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Posted on 03-14-25, 07:18 am
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Micro-GoombaKnight Karma: 11 Posts: 7/13 Since: 03-09-25 |
I noticed that when jumping on a koopa, you can bounce off it and it drops into shell mode. But then you can't jump off again, it will just send the shell rolling away. The same thing happens with bob-ombs.
My original idea was to recreate the bob-omb riding technique (it involves the player repeatedly jumping on the same bob-omb, sliding him across some spikes for example and getting to the other side safely). ![]() Would it be possible for someone with enough hacking knowledge (i currently have none) to add a hitbox to these "already hit" enemies ? Or even make it an option for these enemies to keep their hitbox when editing a level in the editor ? The option checkmark in the editor would be perfect, but if it's not possible, just making the bob-omb keeping its hitbox is also great. Again, i have no idea if this is child's play or insanely hard to do, but if it is possible, i would greatly appreciate if anyone posted a hacked ROM capable of this, or even just tell me how to do it. Thanks for reading |
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Posted on 03-14-25, 10:23 am
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PorcupoNew Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 616 Posts: 207/311 Since: 08-24-24 |
Making this an option in the editor is out of the picture, since all settings present in the editor for an actor involve properties the actor already has in the vanilla game, either used or unused. But hitboxes have been edited before, like NewerDS making the hitboxes of the unused vertical/diagonal Bullet/Banzai Bills less janky. Editing the hitboxes probably requires code hacking, but I don't think it'd be too difficult. Alternatively you can use a Snailicorn or a Wiggler to surf across damaging surfaces.
"To boldly glitch where no one has glitched before" - Staryu Trek Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
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Posted on 03-14-25, 12:24 pm
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Nipper PlantI do things sometimes Karma: 1208 Posts: 376/411 Since: 08-07-17 |
Posted by Staryu Trek Making this an option in the editor is out of the picture, since all settings present in the editor for an actor involve properties the actor already has in the vanilla game, either used or unused. |
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Posted on 03-14-25, 03:59 pm
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Micro-GoombaKnight Karma: 11 Posts: 8/13 Since: 03-09-25 |
Thank you both for your answers.
I read the wiki on how to get started on code modifications and it is far beyond my knowledge. I would really appreciate it if someone managed to do it, and if not i get that you don't want to. Anyhow thank you. |
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Posted on 03-14-25, 04:42 pm (rev. 1 by
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PorcupoNew Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 616 Posts: 209/311 Since: 08-24-24 |
If you want to learn how to code properly, I suggest you go to learncpp.com and follow the lessons there.
"To boldly glitch where no one has glitched before" - Staryu Trek Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
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Posted on 03-14-25, 09:18 pm
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Micro-GoombaKnight Karma: 11 Posts: 9/13 Since: 03-09-25 |
I'll check it out. I already know the basics and a little bit of assembly, but i have a windows and that multiple page setup guide on the get-started wiki kinda scared me.
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Posted on 03-14-25, 09:42 pm
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PorcupoNew Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 616 Posts: 210/311 Since: 08-24-24 |
C++ is definitely easier than ASM. If you really master it, you can accomplish anything, even adding a ninth world, like IllyCat did for her hack New++ Super Mario Bros.
"To boldly glitch where no one has glitched before" - Staryu Trek Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
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