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Posted on 09-10-14, 09:38 am


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Posted by Hiccup
Also, here's Toadworth's location in the ROM (if it could be useful): /enemy/kinoji.nsbmd

That is a nsbmd file, it won't contain anything other than the model and textures.

But it could be hex edited, can't it? Just have a look at the screenshot...
Posted on 09-10-14, 09:55 am (rev. 1 by  ray on 09-10-14, 09:55 am)
Roy Koopa


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HEX editing won't do anything but editing the model. NSBMD files contain nothing more than just 3D models so I don't get why you would want to edit it.
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Posted on 09-10-14, 09:57 am (rev. 1 by thereturnofdoritosxD on 09-10-14, 09:58 am)


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Posted by ray
HEX editing won't do anything but editing the model. NSBMD files contain nothing more than just 3D models so I don't get why you would want to edit it.

Oh, I understand. So, that means the timer for the screen fading can't be expanded?
Posted on 09-10-14, 09:58 am
Roy Koopa


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Without ASM hacking it can't.
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Posted on 09-10-14, 10:29 am
Red Cheep-cheep


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Posted by MarioFanatic64
I'm gonna take a guess and assume that the level exits in 10 seconds because Toadsworth has already spawned. If you place him at the end of the level, it probably won't exit the level until Toadsworth has spawned.


I tried this, it makes no difference wherever you place Toadsworth.
Also, it's not 10 seconds, it's like... 3.
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Posted on 09-10-14, 12:35 pm (rev. 1 by thereturnofdoritosxD on 09-10-14, 12:46 pm)


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Posted by shaddow24
I tried this, it makes no difference wherever you place Toadsworth.
Also, it's not 10 seconds, it's like... 3.

Enough for my new outro.

So, uh. Thanks to Nintendo for their laziness of deleting Toadworth's unused feature and to Mario Silva for his Daisy's model I managed to make this small non-sense "end-of-the-game cutscene".

I could've changed the music to the "Peach's Fanfare" to give more sense to the outro, but the theme was too long for the unused feature, I could've put Daisy in a "cage" made with wood blocks, but the time limit of "Toadsworth's screen fading effect's time limit" was too short.

Also, I made this thing to show that something can still be done with this unused feature.
Posted on 09-10-14, 12:53 pm (rev. 1 by  skawo on 09-10-14, 12:53 pm)


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It doesn't look like your sprite does what you said it does at all. It doesn't exit the level when you touch it, it just exits the level after the timer goes out. I found that the timer in your level gets placed at 0x021B6198, but disabling it will just never make the exit level happen.

In fact, I would wager that the game actually sets the Toadsworth's nybble to this so that you exit out of the house when you finish a minigame.
Posted on 09-10-14, 01:07 pm (rev. 1 by thereturnofdoritosxD on 09-10-14, 01:08 pm)


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It looks like I misunderstood how the sprite really works. My apologies for that.

But, I guess it still can be used for something, can't it?
Posted on 09-10-14, 01:47 pm
この記号は… 解読できないよ…


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But, I guess it still can be used for something, can't it?


It can be used for this:




Way better than SKJmin's stupid codes. (You dies if you answers wrong.)
Posted on 09-10-14, 01:57 pm (rev. 1 by thereturnofdoritosxD on 09-10-14, 02:00 pm)


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Posted by Thierry
But, I guess it still can be used for something, can't it?


It can be used for this:

-video-


Way better than SKJmin's stupid codes. (You dies if you answers wrong.)
Oh, please. Do you think that somebody with a brain would make a maze-y level like that?

Also, now that everything about this sprite has been discovered...I guess that this thread is now useless.
Posted on 09-10-14, 02:21 pm (rev. 1 by  Baby Bowser on 09-10-14, 02:24 pm)
Red Koopa


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@skawo: Yeah, the Toadsworth does not warp you when touched only after the time limit. So editing's useless. That's what I mentioned before. It's true that it's time feature could be used for some "special things" like thereturnofdoritos did in his video, but there's still the problem that the level won't get marked as finished! That's a problem for thereturnofdoritos, but if you use it in the way Thierry did, then it's just good as it is now.
The same finish-level problem occurs, if you use the exit entrances (like it's shown in the video at the end of this post)

So, I wonder if you could change that maybe... (for both, toadsworth and the exit entrances)
I'll hope so

@Thierry: Meh, I would do your thing rather with an exit pipe and a pipe cannon so that you dont need an extra room
But yeah... do what you want to.

