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Posted on 09-06-24, 05:40 pm
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![]() Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar! Karma: 1022 Posts: 204/262 Since: 02-02-24 |
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
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 70/278 Since: 08-24-24 |
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 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) "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Yeah Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
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Posted on 09-06-24, 08:12 pm
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![]() Eugene Karma: 3854 Posts: 1153/1161 Since: 11-29-11 |
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.
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Posted on 09-06-24, 08:29 pm
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 71/278 Since: 08-24-24 |
Ehh, Posted by Mr. Ztardust (...) you'll still get to the following world even if you put a secret exit flagpole "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Yeah Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
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Posted on 09-06-24, 09:27 pm
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![]() I do things sometimes Karma: 1168 Posts: 353/391 Since: 08-07-17 |
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. |
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Posted on 09-06-24, 10:07 pm
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 72/278 Since: 08-24-24 |
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 Posted by Staryu Trek blarg "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Yeah Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
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Posted on 09-06-24, 11:17 pm
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![]() Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar! Karma: 1022 Posts: 205/262 Since: 02-02-24 |
Posted by Staryu Trek Posted by Keeper Posted by Staryu Trek blarg It is difficult though ![]() _________________________ ![]() ![]() My YouTube Channel ![]() ![]() |
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Posted on 09-07-24, 07:41 am (rev. 1 by
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 73/278 Since: 08-24-24 |
"To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Yeah Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
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Posted on 09-20-24, 12:01 pm
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 124/278 Since: 08-24-24 |
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 Hover! Posted by kikilxve SM64DS body horror (hacking fail) Yeah Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
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Posted on 09-21-24, 02:35 am
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![]() I do things sometimes Karma: 1168 Posts: 361/391 Since: 08-07-17 |
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
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Posted on 09-21-24, 06:24 am
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![]() New Super Mario Bros.: Blasting off Again! status: stopped procrastinating Karma: 568 Posts: 125/278 Since: 08-24-24 |
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 "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Yeah Sig background from dreamstime.com Avatar Staryu model from Retromesh (edited) Avatar background from space.com |
Pluton |
Posted on 03-01-25, 01:46 am
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Newcomer
Karma: 1 Posts: 1/1 Since: 03-01-25 |
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 |
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Posted on 03-01-25, 03:37 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: 235/262 Since: 02-02-24 |
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 _________________________ ![]() ![]() My YouTube Channel ![]() ![]() |
jawnt |
Posted on 04-01-25, 12:02 am
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Karma: 1 Posts: 1/1 Since: 04-01-25 |
Looking for a way to remove Hud elements from the Hub world
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SeaJay |
Posted on 06-05-25, 03:46 am
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Karma: 1 Posts: 1/2 Since: 06-05-25 |
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.
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Posted on 06-05-25, 03:50 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: 261/262 Since: 02-02-24 |
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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SeaJay |
Posted on 06-05-25, 04:03 am (rev. 1 by SeaJay on 06-05-25, 04:08 am)
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Karma: 1 Posts: 2/2 Since: 06-05-25 |
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. ![]() |