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Posted on 03-14-25, 12:51 pm (rev. 1 by
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 208/277 Since: 08-24-24 |
If the y-coordinate of a path animation changes between two keyframes, Mario jumps up or down to the new height. I read that in the tutorial. Is there a limit to how high (or low) Mario can jump on the worldmap? Asking because I'm currently making a concept art for W1, and I want to have Mario jump down from the W1-4 node at the top of a waterfall to the W1-5 node at the bottom, which is probably approximately ten or so times the max height Mario jumps on the vanilla worldmaps. And eh, do path anims have a max number of keyframes?
"To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 03-14-25, 09:48 pm (rev. 2 by
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![]() Goomba's run the world... Karma: 463 Posts: 341/358 Since: 08-27-20 |
Actually, very recently we cracked the world maps.
We now have a patch that allows for X, Y, and Z scrolling while following the player thanks to https://nsmbhd.net/profile/5511-will-smith/ This means we can now have vertical as well as horizontal maps, so your idea for the waterfall is now much easier to pull off, it'll just take some finicking around with the code. _________________________ ![]() Hacks Channel: https://www.youtube.com/channel/UCqA5CgsW-CTfD56DCa2kvYw/channels |
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Posted on 03-14-25, 10:06 pm
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 211/277 Since: 08-24-24 |
So the worldmaps can be NSMBW-styled now? Nice! I love how old posts say something's impossible and then years later, it becomes possible. I'll design my W2 map with this in mind! But what I meant, if the height changes during a path anim, Mario jumps, right? Like in vanilla W3. In vanilla W3, Mario doesn't jump very high, so I'm wondering, can he jump 'infinitely' high from changing the y-coord of a path anim between two keyframes? And how many keyframes can a path animation maximally have? But I indeed think my W1 map would benefit from this patch, since the waterfall is relatively high compared to the lowest point Mario can reach, which is W1-5 and W1-Castle, which will be in the water. "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 03-14-25, 10:25 pm
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![]() Goomba's run the world... Karma: 463 Posts: 342/358 Since: 08-27-20 |
Yeah, I was quite shocked by this myself lol, found out about it from JPEG64's post featuring a fully modeled horizontal world map, and in some random NSMBU discord server of all places lol
I'm surprised nobody else is talking about it. It's kind of unfortunate they completely scrapped the ASM forums when they made a new template, but I think we should at least have a NSMB Programming channel on here just in case anyone isn't on discord and wants to learn about this sort of stuff ![]() _________________________ ![]() Hacks Channel: https://www.youtube.com/channel/UCqA5CgsW-CTfD56DCa2kvYw/channels |
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Posted on 03-15-25, 08:54 am
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 212/277 Since: 08-24-24 |
Posted by OfuzzyboiO It's kind of unfortunate they completely scrapped the ASM forums when they made a new template, but I think we should at least have a NSMB Programming channel on here just in case anyone isn't on discord and wants to learn about this sort of stuff ![]() "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 03-15-25, 08:57 am
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![]() That MvL Hacker Karma: 1790 Posts: 837/840 Since: 04-11-15 |
The new wiki™️ has code mod stuff for now until(?) there's a new code mod section here. _________________________ Here's my MvL Hacking thread Consider joining the NSMB DS Hacking Discord Server! Also, be sure to check out the new wiki! #HakingNoMore |
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Posted on 03-15-25, 09:18 am
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 213/277 Since: 08-24-24 |
BTW, with this patch, if you combine it with a hex edit to change the camera angle to a more top-down view (something that has been possible for a long time), you can make a SMB3- or SMW-styled worldmap! I think SKJmin should use this for NSMB3 v4.0. Yes, he's still working on it, and his level design has improved. He does everything to ensure his level design is never unfair, even if the player uses obscure frame-perfect glitches!
"To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 03-15-25, 09:22 am
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![]() Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar! Karma: 1022 Posts: 243/262 Since: 02-02-24 |
Posted by Ndymario Ndy executing his master plan to shut down NSMBHD and force everyone to join NSMB Central ![]() Posted by Staryu Trek you can make a SMB3- or SMW-styled worldmap! I think SKJmin should use this for NSMB3 v4.0. That would be cool, but I don't really think SKJmin is very interested into adding custom worldmaps ![]() _________________________ ![]() ![]() My YouTube Channel ![]() ![]() |
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Posted on 03-15-25, 09:51 am
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 214/277 Since: 08-24-24 |
Posted by Mr. Ztardust That would be cool, but I don't really think SKJmin is very interested into adding custom worldmaps ![]() But we are getting a bit offtopic. So let's get back to my questions, which haven't been answered yet (I'm not mad): on the worldmap, can Mario jump higher than he does in the vanilla game? And do path animations have a limit on the amount of keyframes they can have? "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 03-15-25, 11:28 am
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![]() Eugene Karma: 3854 Posts: 1158/1161 Since: 11-29-11 |
Here's a little showcase video for those who missed it:
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Posted on 03-15-25, 11:35 am (rev. 1 by
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 215/277 Since: 08-24-24 |
Posted by KingYoshi Here's a little showcase video for those who missed it: Looks cool, only why are the particles red? No$? Also, nvm, I'ma ask the questions from my OP on the Discord. Maybe Will knows. "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 03-15-25, 03:13 pm
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![]() Goomba's run the world... Karma: 463 Posts: 343/358 Since: 08-27-20 |
Posted by Ndymario ![]() ![]() ![]() _________________________ ![]() Hacks Channel: https://www.youtube.com/channel/UCqA5CgsW-CTfD56DCa2kvYw/channels |
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Posted on 03-15-25, 08:27 pm
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 216/277 Since: 08-24-24 |
For those who don't have Discord, I asked this question there too, and the answer was that there's no limit to Mario's jump height on the worldmap nor to the amount of keyframes in a path animation. Hope this helps!
"To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 03-16-25, 04:06 pm
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![]() Eugene Karma: 3854 Posts: 1159/1161 Since: 11-29-11 |
Yea, Mario's jump isn't hardcoded or anything. It is, just like the walking stuff, just an animation with "frames". You can set an X, Y and Z coordinate for each frame. You can make a jump as high, wide, long or short as you want. The only thing to keep into mind is that the jump animation or state will play while the Z coordination is changing. But that should usually be what you want.
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