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Posted on 07-03-15, 08:08 pm (rev. 2 by Thierry on 10-19-15, 10:50 pm)
Larry Koopa
Once upon a time there was a tiger.

Karma: 3703
Posts: 1609/2322
Since: 01-17-13
Here is a little trick I used for a while to have areas with no music at all. I decided to share it here for you.


A sample

NSMBeClip|VIW:704:400:256:192:0:112:0:0:0:0:0:0:0:0:0:0| - A sample view [to paste in NSMBe for use] with no music, as long as you don't touch the music parameters. The trick is to set the music ID to 112, as the max working ID is 111.



Removing the music of any view

- Cut the view
- Paste it (the NSMBe clip) somewhere like on Notepad
- Replace the music ID number by 112 (sixth number starting from the left)
- Copy/cut the NSMBe clip you just edited back into your clipboard
- Paste the clip back in NSMBe. Move the view back where it was previously in your level
- Feel free to edit the view's params, but don't touch the music one or else you will have to redo the whole thing.
- The editor saying the view uses the music n°0 is normal.


Note: View works on both emulators and flashcards.
Posted on 07-04-15, 09:54 am
Birdo


Karma: 2366
Posts: 1409/2024
Since: 06-26-11
Interesting.

I guess music specific sounds don't work?
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Posted on 07-04-15, 10:34 am
Larry Koopa
Once upon a time there was a tiger.

Karma: 3703
Posts: 1614/2322
Since: 01-17-13
Nah, they seem to work fine.
Posted on 07-04-15, 12:09 pm
Birdo


Karma: 2366
Posts: 1410/2024
Since: 06-26-11
So stuff like pipe bubbles work in this?
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WarioWare: D.I.Y. pallete
Posted on 07-04-15, 01:04 pm (rev. 3 by Thierry on 03-27-16, 09:01 pm)
Larry Koopa
Once upon a time there was a tiger.

Karma: 3703
Posts: 1615/2322
Since: 01-17-13
Yeah I just tested those by replacing 1-A's view, the bubbles and thier sound both work. By the way, I noticed the music of the previous area stops a bit late (when going from a area with music to a area without music), just like when using the area overflow bug.
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