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Posted on 09-06-24, 05:40 pm
Flurry
Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar!

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Yes, it'll still take you to the following world, I dunno if there's any other hacks that do this, but NSMB5: Clone Tag Team 2 does it, in all castles (except for the first and final castles) instead of bosses, you get to rooms with enemies that you must kill in order to make a door appear that'll take you to a room with the flagpole, however, some things you must take into consideration is that the level will not end until Mario/Luigi hit a solid tile that stop them, and you'll still get to the following world even if you put a secret exit flagpole (obviously, secret exit flagpoles don't work in levels that don't have secret exits, lol)
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Posted on 09-06-24, 05:52 pm
Snifit
New Super Mario Bros.: Blasting off Again! status: stopped procrastinating

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Posted by Staryu Trek
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Posted by Mr. Ztardust
Yes, it'll still take you to the following world (...) in all castles (except for the first and final castles) instead of bosses, you get to rooms with enemies that you must kill in order to make a door appear that'll take you to a room with the flagpole
A door or the destruction of tiles that previously blocked off a hallway are good too. The reason I thought of spawning a warp pipe upon killing the enemy-like boss is because of SM3DL. The Boom Boom/Pom Pom fights on the airships.
however, some things you must take into consideration is that the level will not end until Mario/Luigi hit a solid tile that stop them
I know that, yeah. In the vanilla game, there's a wall of three or four solid tiles on the right side of the end castle. Discovered that when I glitched behind the flagpole.
and you'll still get to the following world even if you put a secret exit flagpole (obviously, secret exit flagpoles don't work in levels that don't have secret exits, lol)
Secret exits in castles wouldn't really be necessary if the linear world order patch (or whatever it's called) is applied, though. But nice to know that, with some effort, we might be able to make a NSMBDS hack with Koopalings someday, using a flagpole at the end instead of a key spawned by a vanilla boss.



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Posted by kikilxve
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Posted on 09-06-24, 08:12 pm
Fire Snake
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I believe secret exit flags actually do work in the sense that the game won't crash or do something else that's strange. I think it just takes you to the next world just like the normal flag.
Posted on 09-06-24, 08:29 pm
Snifit
New Super Mario Bros.: Blasting off Again! status: stopped procrastinating

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Posted by Staryu Trek
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Ehh,  KingYoshi,  Mr. Ztardust already mentioned that secret exits in castles take you to the next world like the normal exits:
Posted by Mr. Ztardust
(...) you'll still get to the following world even if you put a secret exit flagpole
Also, it would be nice if we figured out how to give courses without secret exits in the vanilla game, like W1-1, functional secret exits. I'm pretty sure the data for normal and secret exits is stored in some kind of table or something, so it should be possible to hex edit that. Correct me if I'm wrong.



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Posted by kikilxve
he's rly nice
  
SM64DS body horror (hacking fail)fail
  
Yeah
ok
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Posted on 09-06-24, 09:27 pm
Buzzy Beetle
I do things sometimes

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regarding flagpoles in castle levels, in addition to what ztardusts already mentioned i believe if you grab the flag as mini mario youll be taken to the secret world
Posted by Staryu Trek
Also, it would be nice if we figured out how to give courses without secret exits in the vanilla game, like W1-1, functional secret exits. I'm pretty sure the data for normal and secret exits is stored in some kind of table or something, so it should be possible to hex edit that. Correct me if I'm wrong.
you can do so via world map editing
Posted on 09-06-24, 10:07 pm
Snifit
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Posted by Staryu Trek
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Posted by Keeper
regarding flagpoles in castle levels, in addition to what ztardusts already mentioned i believe if you grab the flag as mini mario youll be taken to the secret world
So IYRC (if you recall correctly), flagpoles in castles would also work without the linear world order patch - World 4 would still be accessible without hex editing a warp cannon.
Posted by Staryu Trek
blarg
you can do so via world map editing
So I was wrong. I thought it to be a lot more difficult.



 "To boldly glitch where no one has glitched before" - Staryu Trek

 
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Posted by kikilxve
he's rly nice
  
SM64DS body horror (hacking fail)fail
  
Yeah
ok
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Posted on 09-06-24, 11:17 pm
Flurry
Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar!

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Posted by Staryu Trek
Posted by Keeper
Posted by Staryu Trek
blarg
you can do so via world map editing
So I was wrong. I thought it to be a lot more difficult.


It is difficult though , very few people have done it afaik

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Posted on 09-07-24, 07:41 am (rev. 1 by  Staryu Trek on 09-07-24, 07:47 am)
Snifit
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Posted by Staryu Trek
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Lol, you accidentally wrote your post in my quote, and my post in  Keeper's quote!