@thereturnofdoritos: You mean this video where I show an exit entrance in a normal level?



Here's the .nml: HERE!
(Don't care about Bowsers sprite data... this just makes him let the music play and activate without boss activator)


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Posted on 09-10-14, 02:33 pm


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Thing is, if this "unused" nybble is actually internally used to end the Toad Houses, hacking it to mark level as beaten may break stuff.
Posted on 09-10-14, 02:49 pm (rev. 10 by ImageBot on 11-21-16, 03:05 am)
Red Koopa


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oh, I never thought of this
Seems really legit what you say. Toadsworth normally ends houses with items and 1-ups (unused nybble too?!) / exit entrances end houses with a door (background changer)
So you think if you would knew how to do that, it could be that the (/some) toad houses won't work anymore because they're not coded as normal levels that can be beaten or not?! Or maybe some other things happen in the houses then...
Something like that could probably happen, but I just tested a flagpole in a toad house. A flagpole normally finish a level but in the toad houses everything worked too. So a entrance/toadsworth that finishes normal levels will maybe still work in toad houses...
If not there's still the method to use a flagpole in every house, so that the other things aren't used anymore there.

EDIT:

Btw, I just found out, what to do exactly to use the exit entrances in levels

Simply open your level with NSMBe's Hex Editor and go to header block 6. Replace the 20th byte that says 00 with FF, and you're done
Now every entrance you enter will take you to the world map!

Some other information:

-an exit entrance will NOT work if the destination entrance in the entrance's settings is greater than 0 !
-warps will still work as usual

EDIT 2:

hehe, let's change the 00 not to FF, but to another value...
You can change to which level on the world map you will be warped to.
For example 01 warps you to the starting point, 02 to the first level...
Warping to the unused World 6 Cannon is also possible.
If you use some other values like for example AA and then press left 2 times this will happen o.O


There are some quite funny results,but...
This gives us the ability to make for example warp zones that lead to specific levels in a world

Sure, you can warp you to the next level after the one you played, but the level you warped from won't still be marked as finished. So finishing a level with this way is not possible.
Therefore other Hex Editing or ASM is required...

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Posted on 09-11-14, 09:15 pm
Pokey
me some orange juice my hand

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Might be helpful for the hub idea of the Community Remix...

I mean, the fact you can warp to another level
Posted on 09-11-14, 09:40 pm
Red Koopa


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IIRC the hub should be more like a level as like a world map...
So this warps you to a level's position on the world map.
I don't even know if this is that helpful for the CR at all.

I still look ahead to the finishing thing, that would make the whole thing a lot more interesting.
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Posted on 09-12-14, 08:53 am
Birdo


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How do you do this for specific entrances?
Are there any other unused/weird things found using this?
Posted on 09-12-14, 12:59 pm
Red Koopa


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What do you mean with "specific" entrances?

I don't even know if there's something unused, but by putting values greater than the number of places to warp in world you will probably get weird results ^^
This is all I found out and know about exit entrances.
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Posted on 09-12-14, 03:51 pm
Birdo


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I mean;
how do you make specific entrances exit to the world map, as opposed to all entrances.
Posted on 09-12-14, 04:06 pm (rev. 1 by  Baby Bowser on 09-12-14, 04:07 pm)
Red Koopa


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If you would like to use an entrance which should take you to the world map, do not touch any of the entrance's settings excluding the view it is in and the kind of entrance (door,pipe ...)
If you would like to use a normal entrance, just type a greater value in "destination entrance" than 0 in the entrance's settings.

That's the way you can prevent it to be an exit to the world map and to seperate them.
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Posted on 09-12-14, 11:00 pm
Pokey
me some orange juice my hand

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Not all pipes in a view/area have to be set to special settings.
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