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Posted on 09-14-11, 04:23 am (rev. 1)
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Posted by luckwii
F in the 3rd spot is the falling donut. This is 00 30 00 00.


Falling doughnut? No. 00 F0 00 00 is the data that will make objects go behind mario (no collision).

Posted by luckwii
But you can't just change one nybble and expect a result. Different combination with the same nybble and other nybbles changes will have a different effect.


Like Sprite 83.

EDIT:
I'm trying to figure out a tile behavior to make Mario immediately accelerate to maximum speed, like in some Automatic marios.

I've got this figured out: 77 X7 77 00
If you change X to 7, then it will force mario into the crouching position, and you can't do anything to get out of it.
Mario will start moving left automatically, but not at top speed.
If you change X to a different value, and jump around on that new tile data, you will find that Mario will gradually speed up left, until it becomes really fast. Mario's running animation (If you get him to stay up) will start to speed up too, and it will look like it will glitch.

I want to find out how to get rapid acceleration, switch directions, and how to make mario jump on contact of an object (like ray said he could do). Then I can create a Automatic mario in NSMB.
Posted on 09-14-11, 04:31 am
Roy Koopa


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Posted by ELMario
You guys forgot?
ray?

EDIT: Also found something useful: Set 3rd hex digit to F. Makes the object go behind mario.

Lol you dont have to use it. You can also use 00 00 00 00. Then the object will also be behind mario.
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Posted on 09-14-11, 12:56 pm
Goomba


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Posted by NsmB_PrO
the wooden block is not solid. It is passable by  Arisotura (Not the user, but the "real" mega mario).
Use the Tile Behavior ray also mentioned. (00 00 01 00)

Umm...my blocks are actually passable with mega mario without giving animations of blocks breaking.
Posted on 09-14-11, 01:20 pm
Red Paragoomba
SKJmin is a moron, so I'm SKJmoron!

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@gold mushroom
What behaviors?


PS: Is it possible to find a way to shift the "enemy generator sprite" Can someone check it?
Posted on 09-14-11, 04:47 pm


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Posted by SKJmin
@gold mushroom
What behaviors?


PS: Is it possible to find a way to shift the "enemy generator sprite" Can someone check it?

I dunno, if it is possible.
Why should Nintendo have coded that?

PS: This is the wrong thread to ask about Sprite Data.
Posted on 09-14-11, 04:52 pm
Roy Koopa


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I remember, dirbaio wrote somewhere, that he'll add pixel movement in the editor for sprites, like with the entrances. Perhaps you COULD do it then, IF dirbaio will add it
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Posted on 09-14-11, 05:09 pm


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Posted by ray
I remember, dirbaio wrote somewhere, that he'll add pixel movement in the editor for sprites, like with the entrances. Perhaps you COULD do it then, IF dirbaio will add it

Yeah, I read that, too. But I did not think of it at the moment.
Posted on 09-14-11, 08:07 pm
Super Mario
( ͡° ͜ʖ ͡°)

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Well, yes BUT it needs ASM hacking. It's not only an editor feature.

It can be done probably. And yes, it'll be probably a nice feature
Posted on 09-14-11, 10:52 pm
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Just give me a couple hours, then I might be able to discover the tile behavior that makes you jump.

I will also try to find out more about the tile behaviors that propel mario at high speeds left/right on contact.
Posted on 09-15-11, 04:27 am
Roy Koopa


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Posted by ELMario
Just give me a couple hours, then I might be able to discover the tile behavior that makes you jump.

I will also try to find out more about the tile behaviors that propel mario at high speeds left/right on contact.


I had all of these already. And I had one where you can walk VERY fast to thr right, and if you walk to right, you are VERY SLOW. A splash effect was also included xD (The jumping behavior is crazy, because it takes years to wait for falling down)
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Posted on 09-15-11, 11:02 pm
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Well, I'll have to re-reverse engineer these codes because no one's willing to tell us what they are.
Which isn't too bad I guess... Just give me like 5 hours and I might be able to find them out.

Posted by ray
And I had one where you can walk VERY fast to thr right

Kind of like what I posted the last time. But, does it accelerate you immediately, or do you have to wait for a while?
Posted on 09-16-11, 04:29 am
Roy Koopa


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Immediatley It was very funny, but hard to jump on goombas xD Oh yeah, there was something: If you go right (fast) you cant jump, or something like that. I dont remember
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Posted on 09-16-11, 10:45 pm
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Posted by ray
Immediatley It was very funny, but hard to jump on goombas xD Oh yeah, there was something: If you go right (fast) you cant jump, or something like that. I dont remember


Sweet. Maybe we should release this info and stick it onto the Tileset list Dirbaio's adding to.

I need both the jumping and the tile behaviors that propel you left/right in my hack.
Posted on 09-17-11, 07:00 am


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Posted by ray
Immediatley It was very funny, but hard to jump on goombas xD Oh yeah, there was something: If you go right (fast) you cant jump, or something like that. I dont remember

This seems just like a modyfied conveyor belt (like the animated ones in the castle), doesnt it?
Posted on 09-17-11, 09:40 am (rev. 1)
Roy Koopa


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Jep. With very high speed and a splash effect

EDIT: @ElMario: Heres a thread I created a while ago CLICK . There you can see some Behavior Codes. Perhaps useful, perhaps useles.
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Posted on 09-17-11, 04:20 pm (rev. 1)
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Posted by ray
Jep. With very high speed and a splash effect

EDIT: @ElMario: Heres a thread I created a while ago CLICK . There you can see some Behavior Codes. Perhaps useful, perhaps useles.

Whoa! The one that speeds you up is much better than the ones I've discovered! It speeds up faster, and has a higher top speed! Thanks ray!

Now I just need to see if I can modify it a little more to fit my needs.

EDIT: did you record the jumping one?
Posted on 09-17-11, 04:20 pm
Roy Koopa


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Which one was the speed up thing from the list? Can you tell me? xD
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Posted on 09-17-11, 04:21 pm
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69 69 69 69 = Skid boost block?

I don't see the jumping one on the Jul page you linked though.
Posted on 09-17-11, 04:23 pm (rev. 1)
Roy Koopa


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Ok thank you.
Jumping one: 9F 8E 7B 6A = Jump under it and you will die directly, jump on it and you will jump very very high and you are invisible, from sides and above acts sometimes like a coin
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Posted on 09-17-11, 04:41 pm (rev. 4)
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Wait, has this theory been mentioned before:
Does each 1 byte represent the behavior for 1 side? For example, I think the 2nd byte changes the behavior for the top.

EDIT: Nevermind

BTW thanks ray for the jumping one. It does jump too high.

90 0E 7B 00 is a simplified version of the jumping one.
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