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Posted on 03-14-25, 12:51 pm (rev. 1 by  Staryu Trek on 03-14-25, 08:28 pm)
Snifit
New Super Mario Bros.: Blasting off Again! status: stopped procrastinating

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Posted by Staryu Trek
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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?



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Posted on 03-14-25, 09:48 pm (rev. 2 by  OfuzzyboiO on 03-14-25, 09:49 pm)
Mole
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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.
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Posted on 03-14-25, 10:06 pm
Snifit
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Posted by Staryu Trek
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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.



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Posted on 03-14-25, 10:25 pm
Mole
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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
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Posted on 03-15-25, 08:54 am
Snifit
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Posted by Staryu Trek
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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
Yeah, there should be a new subforum called NSMB Code Modding.



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Posted on 03-15-25, 08:57 am
Super Koopa
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We must gatekeep all the information on code modding on the Discord!!!!!!!

The new wiki™️ has code mod stuff for now until(?) there's a new code mod section here.
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Posted on 03-15-25, 09:18 am
Snifit
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Posted by Staryu Trek
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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!



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Posted by kikilxve
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Posted on 03-15-25, 09:22 am
Flurry
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Posted by Ndymario
We must gatekeep all the information on code modding on the Discord!!!!!!!

Ndy executing his master plan to shut down NSMBHD and force everyone to join NSMB Central /j

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
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Posted on 03-15-25, 09:51 am
Snifit
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Posted by Staryu Trek
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Posted by Mr. Ztardust
That would be cool, but I don't really think SKJmin is very interested into adding custom worldmaps
I don't think so either, since v4 is almost finished.

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?



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Posted by kikilxve
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Posted on 03-15-25, 11:28 am
Fire Snake
Eugene

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Here's a little showcase video for those who missed it:

Posted on 03-15-25, 11:35 am (rev. 1 by  Staryu Trek on 03-15-25, 11:39 am)
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Posted by Staryu Trek
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Posted by KingYoshi
Here's a little showcase video for those who missed it:

First

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.



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Posted on 03-15-25, 03:13 pm
Mole
Goomba's run the world...

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Posted by Ndymario
We must gatekeep all the information on code modding on the Discord!!!!!!!

meanie
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Posted on 03-15-25, 08:27 pm
Snifit
New Super Mario Bros.: Blasting off Again! status: stopped procrastinating

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Posted by Staryu Trek
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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

 
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Posted by kikilxve
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Posted on 03-16-25, 04:06 pm
Fire Snake
Eugene

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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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