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Posted on 01-06-18, 03:02 am (rev. 1 by  Shadey21 on 01-06-18, 03:03 am)
Flurry


Karma: 507
Posts: 228/254
Since: 10-14-11
Mario now has HP!
Could be handy if anybody wants to make a hack with a similar HP system to SM64.

Video
https://www.youtube.com/watch?v=FeT47bRFq3g

Screenshots






Notes:
- The player cannot become Small Mario.
- The player can collect coins to restore HP (Default: 15 coins = +1HP).
- HP has a cap (Default: 5HP).
- Taking damage while Big Mario will result in losing some HP (Default: -1HP).
- Taking damage while in Fire & Shell will result in losing the power up, HP remains unchanged.
- Taking damage while Mini will still result in Mario dying, regardless of HP. Because of this, the player may now press Select to return to Big Mario.


Download: HPMode.cpp
Posted on 01-06-18, 05:10 am
Spike
That MvL Hacker

Karma: 1253
Posts: 563/707
Since: 04-11-15
Fails to compile, PlaySNDEffect is not defined in scope
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Posted on 01-06-18, 09:16 am
Buzzy Beetle


Karma: 1962
Posts: 320/398
Since: 08-17-15
Woah, I tried doing this. Failed though. Nice job!
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Posted on 01-06-18, 01:45 pm (rev. 1 by  Shadey21 on 01-06-18, 01:45 pm)
Flurry


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Posted by Ndymario
Fails to compile, PlaySNDEffect is not defined in scope

It fails to compile because your symbols.x file does not have that function. Add this to it.
"PlaySNDEffect = 0x02012398;"
Posted on 01-06-18, 09:03 pm
Spike
That MvL Hacker

Karma: 1253
Posts: 564/707
Since: 04-11-15
Added line to symbols.x, still doesn't work


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I'm the only person on this board that hacked MvL before it was cool.

Here's my MvL Hacking thread | Here's the MvL Community Hack!

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Posted on 01-06-18, 09:46 pm
Flurry


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Posts: 230/254
Since: 10-14-11
Posted by Ndymario
Added line to symbols.x, still doesn't work


I think the issue is in your nsmb.h, it's not defined there either. Here are the ones I used.
symbols.x
nsmb.h
Posted on 01-06-18, 10:41 pm
Buzzy Beetle


Karma: 1962
Posts: 321/398
Since: 08-17-15
You need to declare it in nsmb.h AND symbols.x
void PlaySNDEffect(int SoundID, void* Position);
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Posted on 01-06-18, 10:42 pm
Mole
Normal user

Karma: 1913
Posts: 344/359
Since: 07-08-12
depends on what kind you use. there's some other PlaySNDEffect functions with overridden parameters.

in the template  Dirbaio posted, it doesn't include PlaySNDEffect
Posted on 01-06-18, 10:44 pm
Buzzy Beetle


Karma: 1962
Posts: 322/398
Since: 08-17-15
Yeah, good point. There's actually 8 SFX functions in the game.
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Posted on 01-07-18, 01:09 pm
Goomba


Karma: 31
Posts: 27/27
Since: 01-02-18
I feel like this makes it sort of easier.
In my opinion, 15 coins is way too low for one HP, unless coins are relatively sparse.
Posted on 01-07-18, 01:32 pm
Flurry


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Posts: 231/254
Since: 10-14-11
Posted by byoujiin
I feel like this makes it sort of easier.
In my opinion, 15 coins is way too low for one HP, unless coins are relatively sparse.


Feel free to change it, you can set it to whatever you want.
Posted on 12-19-18, 08:16 pm
Fuzz Ball
Watched the Endless Eight twice.

Karma: 1976
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I get this error:

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