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05-03-24 02:16 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Pointers in smb2ed New poll | |
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1167
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Since: 03-26-06

Last post: 6610 days
Last view: 6610 days
Posted on 03-26-06 09:55 PM Link | Quote
Ok, perhaps this has been talked about a lot, but I didn't really find anything..

Is there any logic to the pointers in smb2ed? I'm talking about pointers like where
the doors etc. lead to.

I noticed in the screenshots for the editor that Acmlm made a hawk which he said
lead to level 7-1, but he could make it lead anywhere he wanted to.

My question (which you've probably guessed) is: How do I point the hawk/door/special object,
or whatever, to that particually place? I tried messing around with the parameters, which
worked to some degree, but when I start with a level more or less from scratch it's kind
of hard to know what they should be.

Also, I see that some parameters are something like "04 15" and I can't seem to change
the second part (15), just the first part (04). Any way to change the 15 part, because when
I make a new pointer object, the second part will always remain at "00".

Is there really any way to figure out the pointers, or is the editor just not up to the task?
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6285 days
Last view: 6283 days
Posted on 03-28-06 02:36 AM Link | Quote
SMB2 Discombobulator is an editor with great potential...for now that potential is obviously unrealized. I can tell you right now, that if you plan to only use this editor to create your hack..your in for a string of headaches. Yes the pointers can be modified to lead exactly where you want them. But have you noticed this editor's problems? When you save a level..it sometimes inserts tons of enemies at the end or at random spots throughout the level. Sometimes things might look fine in the editor, but in game its a garbled mess of randomness.

But regardless, here's how you modify those pointers. The most important thing to do is to click on Options, then check "Show level number in Level-Area Format". By having that option checked, every level now has an extra number on the top of the window. Also make sure "Show door pointer as normal objects" is not checked.

The very first area in the game where you come out of a door and start falling should be labeled
"Area 00 00 -- 1-1 Beginning"
The level after you go thru the door at the bottom should be labeled
"Area 00 20 -- 1-1 Main Part"

In area 00 00 if you click on the purple square close to the red door labeled Pointer at the bottom, its Parameter should be 20. See, it makes sense, 20 is the area number of the level that door leads to. No big deal. Just use the plus and minus keys to change its Parameter, thus changing where it leads to.

Of course nothing is THAT easy. You have to be aware of multiple pointers on adjacent screens..also some pointers may lead to doors...some just make you fall from the sky. You got to experiment to see what does what. Hope this helps.
1167
Newcomer


 





Since: 03-26-06

Last post: 6610 days
Last view: 6610 days
Posted on 03-28-06 07:41 AM Link | Quote
This centainly help a lot. I figured some of it out by trying and trying
different things for (at least) five six hours (!) last night alone.

You talk about pointers leading to either doors or making you fall from the sky.
This I noticed to. Quite annoying, I must say.

I take it there's no way to determine what type of pointer it is? And if I create my
own doors with their own pointers, is there any chance they will lead to others
doors, and not the sky, and if so: Is there anything I can do on the target end
(or anywhere else) to make sure it happends?

Finally: Special object pointers, do you have any idea how they work? E.g, the
vine leading up to the upwards part on level 1-1. I tried adding my own vine leading
up to the sky, without any pointers, and that landed me back on the very same page.
However, I can't figure out how (and where) to create the special pointer, and what
parameters to give it, to make the vine go where I want it.

Thanks for your help so far, that made things a lot easier.


(edited by ojn on 03-28-06 05:41 AM)
(edited by ojn on 03-28-06 05:42 AM)
(edited by ojn on 03-28-06 05:43 AM)
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