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Posted on 07-25-16, 07:31 pm (rev. 5 by  Hiccup on 07-25-16, 07:38 pm)
Birdo


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I've made an interesting discovery about the "IF" activator and its enemy watching ability.

It isn't actually based on the enemy's location. Its based on what location the sprite was placed in, in the editor. The location is just used to specify which enemies are to be watched - it doesn't even need to cover the enemy, just sprite square. The enemy can walk out of the location, and the actor will still only switch the flag once the enemy has been defeated. This doesn't seem to include the enemy falling into a pit, but lava does count. The IF activator probably needs to be on screen for it to work properly.

Is this new? I'm pretty sure it works differently in NSMBW. Correct me if I'm wrong though.
Posted on 07-25-16, 07:39 pm


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Wow, that does work differently in NSMBW. This makes it far less useful, though.
Posted on 07-25-16, 07:42 pm
Mole
Normal user

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This is how it has to work in NSMBU.
Posted on 07-25-16, 08:55 pm (rev. 5 by  Hiccup on 09-12-16, 07:38 pm)
Birdo


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So they changed it for NSMBW, then changed it back for NSMBU/NSLU? Weird. I need to check NSMB2.

EDIT: NSMB2 works like NSMBW. Whatever Nintendo.

Posted by skawo
Wow, that does work differently in NSMBW. This makes it far less useful, though.

Yeah, I was hoping to make a puzzle-thing where you have to move an enemy onto a location, but I'll have to do it differently now.

Remember you can still select multiple sprites with one location, but still kinda limited. And it does mean that you can be more specific with which enemies are watched.
Posted on 07-25-16, 09:36 pm (rev. 1 by Asprok on 07-25-16, 09:40 pm)
I Am Not Inteligent

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LMAO, wasn't this known before? I remember I tried to make this level almost two years ago with inspiration from Martboo48's levels which needed the enemies to be in a specific location to trigger an event. Unfortunately, this sprite doesn't work like NSMBW's one does, as it's been already said, but I thought this was known already.

And yeah, you only have to have the enemies inside of the zone in the editor in order for the sprite to work, regardless if the enemies leave the zone in-game. I even did this in my hack.

I could not…
Posted on 07-25-16, 10:06 pm (rev. 3 by  Hiccup on 07-25-16, 10:21 pm)
Birdo


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I've added it to the sprite database so the info doesn't get lost

I might make a table of which enemies are watched, and what doesn't count as a death for each enemy.
Posted on 07-26-16, 01:02 am
Roy Koopa


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Posted by Hiccup
Yeah, I was hoping to make a puzzle-thing where you have to move an enemy onto a location, but I'll have to do it differently now.


No idea if I misunderstood the whole thing but you can still do that pretty easily with just a zone that checks whether that enemy is inside or not.
Or is there something I missed?
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Posted on 07-26-16, 04:25 am
Banned for being a complete retard.

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Hello Hiccup. I tried but without success recreate your noticed IF sprite behavior. Could you share a level example, or may be a download link?
Posted on 07-26-16, 11:34 am (rev. 3 by  Hiccup on 07-26-16, 12:25 pm)
Birdo


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Posted by ray
Posted by Hiccup
Yeah, I was hoping to make a puzzle-thing where you have to move an enemy onto a location, but I'll have to do it differently now.


No idea if I misunderstood the whole thing but you can still do that pretty easily with just a zone that checks whether that enemy is inside or not.
Or is there something I missed?

My discovery was that the zone isn't used to track the location of enemies inside it, but track the alive-ness of the sprites covered by the zone in the editor. The location of the sprite in the level doesn't matter, just the sprite position in the editor.

Posted by Luluca
Hello Hiccup. I tried but without success recreate your noticed IF sprite behavior. Could you share a level example, or may be a download link?

Here. Also, a video:
Posted on 07-26-16, 12:42 pm
Paratroopa


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Is something like this possible?

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Posted on 07-26-16, 12:49 pm
Birdo


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Only in NSMBW it seems. Unless there is an undiscovered setting that changes the behaviour.
Posted on 07-26-16, 01:03 pm
Fuzzy
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Doesn't seem too hard with asm; Get enemy position, check enemy position, perform action. Unless I'm missing something?

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Posted on 07-26-16, 01:10 pm (rev. 2 by  Hiccup on 09-02-16, 09:16 am)
Birdo


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I don't know

Anyway, here is a compatibility table:
http://nsmbhd.net/wiki/IF_controller_enemy_compatibility/
Posted on 07-26-16, 01:40 pm
Fuzzy
Will never finish a hack

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Maybe you don't, but I'm sure skawo or meromero (really should memorize important users' numbers xD) do! :p
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Posted on 09-02-16, 01:37 am (rev. 1 by ImageBot on 11-21-16, 03:23 am)


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"IF" activator - peculiar behavior

I would like to give my thank you.
You made an excellent observation.
This explains why sometimes the control does not work on some of my levels.
And also it explains why the control works when it was not wanted.
This thread will greatly help new members who are having difficulty implementing a level with "IF" activator.

Here I show a very common distraction on level design.
- There are two Goombas.
- The first on left, and the second on right.
- Not matter if first Goomba reaches the zone, the activator will ignore it.
- No matter if second Goomba leaves the zone, the activator will still working.


Pic: "IF" activator and the peculiar behavior.

However, I note the the "IF" sprite need not be present on the screen to be activated.


Youtube: 30 secs.

example.nml

[] -P

Posted on 09-02-16, 01:51 am
I Am Not Inteligent

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Posted by Hiccup
The enemy can walk out of the location, and the actor will still only switch the flag once the enemy has been defeated. This doesn't seem to include the enemy falling into a pit, but lava does count.

Posted by NSMBHN
And yeah, you only have to have the enemies inside of the zone in the editor in order for the sprite to work, regardless if the enemies leave the zone in-game.

Er,  pinet, your demonstration shows just exactly what we explained. Nonetheless, a video to showcase this doesn't hurt.
Posted on 09-02-16, 09:17 am
Birdo


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No harm done by providing a visual explanation.
Posted on 09-02-16, 09:09 pm (rev. 1 by  pinet on 09-02-16, 09:10 pm)


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It was a way to perform my gratitude on the excellent discovery of Hiccup,


And note the "IF" sprite need not be present on the screen to be activated.



Edit: I have seen many with "
Activity Syndrome
" these days.
I think I'd better to go to my room and put a sweater.


[] -P
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