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Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
KP9000 |
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Boomboom Level: 90 Posts: 857/1975 EXP: 6948896 Next: 239713 Since: 02-19-07 Last post: 3572 days Last view: 3196 days |
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Quick Curly |
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Giant Red Paratroopa Level: 77 Posts: 475/1443 EXP: 4169457 Next: 21672 Since: 06-15-08 From: Earth Last post: 13 days Last view: 13 days |
Great idea, KP. I always find it great to see more SMB3 hacking, but even I admit that there were too many separate SMB3 threads considering there isn't an individual section for SMB3 like SMW and SMRPG (and while at first I thought it might have been neat, I soon figured that there shouldn't be; it would probably take the event of DahrkDaiz finishing the Ultimate SMB3 Editor and as a result hundreds of more people want to start hacking SMB3 before it would probably be important enough and actually beneficial). I tried to suggest the SMB3 Workshop Problem thread could be the main SMB3 thread to prevent numerous threads from being created, but I guess those who were starting new threads never saw the post...
Anyway, in short, thanks for creating and pinning a new thread that everyone should be able to find. It's actually motivating me even more to see that the SMB3 hacking is increasing. It's like years ago which I wasn't around for. It's exciting. As for your question, it shouldn't matter whether you use the Door (Bank: 0, Type: 0) or the Invisible Door (Bank: 0, Type: 6). I've used both of them before and they work fine. The Princess' Door (Bank: 0, Type: 7) is obviously used with Bowser, so that obviously shouldn't be used with the pointers. Anyway, I know that you know how to set the pointers properly and everything, so considering that you've double-checked the range and exit action, etc. I'm thinking maybe a screenshot might help give us an idea of what the problem might be; or if you really want, I'll offer to take a look at it like I did a while ago so that we can debug the problem easier and faster (less typing, more action) if you want to send it to me. Whichever you prefer. The only possible thing that I can think of at the top of my head without any visual to work off of is that maybe you have/had "Entering pipe ends level" checked (even though that doesn't make any sense whatever to how the problem sounds, since fiddling with this screws with the level header maybe it changed something that is causing your problem). The problem itself sounds familiar to me, but like with many problems in the world more than one thing could be causing it. Sorry that that isn't much help. |
KP9000 |
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Boomboom Level: 90 Posts: 858/1975 EXP: 6948896 Next: 239713 Since: 02-19-07 Last post: 3572 days Last view: 3196 days |
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zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 122/1016 EXP: 2385382 Next: 76469 Since: 06-10-09 Last post: 4424 days Last view: 2903 days |
Coulda just edited the thread title from the SMB3 Workshop Thread... you could still do that since this thread isn't big...
Posted by KP9000 Posted by zbyte |
Quick Curly |
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Giant Red Paratroopa Level: 77 Posts: 482/1443 EXP: 4169457 Next: 21672 Since: 06-15-08 From: Earth Last post: 13 days Last view: 13 days |
Posted by KP9000We used our emails. I thought of another unlikely possibility shortly after my last post though. If you have more than one door within one range, the pointers can potentially send you to random areas in the next area and/or crash the game. If you ever saw my first preview of Quick Bros. 2 and wondered how the same door had two different exits, it was made possible by assigning at least two pointers to the same range. Discovering the problems that can be caused by doing this though, I quickly scrapped that level and changed both connecting areas. Well that's just another idea that I thought of without a visual. The reason I thought of it though was because one of the doors sometimes caused the game to crash, but there was also the chance that it would send Mario to X: 0, Y: 0 in the next area (with a bunch of graphical glitch crap free of charge). If that isn't it though, hopefully we'll be able to figure it out. |
NutheadBros |
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Koopa Level: 26 Posts: 55/117 EXP: 93848 Next: 8427 Since: 03-29-09 From: Spiral Mountain Last post: 5367 days Last view: 4489 days |
Yeah is it possible in a water level to put a goal card at the end {The Whole Level is Water by the way. No Surface.} or could that be causing my 1-2 freeze. |
Trelior |
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Level: 99 Posts: 15/2602 EXP: 9748272 Next: 251728 Since: 07-12-09 Last post: 4489 days Last view: 4476 days |
I have a number of questions:
1) Stage pointers: What all can I do with them? 2) Pointers that lead to other levels: If I move a pipe or a door, do I have to move the pointer with it or can I leave it where it is? If I have to move it, how do I move it? 3) Additional bosses in a stage: I want to add a few Boom Booms to a couple of my fortresses, do I have to jump through any extra hoops to do that? 4) Purposefully exploitable levels: If you look at the Bowser's Castle section of my World 8 map on my preview thread, you'll see 2 pipes separated by a lock, one takes you to that area and the other leads to an unused pipe stage that I plan on altering to make it a place to recover lives and get powerups if your inventory is empty (I plan on making World 8 pretty tough, and the massive detour to get to it, as well as the requirement of beating Super Tank to unlock it, is to make people want to make a big decision on using it or not). Is my plan feasible or frivolous? /long-winded questionaire |
