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09-10-10 09:34 AM |
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| Main - ROM Hacking - SMB3 Workshop Problem | New thread | New reply |
| Quick Curly |
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Fuzz Ball Level: 50 Posts: 207/989 EXP: 888866 Next: 58451 Since: 06-15-08 From: Earth Last post: 24 days Last view: 24 days |
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 o
I'm also hoping that I can finish up Quick Bros. 2 and my half of Luigi's Chronicles 2 as well. ![]() |
| beneficii |
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Shyguy Level: 18 Posts: 64/81 EXP: 26274 Next: 3623 Since: 02-19-07 Last post: 76 days Last view: 373 days |
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 o To attach a pipe level to a specific pipe set o ____________________ 「しっかり統制された民兵は自由な国の安全保証にとって必要なので、国民が武器を所有し携帯する権利は侵されてはならない」アメリカ合衆国憲法修正第2条 |
| Quick Curly |
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Fuzz Ball Level: 50 Posts: 250/989 EXP: 888866 Next: 58451 Since: 06-15-08 From: Earth Last post: 24 days Last view: 24 days |
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 o Anyway, take care buddy. ![]() |
| KP9000 |
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Last post: 1 day Last view: 3 hours |
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 o ____________________ |
| zbyte |
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Red Super Koopa Z is Superior! Level: 43 Posts: 120/870 EXP: 548229 Next: 16817 Since: 06-10-09 Last post: 4 days Last view: 9 hours |
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: ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ 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 o The exiting locations are for the exiting pipe/door. Make sure the vertical position matches o 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. ____________________ What happened to the fried chicken? ![]() |
| KP9000 |
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Last post: 1 day Last view: 3 hours |
Yes, it's a bump, but it is relevant to bump since we don't need 236 threads o 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... ____________________ |
| Main - ROM Hacking - SMB3 Workshop Problem | New thread | New reply |
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