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Mechalico

animated goal tutorial

Aug 4th, 2017
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  1. Moving Goal Sort Of Tutorial
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  3. You will want:
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  5. HxD
  6. This page is useful: https://craftedcart.github.io/SMBLevelWorkshop/documentation/index.html?page=lzFormat2
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  8. This is designed for stages made in smbcnv.
  9. This is assuming your stage has one moving goal attached to an object or multiple moving goals attached to the same object.
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  11. Method:
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  13. 1 - Open your file in HXD.
  14. 2 - Scroll all the way down to the bottom where the objects are listed. Look at the list on the right. Make note of the position of the animated model.
  15. 3 - Scroll back to the top. Look at the bytes at the end of the first row, which should be something like 00 00 08 F8. this is the offset to the first collision header. Press Ctrl-G and type in those numbers.
  16. 4 - In smbcnv, the first collision header contains all objects. However, this is static. First we will take the goal out of this header. About 4 rows in you should see a line that says "00 00 00 10 00 00 00 10". In the bytes that follow, there should be a 00 00 00 01 (or whatever the number of goals is). Change that to 00 00 00 00.
  17. 5 - Following the byte you just changed, there should be another offset value. This is for the goals, and should be something like 00 00 08 B4. DO NOT CHANGE THIS VALUE - this causes Points Glitch, which has all sorts of bad issues attached to it (mainly the console crash!). However, you should make note of this value.
  18. 6 - Press ctrl-g again, select "current offset", and type in 49C. This will take you forwards to the first model's collision header. If this is the animated model, start work here. Otherwise, repeat this step until you reach the object.
  19. 7 - Now to put the goal onto the animated model. Click on the byte following 00 00 00 10 00 00 00 10 and type in the data for the goals, overwriting the following bytes. For instance, if you had 1 goal and the goal offset was 08B4, you would type in 00 00 00 01 00 00 08 B4. Make sure the zeroes are in the right spot and that there are the correct number of zeroes - as reference, the ends of the data should be in the 03, 07, 0B or 0F columns.
  20. 8 - Save, compress, and plug into your game. This should work!
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