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cros107 |
Posted on 08-24-16, 01:08 pm
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Fuzzy
Will never finish a hack Karma: 1843 Posts: 250/778 Since: 03-25-16 |
How hard would it be to create something like the hidden walls mechanic in later Mario games? Where if you touch the tile with that behavior, it turns invisible and loses its hitbox, along with the adjacent tiles with the same behavior.
Also, are ASM hacks only do-able with ASM and C++? Is it possible to create ASM with C#? _________________________ hey look, I did a thing |
Hiccup |
Posted on 08-24-16, 01:20 pm
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Birdo
Karma: 2754 Posts: 1771/2091 Since: 06-26-11 |
Custom tile behaviours have been done before, so not that hard.
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cros107 |
Posted on 08-24-16, 01:31 pm
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Fuzzy
Will never finish a hack Karma: 1843 Posts: 251/778 Since: 03-25-16 |
Have they? I searched for "Custom tile behavior" and found nothing, which is why I made a thread. Do you have any examples?
_________________________ hey look, I did a thing |
Hiccup |
Posted on 08-24-16, 01:49 pm
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Birdo
Karma: 2754 Posts: 1774/2091 Since: 06-26-11 |
This http://nsmbhd.net/thread/3107-tileset-animations-hack/
and there might be some other incomplete tile stuff here https://github.com/Dirbaio/NSMBCR/tree/master/data |
cros107 |
Posted on 08-24-16, 02:00 pm
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Fuzzy
Will never finish a hack Karma: 1843 Posts: 252/778 Since: 03-25-16 |
I meant like a tile behavior that could be applied to any tile. Although this should do, as I'd only need a few types of tiles to be invisible anyway.
_________________________ hey look, I did a thing |
Asprok |
Posted on 08-24-16, 02:17 pm
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I Am Not Inteligent
Karma: 979 Posts: 176/380 Since: 03-04-14 |
IIRC, there was some setting for sprite 197 to “destroy” a tile's behaviour but not its graphics. The only downside was that if you left it behind and came back, the graphics would actually disappear then, so either sprite 276 or sprite 218 should be used in order not to be able to come back. This could be used with sprite 286 so a lot of shreds indicating the path spawned.
Sadly, I couldn't recreate such scenario anymore and I don't know why. Hiccup, could you mess around with the tile god? I'm sure the setting I'm describing is found by modifying nybble 9 (counting from 1) and maybe another one. |
Hiccup |
Posted on 08-24-16, 02:40 pm
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Birdo
Karma: 2754 Posts: 1775/2091 Since: 06-26-11 |
I'm not really interested in such a useless thingy. You can always try out then nybbles yourself.
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skawo |
Posted on 08-24-16, 05:02 pm
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Karma: 19757 Posts: 602/1100 Since: 04-02-13 |
I could probably code something like this, but it wouldn't look good at all.
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Hiccup |
Posted on 08-24-16, 05:50 pm
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Birdo
Karma: 2754 Posts: 1776/2091 Since: 06-26-11 |
I doubt it'd look that bad.
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skawo |
Posted on 08-24-16, 05:55 pm
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Karma: 19757 Posts: 603/1100 Since: 04-02-13 |
It would.
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cros107 |
Posted on 08-24-16, 09:39 pm (rev. 1 by cros107 on 08-24-16, 09:40 pm)
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Fuzzy
Will never finish a hack Karma: 1843 Posts: 253/778 Since: 03-25-16 |
It's ok if it doesn't, they can just be invisible as soon as you touch one/enter the area. But I've been trying to learn ASM in the past few days, so it's fine if you don't do it.
_________________________ hey look, I did a thing |
pinet |
Posted on 08-24-16, 11:11 pm
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Karma: 1064 Posts: 139/200 Since: 02-02-15 |
It would very interesting see this tile behavior working on NSMB.
If Skawo himself said "it wouldn't look good at all", he probably thought of it before. We can still settle for simulating a similar behavior with sprites nr. 168 (IF Event, 197 (Create/Destroy objects) and Zones. Of course, it's not the same thing. [] -P |
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