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Topic: Quick question involving SMB3 (Read 2 times)
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DanteRules
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« on: May 01, 2008, 01:47:07 am » |
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So I'm using SMB3 Workshop and I wanted to know something. Remember the water levels that go up and down on their own? The ones like 3-8 where the Big Bertha tries to jump out of the water and eat you. Well, how exactly do I make a level go up and down like that?
I'm pretty sure it has to do with an enemy byte. I deleted all the enemies in level 3-8 that I could find (including the White House at the bottom when you zoom out), but there's still 1 enemy left. When I go to "Delete all enemies", it deletes the mystery enemy byte and the level no longer goes up and down, but I want to know how to control it for future levels. I can't find the last enemy byte.
Can anyone help?
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« Last Edit: May 01, 2008, 08:03:35 pm by DanteRules »
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XeusSaga
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« Reply #1 on: May 02, 2008, 02:36:31 pm » |
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That mystery enemy byte may have been the trigger for water scrolling witch would explain why it no longer works when deleted. I think you may have to reset the stage.
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DanteRules
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« Reply #2 on: May 02, 2008, 08:57:54 pm » |
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I figured that out, but the reason I was asking is because I want to be able to do it to a stage, not simply take it out when a stage has it. I need to know what exactly that trigger is (meaning what number it is and if it needs special placement), but I can't find it anywhere on the moving stages.
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King of Sky
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« Reply #3 on: May 04, 2008, 01:40:51 pm » |
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This is just a theory, but I think you could delete all enemies in that level, than run a program that lets you compare two ROM's hex values. Than count all the enemies and look at each ones type. One of those should give you the effect, just go through all of them and put them in 1-1.
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DanteRules
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« Reply #4 on: May 05, 2008, 07:07:15 pm » |
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Actually, that might work. It would take awhile to figure how to read positions for where the enemy bytes were, but it could work. Thanks for the idea.
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DanteRules
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« Reply #5 on: May 11, 2008, 03:59:56 pm » |
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I think I found the enemy byte that's causing it using the compare method, but if my calculations are correct, the enemy byte is either placed higher than the level can scroll up or it's on another level entirely. I'm thinking about giving up on it and moving on, though it sure would have been nice to know how it worked.
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