unknown object |
Posted on 05-22-12, 10:52 pm
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Buzzy Beetle
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!!! |
Freeze |
Posted on 05-24-12, 08:07 pm
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Karma: 3767 Posts: 1187/2112 Since: 06-28-11 |
unknown object |
Posted on 05-26-12, 12:29 am
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Buzzy Beetle
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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Buzzy Beetle
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: 8573 Posts: 16/1681 Since: 06-09-12 |
Freeze |
Posted on 07-05-12, 07:51 pm
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Karma: 3767 Posts: 1282/2112 Since: 06-28-11 |
RicBent |
Posted on 07-05-12, 08:45 pm
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Mariomaster
Karma: 8573 Posts: 17/1681 Since: 06-09-12 |
Dirbaio |
Posted on 07-05-12, 08:48 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 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. |
ray |
Posted on 07-06-12, 12:00 pm
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Roy Koopa
Karma: 4011 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 : ) |
Dirbaio |
Posted on 07-06-12, 12:22 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 1916/4458 Since: 06-08-11 |
Yes, you reaaally should
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Shadey |
Posted on 07-24-12, 07:11 pm
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Flurry
Karma: 724 Posts: 111/258 Since: 10-14-11 |
is there a behaviour to walk behind objects?
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Dirbaio |
Posted on 07-24-12, 07:12 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 2010/4458 Since: 06-08-11 |
Shadey |
Posted on 07-24-12, 07:14 pm
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Flurry
Karma: 724 Posts: 112/258 Since: 10-14-11 |
thanks sorry didnt see this thread
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Lunarius |
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. |
ray |
Posted on 07-24-12, 09:07 pm
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Roy Koopa
Karma: 4011 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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Buzzy Beetle
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!!! |
Arisotura |
Posted on 08-14-12, 12:14 am
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☭ coffee and cream
Karma: 10543 Posts: 606/2781 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 :D:D 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 |
Freeze |
Posted on 08-14-12, 09:05 am
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Karma: 3767 Posts: 1422/2112 Since: 06-28-11 |
TRS |
Posted on 11-02-12, 07:16 pm
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Doesn't actually do anything.
Karma: 3022 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. ♪♫♩♬ |