"Ninja" Mushroom

Tools, Editors and other programs around SMC.

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Postby Manscent » 05 Nov 2007 08:51

Sorry, Bowser and Fluxy. I must have skipped some posts. Anywho, I really like the idea of the wall jump tiles.
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Postby segfault101 » 07 Nov 2007 12:59

I fixed a diff file for those who want it. Note that this is wall jumping only and it will always be active. I'm trying to implement other stuff at this time so I didn't bother with the mushroom or anything else.

Apply with this:
Code: Select all
patch -p0 -i /path/to/walljump.patch
Attachments
walljump.patch
Adds a few lines of code to cPlayer :: Handle_Collision_Massive in order to enable wall jumping.
(1.19 KiB) Downloaded 379 times
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Postby BowserJr » 09 Nov 2007 10:31

This is awesome! Thanks so much for this.

It takes a while to get used to, but works great when you do. You can even do multiple jumps to climb tall passages...

Now, does it actually not work with a gamepad, or am I just not good enough?
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Postby BowserJr » 10 Nov 2007 13:47

Who wants to see the best (completely unintentional) wall jump application ever!

In Mountain Trials, you can complete objective 2 (Fall into the caged island) in less than 10 seconds! My previous best was 18! Just jump off the textbox announcing the objective and you'll land just outside the cage. Then jump into the cage and through the door.

Stuff like this is why I love wall jumps!
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Postby Manscent » 14 Feb 2008 04:20

Is this going to be implemented soon? Oh please oh please oh please.

I changed my mind about the gummy springs, I think it should be a powerup, like the fireflower that Maryo loses if he is hit. What if the powerup also included the ability to hang from ledges like Bowser was talking about and reduced how quickly mario falls. We could create difficult to reach secret areas and items, encouraging exploration. If it isn't a permanent powerup we don't have to worry about it breaking older levels.

i think a Ninja doesn't fit.


You're right about the ninja suit not fitting. What about a flying squirrel, bushbaby (adorable), or other cute agile animal costume? A homage (but different) to mario's raccoon suit.
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Re: "Ninja" Mushroom

Postby Konstantin » 16 Aug 2008 11:34

Nice Idea
:lol:
All my levels
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Re: "Ninja" Mushroom

Postby hypergumba » 02 Oct 2008 16:52

hello,
I wanted to ask as I install,
what for a program do I need to open around .tar files?
I white which I am a little stupid, :lol:
but please someone could explain those to me exactly installation ......
sorry for my bad English, I am to be still learned thereby it.
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Re: "Ninja" Mushroom

Postby BowserJr » 02 Oct 2008 17:05

A .tar file is an archive. You'll need to extract it with an unzipping program, such as 7zip. But the patch will need to be added into the game before compilation, so if you're not familiar with how to compile the game from source, you won't be able to use it.
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Re: "Ninja" Mushroom

Postby hypergumba » 02 Oct 2008 17:08

ok. thank you
sorry for my bad English, I am to be still learned thereby it.
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Re: "Ninja" Mushroom

Postby Ferk » 24 Aug 2009 03:27

Ninja really doesn't fit?
The first thing I thought when I saw the new Maryo was that it looked more ninja-like.
IMHO, the only thing it needs to look ninja is to have the handkerchief of his neck around his mouth, and a recolor the clothes to the same color. It doesn't have to be black, it can be red, as long as all the clothes are the same red, with no dots. See the ninja hatori anime for kids: http://especiales.plus.es/media/PAGINAD ... ORI250.jpg

The original Super Mario itself is full of references to ninja style. The cape in SMW is used for floating in the same way as some ninjas used capes in the past when falling from high trees (attaching 2 corners to the feet and grabbing the other 2 with the hands). And in SMB3 the tanooki and frog suit are ninja-looking clothes. There are also ninja Koopas in some episodes of Super Mario anime.

I know this game is not Mario, but the style is pretty similar.

IMHO, I think this powerup would bring less advantage than a flying powerup would (there are a lot more levels where climbing walls wouldn't be very useful, many walls are not even obstructions), and I think it wouldn't (or shouldn't) be a very common powerup anyway. Climbing can also be avoided by using spikes in some part of the walls if it was strictly necessary

Also, custom made worlds and stand alone levels already done in th past wouldn't be affected, because they won't have the powerup anyway. Only the worlds and levels that add the powerup would have to think of it (well.. this will happen with any kind of powerup that's added, flying cape too).
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Re: "Ninja" Mushroom

Postby Luiji » 16 Jan 2010 20:42

How about this, why don't we have it so that by default a bunch of levels have Ninja Mushroom boxes that start out only producing red mushrooms. Later on, there could be a secret level in which you hit a switch (like in SMW) that turns these boxes into Ninja Mushroom boxes.

They could also just start out invisible then turn visible, if wanted.

P.S. This is my 50th post! This is only my 3rd day or something!
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Re: "Ninja" Mushroom

Postby mrvertigo27 » 17 Jan 2010 01:33

all things are possible, but i think this idea has been shot down.
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Re: "Ninja" Mushroom

Postby fischus » 24 Jan 2010 20:03

could somebody please tell me exactly how the installation works because i think i did something wrong i can´t find the mushroom anywhere what i mean is i did everything as described still there is something wrong it was said that i have to change something in the level "all" that i have to change one of the boxes something from 25 into 53 the value or whatever (i know what it is i jst don´t want to write the whole salad because you know what i mean but there is no "25" and the ordinary mushroom is 35 and the ninja mushroom too so what to change i´ve also put everything in the right folder made a copy of the small maryo etc. but still nothing changes and don´t worry my knowledge about stuff like that is high enough :D

thanks
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Re: "Ninja" Mushroom

Postby Crabmaster » 05 Feb 2010 19:56

I had an idea Ninja could be a star man replacement. :mrgreen:
Feeling nostalgic for this ol' place!
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Re: "Ninja" Mushroom

Postby Luiji » 05 Feb 2010 20:17

Crabmaster wrote:I had an idea Ninja could be a star man replacement. :mrgreen:


That is an interesting idea. Whenever Maryo hit an enemy, he could slash it with a sword.
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Re: "Ninja" Mushroom

Postby mrvertigo27 » 05 Feb 2010 20:19

well... ok here is what I understand of it. you have to look at the XML of the level and change the value of the mushroom. if running windows notepad can view this file or other OS use the built in text editor.
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Re: "Ninja" Mushroom

Postby MiniV27 » 06 Feb 2010 15:55

Wow, everytime you do something Mrvertigo27 it blows me away a lil more each time. Keep it up Big Bro
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Re: "Ninja" Mushroom

Postby Crabmaster » 06 Feb 2010 16:59

Yes he is awesome. :wink:
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Re: "Ninja" Mushroom

Postby mrvertigo27 » 06 Feb 2010 17:30

ok, I must admit MiniV27 is my brother, now that that is out of the way ... thanks MiniV27, though i'm not sure what it was that blew you away... I still appreciate it.
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Re: "Ninja" Mushroom

Postby Crabmaster » 06 Feb 2010 17:42

I think what blew him away is the fact your able to do a lot. :mrgreen:

I mean you are pretty good at Graphics, not half bad when it comes to levels, and your at least a little smart with the technical stuff. :mrgreen:
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