General discussion about Super Mario Bros. X.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Sat Feb 20, 2016 3:38 pm
If a fence is on a hidden layer, you can still climb it. I foubd thibin ny second place level cor the Bovember contest after submitting it.
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RudeGuy
- Bowser

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Postby RudeGuy » Sat Feb 20, 2016 4:41 pm
MECHDRAGON777 wrote:I foubd thibin ny second place level cor the Bovember contest after submitting it.
I can't even understand half of this sentence.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Sat Feb 20, 2016 4:51 pm
RudeGuy07 wrote:MECHDRAGON777 wrote:I foubd thibin ny second place level cor the Bovember contest after submitting it.
I can't even understand half of this sentence.
I typed it on my phone, it says:
I found this in my second place level for the November Contest after submitting it.
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Mable
- Luigi

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Postby Mable » Sun Feb 21, 2016 7:01 am
If you type it on the phone, how about you check what you wrote before you send the reply?
I mean i also type most of the time on my phone, but i make less mistakes you do.
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Sun Feb 21, 2016 7:36 am
I have a feeling this one's been said before somewhere else, but...
If you run and jump onto a fence, you'll retain the same speed you were running at when you are climbing on the fence.
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HenryRichard
- Reznor

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Postby HenryRichard » Sun Feb 21, 2016 10:09 pm
Linik wrote:I have a feeling this one's been said before somewhere else, but...
If you run and jump onto a fence, you'll retain the same speed you were running at when you are climbing on the fence.
A very similar thing happens with a fairy pendant.
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MECHDRAGON777
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Postby MECHDRAGON777 » Sun Feb 21, 2016 11:31 pm
HenryRichard wrote:Linik wrote:I have a feeling this one's been said before somewhere else, but...
If you run and jump onto a fence, you'll retain the same speed you were running at when you are climbing on the fence.
A very similar thing happens with a fairy pendant.
This is used for Link's Super Jump Glitch on vines and fences.
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HeroLinik
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Postby HeroLinik » Mon Mar 21, 2016 2:18 pm
A new one that I've just discovered, which I'm going to tell you all about.
I've been fiddling around with layer attaching and that, trying to get some level inspiration, when one thing struck me. If you put a block on its layer, put a Paratroopa on top of it, and attach it to the block, it will jump higher and higher each time until it goes off the screen.
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Mivixion
- Fuzzy

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Postby Mivixion » Sun Apr 03, 2016 12:00 pm
I have a few:
Jumping off of a P-switch in SMBX is very hard to pull off, maybe even frame perfect (haven't tested it) but when done correctly, the game freezes for a split second.
You can actually jump off of a springboard midair multiple times after throwing it. This applies to any object that can be jumped off of more than once and thrown, such as shells and potentially even those SMB3 throwable ice blocks. This is because unlike official Mario games, in SMBX Mario falls faster than anything else in the game. If you change gravity in the NPC text editor for a springboard, you can even gain massive amounts of height from it since it will continue to rise.
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Imaynotbehere4long
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Postby Imaynotbehere4long » Sun Apr 03, 2016 7:48 pm
Mivixion wrote:Jumping off of a P-switch in SMBX is very hard to pull off, maybe even frame perfect (haven't tested it).
If you haven't tested it, how do you know it's hard? I remember playing an ASMBXT level that makes the player P-Switch jump, and I was able to do it flawlessly each time.
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Mivixion
- Fuzzy

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Postby Mivixion » Sun Apr 03, 2016 8:05 pm
Imaynotbehere4long wrote:Mivixion wrote:Jumping off of a P-switch in SMBX is very hard to pull off, maybe even frame perfect (haven't tested it).
If you haven't tested it, how do you know it's hard? I remember playing an ASMBXT level that makes the player P-Switch jump, and I was able to do it flawlessly each time.
I meant I haven't tested whether or not it's frame perfect. In SMW it is, but it feels easier in SMBX.
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MECHDRAGON777
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Postby MECHDRAGON777 » Sun Apr 03, 2016 8:15 pm
Mivixion wrote:Imaynotbehere4long wrote:Mivixion wrote:Jumping off of a P-switch in SMBX is very hard to pull off, maybe even frame perfect (haven't tested it).
If you haven't tested it, how do you know it's hard? I remember playing an ASMBXT level that makes the player P-Switch jump, and I was able to do it flawlessly each time.
I meant I haven't tested whether or not it's frame perfect. In SMW it is, but it feels easier in SMBX.
It is hard to pull off, but not frame perfect.
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Mivixion
- Fuzzy

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Postby Mivixion » Mon Apr 04, 2016 8:03 am
OK well I did a little more testing and it's definitely not frame perfect, but the trick seems to be jumping off of the P-switch in the first 1/4 of its compression or so.
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h2643
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Postby h2643 » Mon Apr 04, 2016 8:55 am
You can also do that with a Skull Switch from SMW.
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h2643
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Postby h2643 » Mon Apr 04, 2016 12:54 pm
If you SOMEHOW manage to skip the 99 Coin limit (by hacking your save file for example  ), you can't collect more than 32767 coins. If you have 32767 coins, when you grab another one, SMBX crashes:
If you devide 32768 on 2, you will get a block limit which is 16384. Now we know that the coin limit is 32768 
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Emral
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Postby Emral » Mon Apr 04, 2016 12:57 pm
h2643 wrote:If you SOMEHOW manage to skip the 99 Coin limit (by hacking your save file for example  ), you can't collect more than 32767 coins. If you have 32767 coins, when you grab another one, SMBX crashes:
If you devide 32768 on 2, you will get a block limit which is 16384. Now we know that the coin limit is 32768 
Stars and coins are stored in signed shorts.
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Fuyu
- Fry Guy

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Postby Fuyu » Mon Apr 04, 2016 1:44 pm
h2643 wrote:If you SOMEHOW manage to skip the 99 Coin limit (by hacking your save file for example  ), you can't collect more than 32767 coins. If you have 32767 coins, when you grab another one, SMBX crashes:
If you devide 32768 on 2, you will get a block limit which is 16384. Now we know that the coin limit is 32768 

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h2643
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Postby h2643 » Mon Apr 04, 2016 2:49 pm
I meant in vanilla SMBX >_>
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Emral
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Postby Emral » Mon Apr 04, 2016 3:16 pm
[quote="Natsu"][/quote]
Do you even use the global coin memory offset for that? Looks to me as if you're just transferring the coins collected into a data class variable, which has.. nothing to do with what h2643 showcased.
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Fuyu
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Postby Fuyu » Mon Apr 04, 2016 7:27 pm
@h2643: Oh, my bad.
@Enjl: Dunno. I didn't make the HUD so I'm not sure if the API uses it. I don't even know what that is.
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