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zbyte
Posted on 07-10-09 04:13 AM, in SMB3 Workshop Problem Link | Quote | ID: 110245


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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:

○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○
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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zbyte
Posted on 07-12-09 11:36 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 110365


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How'd you... ubba... eff.... jzzzt...

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zbyte
Posted on 07-13-09 12:13 AM, in General SMB3 Hacking Thread (rev. 2 of 07-13-09 12:13 AM) Link | Quote | ID: 110367


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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
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.


Posted by zbyte
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 have 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 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.○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○

Just posting the stuff from the other threads.
I tried the pointer stuff but I still fall up from the top. I'll post a screenshot from the game since I don't know how to take one from SMB3 W.s.

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zbyte
Posted on 07-13-09 03:00 AM, in What's a .dat file? Link | Quote | ID: 110371


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Posted by Kironide
Posted by Stark


Maybe you guys had a really bad headache. Hopefully it's over.

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zbyte
Posted on 07-13-09 05:35 AM, in Thread Title Modifications By User (Implemented) (rev. 3 of 07-15-09 01:32 AM) Link | Quote | ID: 110375


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Title says it all. Let the owner of the thread have the ability to change the title and Thread Icon! All Support?

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zbyte
Posted on 07-13-09 07:15 PM, in Thread Title Modifications By User (Implemented) Link | Quote | ID: 110398


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Posted by Kawa
No. We discussed this before, and I don't think it was considered that good an idea back then.
I don't see a problem with that. Editing your own thread title, should be Okay. I used to be on a Forum, and We were able to change our thread title and icons. And I can't find the place where you guys discussed this.

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zbyte
Posted on 07-13-09 10:53 PM, in Thread Title Modifications By User (Implemented) (rev. 5 of 07-14-09 12:31 AM) Link | Quote | ID: 110426


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Posted by Cellar Dweller
This is one of the few times that I agree with Stark. This has been diussedfore, but there was no consensus that users may not edit their own thread's titles. The main reason for not having this feature is laziness on the part of those with server access. I even posted secure, polished, and debugged PHP code for such a feature, but it was rejected for rather weak reasons.
Well said. I just can't see why only moderators and admanimators are allowed change other people's thread titles.
Posted by Stark
Posted by boingboingsplat
If you really, REALLY need your thread title changed you can just PM a staff member to do it.
Why should you have to do that? The times when this are going to be used innocuously far outweigh the times it is going to be used mischievously or maliciously. And when that happens, the person in question can just be banned or something. There's no reason not to implement this.
I mean, it's my thread!
Posted by Kawa
I'd really hate to admit it, but that's actually a pretty good point there, Stark.
I don't know why everybody has to disagree with Stark.

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zbyte
Posted on 07-14-09 12:23 AM, in Hack Ideas Thread (rev. 2 of 07-14-09 12:26 AM) Link | Quote | ID: 110428


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Ah, another SMB3 Hacker? Well you've come to the right place.

Posted by NutheadBros
I've started on a new SMB3 hack. This will make my first one. I have some work-in-progress screens. It has been hard to think of good level ideas.

Photobucket
World 1 W.I.P {Yes I know it's a recolor. I just don't have a good idea.}

Photobucket
How about that. The ? Blocks are in the same formation as the Colored Blocks
A really good thing to do... is to delete all objects and enemies when making a level, so that it won't be just like the original, for uniqueness. (This post should go in the General SMB3 Thread up above) Also you should go to romhacking.net to find all SMB3 Hacking tools needed, including the SMB3 Map Editor. Other than that, keep up the good work!

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zbyte
Posted on 07-14-09 06:18 AM, in My ROM Hack, Luigi's Quest (SMB3) Link | Quote | ID: 110456


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Nicely done Trelior! Another good place to drop this was the General SMB3 Thread. It's okay though.
Candy...

I used SMB3Color before and it screwed me up a couple of times. Also, how did you change that title screen?

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zbyte
Posted on 07-14-09 06:26 AM, in Hack Ideas Thread (rev. 6 of 07-14-09 06:50 AM) Link | Quote | ID: 110457


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Good work. If you don't already know, check out Quick Curly's documents on pointers and enemies.
Posted by Quick Curly
Sounds good. Just to say though, you should probably stick to the screenshot thread for the updates since this isn't really the right place to show progress. You'll probably draw more attention in there anyway.
The General SMB3 Thread is fine, too.

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zbyte
Posted on 07-14-09 07:41 AM, in General SMB3 Hacking Thread (rev. 2 of 07-14-09 07:42 AM) Link | Quote | ID: 110477


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Posted by NutheadBros
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.}
Anything 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!

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zbyte
Posted on 07-14-09 07:44 AM, in General SMB3 Hacking Thread (rev. 3 of 07-14-09 07:49 AM) Link | Quote | ID: 110479


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Posted by KP9000
You can put a goal card at the end, but you can't have the ending backdrop because it can't exist with Water at the same time. So, if you have black water, it works fine. Otherwise it looks really corny.
Ooops, I forgot about that!
Posted by Trelior
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?


Refer to Quick Curly's Document on Pointer and Level Data. It should be easy.

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zbyte
Posted on 07-14-09 07:50 AM, in General SMB3 Hacking Thread Link | Quote | ID: 110482


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Posted by NutheadBros
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
Are you sure you didn't override the original number of Objects and/or Enemies?

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zbyte
Posted on 07-14-09 07:01 PM, in General SMB3 Hacking Thread Link | Quote | ID: 110500


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Posted by Trelior


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.
Did 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 Trelior
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.
That's Okay.

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zbyte
Posted on 07-14-09 07:28 PM, in General SMB3 Hacking Thread Link | Quote | ID: 110503


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Posted by NutheadBros
Actually I think I used less objects if I remember correctly. I did that with 1-1 and it worked fine.
Did you change the Object/Graphics Set? That would screw up the level.

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zbyte
Posted on 07-14-09 09:09 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 3 of 07-14-09 11:05 PM) Link | Quote | ID: 110516


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That's too good, Quick!
Posted by NutheadBros
As Some may know already I have started on SNB2.
I think you mean SMB3...

The Start of 1-2

Photobucket


Photobucket
Do you think that ground below the other hills are okay, or do you want them to be One Hill and not ground below?

Screenshots hmm hmm hmm...

LOOK OUT BELOW!
StartNew Continue ScreenWatch Out!How Do I Get Down There...Desert comedy



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zbyte
Posted on 07-14-09 09:34 PM, in 1-letter Swap Link | Quote | ID: 110519


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I Guess it's time for a new word.

Book

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zbyte
Posted on 07-14-09 09:52 PM, in 1-letter Swap (rev. 2 of 07-14-09 09:53 PM) Link | Quote | ID: 110525


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Posted by Quick Curly
I'm still in the SHRUBS because that was the only valid word that could be chained to "shrugs" and I hate having to use the plural form of a word that was already used; therefore I'm hiding.
Posted by CyclopsCavemen
Grubs - if we're keeping the work QC used
Which one letter did you drop or swap?

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zbyte
Posted on 07-14-09 09:58 PM, in 1-letter Swap Link | Quote | ID: 110532


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Scrap

Hope you didn't eat some.

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zbyte
Posted on 07-14-09 10:28 PM, in 1-letter Swap Link | Quote | ID: 110540


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Cans

Everybody has them.

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Main - Posts by zbyte

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