unknown object |
Posted on 05-22-12, 10:52 pm
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![]() I am UO, not UFO. Karma: 314 Posts: 155/393 Since: 08-28-11 |
@ ray or fr33ze:
What's your blue arrow block behavior? Those thing appear in your w4 boss in NSHB. _________________________ NSMB6: Beta Testers Wanted!!! |
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Posted on 05-24-12, 08:07 pm
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Karma: 3772 Posts: 1187/2112 Since: 06-28-11 |
unknown object |
Posted on 05-26-12, 12:29 am
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![]() I am UO, not UFO. Karma: 314 Posts: 157/393 Since: 08-28-11 |
Lol. Why I never thought of this?
I did saw this slope effect... _________________________ NSMB6: Beta Testers Wanted!!! |
JLavin |
Posted on 06-17-12, 06:19 pm
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Karma: 80 Posts: 15/23 Since: 05-20-12 |
Could we add the ? block behaviors to the list? None of these are mine, I just found them in the forums.
? block shell: 35 04 50 05 ? block fire flower only: 34 78 58 64 ? block mushroom/ flower: 00 00 05 00 ? block star: 01 00 05 00 ? block star/ coin: 02 00 05 00 ? block 1up: 03 00 05 00 ? block spring: 04 00 05 00 ? block mini shroom: 05 00 05 00 ? block coin: 07 00 05 00 ? block vine: 08 00 05 00 ? block mushroom: 09 00 05 00 empty ? block: 0B 00 05 00 ? block mega shroom: 0D 00 05 00 |
unknown object |
Posted on 06-18-12, 09:12 am
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![]() I am UO, not UFO. Karma: 314 Posts: 184/393 Since: 08-28-11 |
Lol, only the first one and the second one need to be in the list.
People usually don't use item producing behavior for other tiles. _________________________ NSMB6: Beta Testers Wanted!!! |
RicBent |
Posted on 07-05-12, 04:10 pm (rev. 1 by ImageBot on 11-21-16, 02:13 am)
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Mariomaster
Karma: 8583 Posts: 16/1681 Since: 06-09-12 |
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Posted on 07-05-12, 07:51 pm
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Karma: 3772 Posts: 1282/2112 Since: 06-28-11 |
RicBent |
Posted on 07-05-12, 08:45 pm
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Mariomaster
Karma: 8583 Posts: 17/1681 Since: 06-09-12 |
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Posted on 07-05-12, 08:48 pm
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1913/4458 Since: 06-08-11 |
They aren't but we still discovered them
![]() Also if you're making tilesets, please don't make NSMBW tilesets, make something original. I'm tired of seeing NSMBW tilesets everywhere. It's not cool anymore. |
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Posted on 07-06-12, 12:00 pm
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![]() Karma: 4021 Posts: 1702/2722 Since: 06-26-11 |
Posted by Dirbaio They aren't but we still discovered them ![]() Also if you're making tilesets, please don't make NSMBW tilesets, make something original. I'm tired of seeing NSMBW tilesets everywhere. It's not cool anymore. Fuck, I have to make my own Tilesets in ASMB ![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 07-06-12, 12:22 pm
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1916/4458 Since: 06-08-11 |
Yes, you reaaally should
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Posted on 07-24-12, 07:11 pm
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![]() Karma: 724 Posts: 111/258 Since: 10-14-11 |
is there a behaviour to walk behind objects?
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Posted on 07-24-12, 07:12 pm
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 2010/4458 Since: 06-08-11 |
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Posted on 07-24-12, 07:14 pm
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![]() Karma: 724 Posts: 112/258 Since: 10-14-11 |
thanks sorry didnt see this thread
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Posted on 07-24-12, 08:54 pm
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I am random… very random.
