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Posted on 07-25-14, 12:08 am (rev. 1 by  ray on 07-25-14, 12:44 am)
Roy Koopa


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Did anyone actually figure out how the Ghost House stairs are working? I mean the ones you need to activate with a switch. I tried multiple things now and I just can't get them to work.

EDIT: Nvm, got it to work. The view has to have a certain width...
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Posted on 07-25-14, 07:17 am
Super Mario
( ͡° ͜ʖ ͡°)

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The *view*?? What.

Could you share more details please? I don't see how the view width can affect the stairs...
Posted on 07-25-14, 10:46 am (rev. 1 by  Hiccup on 07-25-14, 10:47 am)
Birdo


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Yes, please expand (geddit?) on what you have learned.
Posted on 07-25-14, 12:27 pm
Death by cuteness

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There's no trick involving view's width at all lol, heck I even tested the stairs with a simple 256×192 view and they work.

You only need to do know one thing, ghost house stairs are activated with an output ID of 14 (base 10).
Yep, it's a special event ID.
Posted on 07-25-14, 01:12 pm
Roy Koopa


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Posted by Sharks
There's no trick involving view's width at all lol, heck I even tested the stairs with a simple 256×192 view and they work.

You only need to do know one thing, ghost house stairs are activated with an output ID of 14 (base 10).
Yep, it's a special event ID.


In World 3-Ghost House, Nintendo used ID 2 and one time ID 1 to trigger them (Area 1). In Area 2 they used ID 14. So I tried it with ID 2 and it worked as long as the width was something with 17XX. I don't know anymore. Also When I added another stair (just continued making my level), the stairs stopped working again. At that point I gave up. So I still dont know how they work. But it's weird that they stop when reszing the view or placing some objects
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Posted on 07-25-14, 02:18 pm
Death by cuteness

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The second 167 actually makes sense (normally it's hidden behind the ?-switch block) because you want the door to appear only when this switch is pressed and you still need the stairs, but the first one is… totally counter-intuitive.

Nintendo's logic says that setting the switches input ID at 14 from the get go doesn't yield the same result at all, nope. *sarcasm*
Posted on 07-25-14, 02:35 pm
Roy Koopa


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Soo, what do you want to tell me? xD I don't understand what you mean
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Posted on 07-25-14, 03:50 pm (rev. 1 by  MeroMero on 07-25-14, 03:52 pm)
Death by cuteness

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Well, you said that you're setting your Input IDs at 2, right ?
Then you should just set your Input IDs to 14 instead of doing it the Nintendo way and you'll get rid of all your problems. (Unless you specifically want to use an Input ID of 2 for whatever reason ?)

EDIT : Oh and get rid of any event controller that happen to have their Target Event ID at 14 too.
Posted on 07-25-14, 03:55 pm
Roy Koopa


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Damn that actually worked. Thanks mate! You just solved all my problems
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