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Main - ROM Hacking - SMB3 Workshop Problem New thread | New reply

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Quick Curly
Posted on 04-15-09 01:26 AM Link | Quote | ID: 105069


Giant Red Paratroopa
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It's funny that you should mention making guides for SMB3 Workshop. I've had to explain different things to different people over the last year-and-a-half or so, and as some of you may already know, I tend to type out long and exhausting explanations. Having to do that each time, I was thinking about just making a big guide that would cover how to do most of the things in not only SMB3 Workshop, but the other programs like the SMB3 Map Editor as well that would hopefully be a helpful and useful resource for beginning SMB3 hackers so that their questions would hopefully be answered which would mean less typing time and more SMB3 hacking time. I did actually start it a while ago, but I was too busy with other stuff to continue working on it. However, with only one more day of school left, maybe I'll have some time to work on it! Maybe we can gather up a bunch of questions in this topic that everyone wants to have included in the document/series of documents, and then we could have one massive tutorial. What does everyone think?

I'm also hoping that I can finish up Quick Bros. 2 and my half of Luigi's Chronicles 2 as well.

beneficii
Posted on 04-16-09 11:19 AM Link | Quote | ID: 105243


Shyguy
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It's been a while since I've looked at this, but for editing pipes (that are not like the Sky Tower) you have to use in the level something called the pipe sprite. The x position of the pipe sprite should be the pivot point for where you want Mario to be when he leaves the level (that is when he is to the left of it he goes to where the left exit is on the world map; if he is to the right of it, he goes to where the right exit is on the world map). Leave the y position alone.

To attach a pipe level to a specific pipe set on the world map, in the SMB3 Map Editor use pg up/pg down to go to the pipe set you want, hit enter, answer 'no' to "Is this like the sky tower?" and select the level you want and the editor will modify the y position of the pipe sprite to, I believe, be equal to the number of the pipe set. Remember, you will have to use a different level for each pipe entrance if you want Mario to start the level at different points.

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Quick Curly
Posted on 04-16-09 08:39 PM Link | Quote | ID: 105276


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Hey, beneficii! It's awesome that you explained that for everyone. Thanks for taking the time to do that. I was wondering what you've been up to lately. If it's okay that I ask, did you ever continue working on that SMB3 hack (the "uba" one) from 2005 - the level hack in which the lock was successfully moved for the first time? By the sounds of it, you've been busy with other stuff as of late, but I liked it and was wondering if you planned on doing any other SMB3 stuff. Anyway, take care buddy.

KP9000
Posted on 07-10-09 01:38 AM Link | Quote | ID: 110236


Boomboom

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Another pointer problem again. This time, I'm editing my world 1 dungeon. The pointers point to the right area in the level, but when I go to a different area, it puts me in the top left part of a level. 0,0 I presume. I don't know what the hell is going on.

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zbyte
Posted on 07-10-09 04:13 AM Link | Quote | ID: 110245


Boomerang Brother
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A "bump"...

Yeah, I've got that problem too, I used to think I set the vertical exit proprely and I didn't. I still got something that Quick Curly sent me, so it'll probably go well!

He Sent this:

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Select the 3-byte pointer object and press the ENTER/Return key. A screen will pop up. The range pertains to the horizontal location of the pipe/door that you're referring to in hex. You can view the data of the pipe/door by selecting it and looking at the bottom-right part of the screen. You'll see 3 bytes; the second byte is the horizontal location of the pipe/door in hex. So if this byte is 4A, for example, the range that you set for the pointer is 40-4F. Remember what I said before; try to have it so that you only have one pointer pointing to each range, or else you'll run into problems.

The exiting locations are for the exiting pipe/door. Make sure the vertical position matches one of the valid values. Here's how to keep track of the vertical hex values so you know where to put your pipe/door: Mentally assign the top row a hex value of 00. The bottom row (Y: 026 in decimal) is 1A in hex in relation to the pointers. Going up (counting backwards), you go 19 and then 18. So the third last row is a valid exiting position. The row above it, the fourth last row, is also valid as it is 17.

So the rows from top to bottom for your reference (valid exits are bolded): 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, and 1A.

Unless you're dealing with Pipe levels, don't bother with the values that include "(Vert)".

There are cases where you'll have a pipe exit in a valid position, but when you go to test it you find that you'll see a graphical X thing. Just size the pipe so that it covers the space that the X appears and test it again to make sure that it works right. Also keep in mind that the red "XX" that you see in SMB3 Workshop when you're placing the pipe is what you have to put match up with a valid exit position; not necessarily the TOP of the 3-byte pipe object (keep that in mind when dealing with downward pipes). With doors, it's the top half of the door that you want to match up with a valid exit position.

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KP9000
Posted on 07-10-09 06:36 PM Link | Quote | ID: 110263


Boomboom

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Yes, it's a bump, but it is relevant to bump since we don't need 236 threads on the same topic.

Now, as for my problem:
I am aware of how to set up pointers in this fashion... I've set up pointers just like this (in this and other levels) and it isn't working. No matter how I configure them they all place me at 0,0 XY coordinates in the connecting level. Doesn't matter if I use a pipe or a door.

The level is the dungeon in world 1. Both pointers are broken. I am aware that there are two different types of doors, but I don't know of any other door than the princess' door or the invisible door. I used the door that the original level used, so there shouldn't be any problems.

It doesn't seem that the connecting level has anything to do with it; I changed the connecting level to several others and it loads the level fine but no matter where I try to start Mario off at he always appears at 0,0...

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