Thanks very much
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Posted on 08-12-12, 03:42 pm
Newcomer


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Hi all!
I'am new in world of NSMB hack.
I have a little problem.
I want to make a custom level but I got an invisible water in my level. How can I delete it?

Thanks!
(Sorry for bad english I'am Hungarian.)
Posted on 08-12-12, 03:46 pm
Super Mario
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If you want to remove the water, just remove all the water sprites. Also check that the backgrounds aren't underwater backgrounds.

If you want the water to be visible, change the "opacity" value of the water sprite to something tha isn't 0
Posted on 08-12-12, 03:47 pm (rev. 1 by  KikiGams on 08-12-12, 03:50 pm)
Newcomer


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Posted by Dirbaio
If you want to remove the water, just remove all the water sprites. Also check that the backgrounds aren't underwater backgrounds.

If you want the water to be visible, change the "opacity" value of the water sprite to something tha isn't 0

Thank you! I check this.
But I delete all sprites.

EDIT:
Oh I found it!
Was a place where I could not see.
It's 231 sprite.
Thank you, I go make more levels.
Posted on 08-12-12, 03:50 pm
Super Mario
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You deleted all sprites and still have water?
O.o
Posted on 08-19-12, 03:43 pm
Birdo


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When I make a event on/off block and set id to 1 and set input id to 1 on tile creator/destroyer with destroy mode set and the bricks are not there when I start the level
why does this happen?

@dirbaio he didn't mean that
Posted on 08-19-12, 03:50 pm
Buzzy Beetle
I am UO, not UFO.

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So you want the block disappear after you hit the block?
I dunno why, did you forgot to put object behind the sprite?
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Posted on 08-19-12, 04:48 pm (rev. 1 by ImageBot on 11-21-16, 02:26 am)
Birdo


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Posted by unknown object
So you want the block disappear after you hit the block?
I dunno why, did you forgot to put object behind the sprite?

No I put bricks behind the sprite look here:

Here is the level:
http://nsmbhd.net/get.php?id=433
Posted on 08-20-12, 12:29 am
Buzzy Beetle
I am UO, not UFO.

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You can try:
1. Delete all sprite and place them again.
2. Move the view to another 16x16 grid
In the other hand, use brick for things need to deactivate may not a good idea, because people could break them.
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Posted on 08-20-12, 11:59 am
Mariomaster

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Is there a way to get the quicksand in each tileset ?
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Posted on 08-20-12, 12:17 pm


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Posted by Mariomaster
Is there a way to get the quicksand in each tileset ?



But there are two tilesets that have quicksand. Bowser Jr. Tileset also has it.
Posted on 08-20-12, 12:42 pm (rev. 2 by RicBent on 08-20-12, 12:47 pm)
Mariomaster

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Ok. thanks anyway
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Posted on 08-20-12, 02:22 pm
Super Mario
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Posted by Mariomaster
Is there a way to get the quicksand in each tileset ?


Well, you can draw your own quicksand and give it the quicksand behavior. It will work, but Mario will show on top of the quicksand, not behind it. And the quicksand will not be animated. But if you want quicksand behavior, that's the way to go.
Posted on 08-20-12, 05:03 pm
Birdo


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A better question would be how to change the hardcoded animation and the ability for it to be on top to other tilesets.

Posted on 08-20-12, 05:07 pm (rev. 1 by  ray on 08-20-12, 05:08 pm)
Roy Koopa


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NSBTX Files are always in front of Mario. But actually there should be somewhere are code in the Game that controls the Layer. But, for what do you want to control the Layer? And what do you mean with "changing hardcoded animation"?

EDIT: Sorry, I'm wrong, there are some NSBTX's which are behind Mario. For example the Climbable fences or the unused Castle Pillars.
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Posted on 08-20-12, 05:54 pm
Birdo


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Posted by ray
NSBTX Files are always in front of Mario. But actually there should be somewhere are code in the Game that controls the Layer. But, for what do you want to control the Layer? And what do you mean with "changing hardcoded animation"?

EDIT: Sorry, I'm wrong, there are some NSBTX's which are behind Mario. For example the Climbable fences or the unused Castle Pillars.

I was just sort of replying to Mariomaster's question.
Posted on 08-20-12, 05:55 pm
Birdo


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It is possible to copy this NSBTX onto the other graphics to have that effect? Or is it possible to create new ones?
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Posted on 08-20-12, 06:19 pm
Super Mario
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It should be possible with ASM hacking, but meh.
Posted on 08-24-12, 03:19 pm (rev. 1 by  MarioSunshine on 08-26-12, 02:51 pm)
Fuzz Ball
KirbyFanatic64 (LOL)

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From there you can have the output activate when the input is activated, and then output again the opposite on/off after the timer.


This's from sprite 167 database. Could someone please amplify it for me? I don't get it.
Also, can this sprite do something like this:

After it recieved input ID, for a few seconds, it then activates output ID for a few seconds, then it deactivates for a few seconds, then it activates again, continuously?


Edit: Another question, could someone tell me how to use zoom sprite? I'm so confuse with it.

Thank you for your kindness.

PS: I haven't come back here for almost 2 months. Nice progress, nice development, and nice brand-new board system!
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Posted on 09-01-12, 12:52 pm


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I've been looking into the ARM7 Memory/RAM Watch/RAM Search with DeSmuME recently, and I found an address I want to try to modify in the game, so you don't need to use an Action Replay cheat or whatever to activate it.

0208B330 controls how long the Mega Mushroom lasts on the player. I've looked around on where to edit this, I've tried the editors HEX editor and I also gave Translhextion a shot, but none of those has actually given me success.

If there is anyone who knows how and where to edit this address, please tell me.
Thanks already.
Put something here.