KP9000 |
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Boomboom Level: 90 Posts: 866/1975 EXP: 6948896 Next: 239713 Since: 02-19-07 Last post: 3572 days Last view: 3196 days |
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zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 138/1016 EXP: 2385382 Next: 76469 Since: 06-10-09 Last post: 4424 days Last view: 2903 days |
Posted by NutheadBrosAnything is possible, but will it work? It won't, unless you have floor at the bottom. As long as you don't have many other objects, that's a Great Idea! ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
KP9000 |
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Boomboom Level: 90 Posts: 867/1975 EXP: 6948896 Next: 239713 Since: 02-19-07 Last post: 3572 days Last view: 3196 days |
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zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 139/1016 EXP: 2385382 Next: 76469 Since: 06-10-09 Last post: 4424 days Last view: 2903 days |
Posted by KP9000Ooops, I forgot about that! Posted by TreliorRefer to Quick Curly's Document on Pointer and Level Data. It should be easy. ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
NutheadBros |
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Koopa Level: 26 Posts: 56/117 EXP: 93848 Next: 8427 Since: 03-29-09 From: Spiral Mountain Last post: 5367 days Last view: 4489 days |
Actually I tried having 1-2 as a water level {done all the right things} then it freezes and then the level gets messed up in the editor....Well I must make something different |
zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 140/1016 EXP: 2385382 Next: 76469 Since: 06-10-09 Last post: 4424 days Last view: 2903 days |
Posted by NutheadBrosAre you sure you didn't override the original number of Objects and/or Enemies? ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
Trelior |
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Level: 99 Posts: 17/2602 EXP: 9748272 Next: 251728 Since: 07-12-09 Last post: 4489 days Last view: 4476 days |
Posted by KP9000 That's weird, because when I moved my pipes around, it seemed like the pipe level data is tied to the pointers at the same coordinate on the original map. I ran into this problem in my World 7 map because my pipes had the right coordinates and all of that, but I would be output in the wrong area, still on a pipe, but the wrong one. That essentially made a complex pipe maze that I didn't deliberately make. Posted by KP9000 I was just asking about adding Boom Boom to the end of the fortresses, like in Ultimate SMB3, where you have to fight 2+ Boom Booms and have to avoid picking up the crystal until they're all dead or else they still run around, ripping you to pieces while the "Stage Clear" theme played. |
zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 141/1016 EXP: 2385382 Next: 76469 Since: 06-10-09 Last post: 4424 days Last view: 2903 days |
Posted by TreliorDid you set the Pipe Pointers correctly? You probably forgot about Pipes mode. Use the Pg ↑ and Pg↓ to configure the pipe sets. Match the set# to the pipe pointer you set earlier. There you go! Posted by TreliorThat's Okay. ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
NutheadBros |
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Koopa Level: 26 Posts: 57/117 EXP: 93848 Next: 8427 Since: 03-29-09 From: Spiral Mountain Last post: 5367 days Last view: 4489 days |
Actually I think I used less objects if I remember correctly. I did that with 1-1 and it worked fine. |
KP9000 |
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Boomboom Level: 90 Posts: 868/1975 EXP: 6948896 Next: 239713 Since: 02-19-07 Last post: 3572 days Last view: 3196 days |
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zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 142/1016 EXP: 2385382 Next: 76469 Since: 06-10-09 Last post: 4424 days Last view: 2903 days |
Posted by NutheadBrosDid you change the Object/Graphics Set? That would screw up the level. ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
Trelior |
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Level: 99 Posts: 18/2602 EXP: 9748272 Next: 251728 Since: 07-12-09 Last post: 4489 days Last view: 4476 days |
Thanks for the boom boom help!
Now my issue is with pointers in levels, I know how to make it take me to different stages (thanks to Curly's document), but when I try to change the enter/exit points all hell breaks loose and I either end up throwing into nothingness, or into the correct level at the same spot that it would normally send me through that pointer, but the graphic set of the "new" stage is garbled beyond recognition and kinda resembles something triggered by a corrupter, what am I doing wrong? |
KP9000 |
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Boomboom Level: 90 Posts: 869/1975 EXP: 6948896 Next: 239713 Since: 02-19-07 Last post: 3572 days Last view: 3196 days |
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Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
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