Karma: 750 Posts: 32/682 Since: 01-17-12 |
New values? 55 0E 00 FF = Death Log,it transforms into a log & kills you. 69 69 69 69 = Skid Boost Block? 13 37 69 42 =Transforms into a log which drops in contact. 45 45 32 56 =Block works like a regular gold coin. 99 99 99 54 = hurts you at right side,acts as block with nothing & a cliff. 43 65 99 33 =Has a splash effect when walked on;kills from beneath,gives 1-UP if ground-pounded. 11 11 11 11 = Icy on top;hurts on right;if normal mario it will act like a Mushroom block. 35 09 14 75 = hurts all sides;blue shell if ground-pounded. 20 75 89 12 = Splash effect on top, damage on left. 45 FF A3 9F = Acts like a coin 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 4A 4B 4C 4D = From top, left and right it acts like the falling beach platforms. Acts from under it like a ? block. 1A 2B 3C 4D = works like ? block contains nothing, jump on it and you fall trough, but get a boost, which lets you run left. Land in the Middle, if you have two of these blocks side by side, then its a falling beach platform. The same, if you land on the edge. 12 13 14 15 = works like ? block contains nothing, from left and right its solid and if you jump on it, it hurts and transform to a falling beach platform 00 99 00 99 = hits you at all sides, when you make a ground pund trough this, you dont get hurted 44 44 44 44 = jump in it from under it, to die or become invisible or it acts like a ? block contains a trampolin. From left and right, its the same. Make a ground pound on it, an it will drop a trampolin 55 55 55 55 = hurt everywhere but its a ? block, contains nothing These are the values. ![]() |
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Posted on 07-24-12, 09:07 pm
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![]() Karma: 4021 Posts: 1830/2722 Since: 06-26-11 |
Copypasted from my thread at JUL and dont even mention that... Some people should learn to give credit xD
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
unknown object |
Posted on 08-04-12, 01:16 am
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![]() I am UO, not UFO. Karma: 314 Posts: 268/393 Since: 08-28-11 |
Hmm... Post this behavior again if someone doesn't know it.
00 00 00 40 will force you down, which meaning you will fall down faster _________________________ NSMB6: Beta Testers Wanted!!! |
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Posted on 08-14-12, 12:14 am
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☭ coffee and cream
Karma: 10582 Posts: 606/2795 Since: 06-26-11 |
Posted by NsmB_PrO You can combine Tile Behavior: Each pair of numbers holds something special. AA BB CC DD A holds something like an ID/Location. (while door = what tile of the door) (while slope = what tile of the slope) (fences = what tile of the fences) B holds something like (while solid = sand, snow, icy, normal, walljumpable/unwalljumpable, etc...) (while slope = sand, icy, snow, normal, etc...) (anything else = climbable, etc...) C holds the tile type (solid, slope, upside down slope, probably more....) D holds the effect (hurts, turnable-fences, solid from above, other effects probably) With that you can combine everything. You only have to hope, the things you want to combine are in different pairs of numbers ![]() I hope you did not know that ![]() I was experimenting with the BB value, and it's actually split in two. My experiments cover the high nibble. The behaviors tested are in the form 00 X0 01 00 where X is the value being tested. 0 -> normal 1 -> icy 2 -> snowy 3 -> quicksand 4 -> pushes you to the right (conveyor belt) 5 -> pushes you to the left (conveyor belt) 6 -> rope (bottom grabbable) 7 -> normal? 8 -> normal? 9 -> ledge A -> normal? B -> normal? C -> normal? D -> slows you down E -> normal? F -> normal? _________________________ Kuribo64 - zrghij |
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Posted on 08-14-12, 09:05 am
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Karma: 3772 Posts: 1422/2112 Since: 06-28-11 |
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Posted on 11-02-12, 07:16 pm
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Doesn't actually do anything.
Karma: 3042 Posts: 21/653 Since: 10-22-12 |
Posted by Dirbaio
--- MUSHROOM PLATFORMS --- 0X B0 20 80 - These are a little more complicated to explain so here are images of all the matching tiles: http://treeki.shacknet.nu/screenshots/romhacking/mplat.png I'm pretty sure these are mapped in a similar way to the normal slopes, although they have different behaviour bytes. Not sure exactly what the difference is. --- GHOST HOUSE NORMAL STAIRS --- 0X B0 20 80 - Apparently, the stairs in ghost houses (Normal ones - NOT the collapsing ones) also use the mushroom platform behaviours. Just refer to the normal slope info. Through a little bit of testing I figured out that the mushroom platform behaviors are the same as normal slopes, except you don't slide when you ground pound them. I don't know if there is anything else special about them. This applies to the ghost house normal stairs as well since they have the same behavior. Also that link is broken. ♪♫♩♬ |