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luckwii |
Posted on 08-18-11, 03:45 pm
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Buster Beetle
Karma: 379 Posts: 171/464 Since: 06-29-11 |
I have been trying to get these working correctly. What I want is to activate them so they fall straight down, and the roll when Mario enters the zone I made for them. I can't find a level that does this so I can copy it. Anyone got them to work like the above mentioned?
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Freeze |
Posted on 08-18-11, 04:28 pm
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Karma: 3752 Posts: 270/2112 Since: 06-28-11 |
ray |
Posted on 08-18-11, 04:29 pm
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Roy Koopa
Karma: 4011 Posts: 411/2722 Since: 06-26-11 |
Sprite 46
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
luckwii |
Posted on 08-18-11, 05:32 pm
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Buster Beetle
Karma: 379 Posts: 174/464 Since: 06-29-11 |
Posted by ray Sprite 46 I see the 46 sprite, but how does it activate? There is a spike ball ID. Do I create a zone and a 168 sprite? What exactly is used so that when Mario enters an area, the ball starts moving? |
ray |
Posted on 08-18-11, 05:34 pm
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Roy Koopa
Karma: 4011 Posts: 420/2722 Since: 06-26-11 |
I dunno. Look into W8-Tower 2. Theres the sprite and the spiked balls which will be activated if the moving green blocks touch the sprite....
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
Freeze |
Posted on 08-18-11, 06:46 pm
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Karma: 3752 Posts: 273/2112 Since: 06-28-11 |
In 8-Tower 2, there is a 168 Sprite, that has as Enemy Zone ID "255" (in HEX: "FF"). It activates ID "1".
Also there is a 46 Sprite, that activates Spiked Ball ID "1". The Spiked Ball ID of the Spiked Ball is also ID "1". I do not know, why the Enemy Zone ID of 168 is "255", but this will probably solve the mystery behind activating Spiked Balls. |
Dirbaio |
Posted on 08-18-11, 07:04 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10020 Posts: 645/4457 Since: 06-08-11 |
Enemy Zone ID 255 means "no zone".
Instead, the Mario zone is used. Sprite 168 is confusing, it can do two different things |
Freeze |
Posted on 08-18-11, 07:19 pm
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Karma: 3752 Posts: 274/2112 Since: 06-28-11 |
Ok, I have figured out the Spiked Ball ID thing. After some time of testing, the mysterious ID has been figured out:
-No Sprite 168 is needed. -Just put a Sprite 46 with the right ID. -Put a Spiked ball with the right Spiked Ball ID to a place you want. -The Spiked Ball ID gets activated ONLY, when the Moving Green Blocks are floating over the Sprite 46. I did not test it, if other Enemies can activate this Sprite too, but with the Moving Green Blocks all works fine. |
ray |
Posted on 08-18-11, 07:43 pm
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Roy Koopa
Karma: 4011 Posts: 425/2722 Since: 06-26-11 |
Lol like I said There's no activator ID for the green blocks, right?
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
Freeze |
Posted on 08-18-11, 07:44 pm
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Karma: 3752 Posts: 275/2112 Since: 06-28-11 |
Posted by ray Lol like I said There's no activator ID for the green blocks, right? Why should Green Blocks have an activator ID? |
ray |
Posted on 08-18-11, 08:01 pm
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Roy Koopa
Karma: 4011 Posts: 426/2722 Since: 06-26-11 |
I dunno, would be nice. Then he could place the greeen blocks and the spike ball activator out of view and activate the green blocks with a zone and sprite 168.
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
Freeze |
Posted on 08-18-11, 08:15 pm
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Karma: 3752 Posts: 276/2112 Since: 06-28-11 |
luckwii |
Posted on 08-25-11, 03:43 am
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Buster Beetle
Karma: 379 Posts: 195/464 Since: 06-29-11 |
Otherwise, I think they only get activated when they are in view ingame. Maybe even slightly before they enter the screen.
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luckwii |
Posted on 09-06-11, 02:46 am
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Buster Beetle
Karma: 379 Posts: 234/464 Since: 06-29-11 |
Posted by ray I dunno, would be nice. Then he could place the greeen blocks and the spike ball activator out of view and activate the green blocks with a zone and sprite 168. I was going to try this method, but the timing would have to be right. Is it possible to active the green block maybe and leave it within the level...I would have to make the green blocks transparent, but then if Mario ran into them, you would know its there. I have tried everything activating these things with an ID. Why they didn't make an activator is beyond me. The large spike blocks don't fit in my levels. |
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