 "To boldly glitch where no one has glitched before" - Staryu Trek

 
Hover!
Posted by kikilxve
he's rly nice
  
SM64DS body horror (hacking fail)fail
  
Yeah
ok
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Posted on 09-20-24, 12:01 pm
Snifit
New Super Mario Bros.: Blasting off Again! status: stopped procrastinating

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Posted by Staryu Trek
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Just curious, and wanting to return the focus of this board to NSMB after the drama I caused yesterday. I apologize for that. So: I know that if you put tiles with lava behaviour and tiles with water behaviour in the same view, the water will glitch out and act like lava. But what if you have a room in a castle. In that room is a massive stretch of lava blocking your progress. There's also a ? Switch in the room. You press it. All lava tiles get removed and replaced with tiles with water behaviour. Given that the lava and water tiles aren't in the same view simultaneously except during the switch-around, would this make the water behave properly, allowing the player to swim in it to the other side instead of being instakilled? It would be a nice gimmick.



 "To boldly glitch where no one has glitched before" - Staryu Trek

 
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Posted by kikilxve
he's rly nice
  
SM64DS body horror (hacking fail)fail
  
Yeah
ok
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Posted on 09-21-24, 02:35 am
Buzzy Beetle
I do things sometimes

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to my understanding having a lava stage object will make water tiles behave like lava, but lava tiles can coexist with water and water tiles
Posted on 09-21-24, 06:24 am
Snifit
New Super Mario Bros.: Blasting off Again! status: stopped procrastinating

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Posted by Staryu Trek
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Posted by Keeper
to my understanding having a lava stage object will make water tiles behave like lava, but lava tiles can coexist with water and water tiles
I don't really understand what you're saying here. Could you please elaborate?



 "To boldly glitch where no one has glitched before" - Staryu Trek

 
Hover!
Posted by kikilxve
he's rly nice
  
SM64DS body horror (hacking fail)fail
  
Yeah
ok
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Posted on 03-01-25, 01:46 am
Newcomer


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Hello, I'm new into NSMBDS modding, and I have two questions.
1. Is it possible to add more levels in a world (Like, for example, having the levels: 8-1, 8-2, 8-3, 8-Tower 1, 8-4, 8-5, 8-6, 8-Castle, 8-7, 8-8, 8-9, 8-Tower 2, 8-10, 8-Bowser)? If so, how?
2. Is it possible to add switch palaces (like the ones in Super Mario World) and their corresponding ! colour blocks. If so, how?
Thank you for reading this! I'd appreciate some responses. <3
Posted on 03-01-25, 03:37 am
Flurry
Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar!

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Hi and welcome to the forum and NSMBDS hacking

All those things you mentioned are possible, but it requires you to have a lot of programming knowledge, it's not something that can be done easily
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Posted on 04-01-25, 12:02 am


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Looking for a way to remove Hud elements from the Hub world
Posted on 06-05-25, 03:46 am


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So, I was trying to open my rom hack and when I did, I got an error message saying: "Found file overlap: - header.bin (0x0 to 0x4000) - banner.bin (0x0 to 0x840)". I've tried googling around for quite a while now for an answer and found nothing related to my issue, is there a way to fix this? I'm okay with starting over if I have to since I really didn't get that far into development anyway, but I don't want to if I don't need to.
Posted on 06-05-25, 03:50 am
Flurry
Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar!

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Just to check, which NSMBe version are you using? From what I've heard, latest NSMBe shouldn't give file overlap errors, it only does it with very old hacks, if not, you could try opening your ROM in Every File Explorer, save without doing anything and try opening the ROM in NSMBe again.
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Posted on 06-05-25, 04:03 am (rev. 1 by SeaJay on 06-05-25, 04:08 am)


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I tried opening it in every file explorer and tried saving it, it saved successfully, but when I opened it up in NSMBe it gave me the same error message, I'm using NSMBe5.4.1, but when I first created my rom hack a few days ago I first imported it with this xdelta patch that enabled a streamed music method, you may or may not have heard of it, https://nsmbhd.net/thread/5331-streamed-music-in-nsmbds-nitro-wav/
(In details of what i did, i got a clean rom of nsmbds and imported the xdelta path demo that he provided and i started changing the music files, evrything was going fine until just about 2 hours ago when i sudennly got that error message, maybe it has something to do with that xdelta patch since it is a little old, but im not 100% sure.

Oh, and here is what every file explorer looks like when i opened my rom with it (it doesn't usually look like that) and i was using every file explorer to change the music files.

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