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natnew
Posted on 12-23-12 08:58 PM Link | #2067
post discoveries you find here!

I'll start:

the game does NOT crash when getting a life shroom in a daredevil run.
however, nothing happens at all.

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[image][image][image]

Stygmax
Posted on 12-30-12 03:57 PM Link | #2414
I did NOT make this discovery, and It's been known, but we could still use it somehow.

There are Red and BLUE Koopa Troopas in the game and giant counterparts as well.

[image]
Status: It was really, really fun, guys - thanks for the ride!

Arisotura
Posted on 12-30-12 03:59 PM Link | #2415
Interesting. Do the red/blue variations exhibit any specific behaviors?

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Stygmax
Posted on 12-30-12 04:06 PM Link | #2419
The Red Koopa walks in circles and its shell can home in on enemies. The Blue Koopa acts like a green one, and its shell turns green when you pick it up and the Koopa doesn't respawn.

However, the GIANT Blue Koopa will give a coin when defeated, unlike the red and blue ones.

[image]
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 12-30-12 04:08 PM (rev. 2 of 12-30-12 04:11 PM) Link | #2422
The obj_arg0 determines the color of the koopa, basically.
(As shown on the Object Database)

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a

Stygmax
Posted on 12-30-12 04:10 PM Link | #2423
Are there any other colors?

*Checks the Object Database*
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 12-30-12 04:10 PM Link | #2424
Posted by Stygmax
Are there any other colors?

*Checks the Object Database*

No.

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a

Stygmax
Posted on 12-30-12 04:14 PM Link | #2425
Yeah, I just saw. So the obj_arg value is 1=Red, and 3=Blue. I'm assuming it's a freeze when you input the ID as 2.

But is it possible to add custom IDs through the Riivolution patch kinda like how the custom slots for CTGPR were made? Could we possibly use unused obj_arg values for custom Koopa colors?
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 12-30-12 04:15 PM Link | #2426
We could, but I dunno about that.

It's not a freeze, it just doesn't do anything when it's 2.

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a

Arisotura
Posted on 12-30-12 04:16 PM Link | #2427
Posted by Stygmax
But is it possible to add custom IDs through the Riivolution patch kinda like how the custom slots for CTGPR were made? Could we possibly use unused obj_arg values for custom Koopa colors?

Not without ASM hacking.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Stygmax
Posted on 12-30-12 04:17 PM (rev. 2 of 12-30-12 04:18 PM) Link | #2428
Well I know we probably wouldn't use more Koopa colors, but just theoretically. Custom content is extremely useful for other things, like custom world map slots.

And are we just going to avoid ASM hacking?
Status: It was really, really fun, guys - thanks for the ride!

Tahcryon
Posted on 12-30-12 04:31 PM Link | #2431
Posted by Stygmax
And are we just going to avoid ASM hacking?


I'm hoping that that was a joke..

____________________


[04/15/2018]gridatttack: I still think the whole smg2.5 team are still in middle school lol
[04/15/2018]gridatttack: and they are 14yrs old
__________

cosmological: There's no one in Russia who doesn't agree with Putin, probably because his ideas are that great



shibboleet
Posted on 12-30-12 04:32 PM Link | #2433
uhh........
No, we aren't. We are actually ASM hacking right now. (Or are we...?)

____________________
a

Stygmax
Posted on 12-30-12 04:35 PM Link | #2434
I know MN1 is with his Ice Flower experiments. But nobody seems to jump at the idea of custom content.
(I know it's hard)
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 12-30-12 04:36 PM Link | #2435
We are getting off topic here, before Mega-Mario comes in and stops it.

So, I need to see if any other obj_args spawn other colors for koopas, and Toads.

____________________
a

Tahcryon
Posted on 12-30-12 04:36 PM Link | #2437
Posted by Stygmax
nobody seems to jump at the idea of custom content.
(I know it's hard)


*Cough*CustomPlanets*Cough*

Anyway, we should get back on topic :P

____________________


[04/15/2018]gridatttack: I still think the whole smg2.5 team are still in middle school lol
[04/15/2018]gridatttack: and they are 14yrs old
__________

cosmological: There's no one in Russia who doesn't agree with Putin, probably because his ideas are that great



Stygmax
Posted on 12-30-12 06:25 PM (rev. 2 of 12-30-12 06:26 PM) Link | #2473
It's actually really easy to make new stars. Here's a tutorial by NWPlayer123. (I guess this counts as a discovery :P)

I have successfully added a 243rd star, and it's all thanks to MN1's BCSV editor and blank's msbconv
Here's a download
https://dl.dropbox.com/u/56043942/FlipIntoANewUniverse.zip
The way you do it is
1) Edit the ScenarioName.msbt in SystemMessage to add a new star. Here is what I added in.


talk 1
0
8
0
0
255
255


Flip into a new Universe!




2) Extract the Scenario file of a galaxy and edit the ScenarioData.bcsv to add a new "Normal" star
3) Edit the map to link the new star. For example, I changed the 2 green stars to scenarios 4 and 5 so i edited the obj_arg that links to the scenario number. Then I duplicated the normal star and linked it to scenario 3.
Compile and pack it all up and test!


Read more: http://www.supermariogalaxy2-5.com/index.cgi?board=levelcreation&action=display&thread=1423#ixzz2GYqQYzuD

Status: It was really, really fun, guys - thanks for the ride!

Tahcryon
Posted on 12-30-12 06:29 PM Link | #2474
Who said that it was hard to make new stars? 0.o

____________________


[04/15/2018]gridatttack: I still think the whole smg2.5 team are still in middle school lol
[04/15/2018]gridatttack: and they are 14yrs old
__________

cosmological: There's no one in Russia who doesn't agree with Putin, probably because his ideas are that great



Stygmax
Posted on 12-30-12 06:30 PM Link | #2475
Nobody. I said it was easy. :P
Status: It was really, really fun, guys - thanks for the ride!

natnew
Posted on 12-31-12 04:40 PM Link | #2534
I discovered something by accident... as a "what not to do"

Do NOT put enemies that spawn coins in daredevil runs and do NOT put coins near enemies

if mario is hit into a coin, the life meter will glitch up to a non-daredevil one with 1 life on it, yet it will look like he got a daredevil life mushroom. it will also glitch the numbers.

just be aware.

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[image][image][image]
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Main - Archived forums - General SMG hacking - Discoveries Hide post layouts | New reply

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