raocow wrote:I heard that we can change enemy properties using fairly simple codes, right?
I thought that maybe it could be our change to have, like, essentially 'different' enemies, using unused ideas and stuff like that. So we could use the smb1 goomba for the 'goomba type enemy', and I dunno make a faster enemy or something with the smb3 guy, things like that. Basically, use it as an opportunity to expand.
Mind you, I'm not exactly sure what are the limits with this, or if the two 'kinds' of goombas (for example) are actually coded seperatly, or what.
Unfortunately, I don't actually know Visual Basic, so I can't say for sure what the limits are and stuff, but I do have the code and can look up how to decipher it, edit it, etc. Hopefully, after A2MT is finished, I'll know enough to give some definite answers.
I don't think it'll take me long to learn VB since I know several programming languages at least somewhat already, including java and ASM.
Edit: After reading the Editor Help included with SMBX, I think it will be easy to edit and possibly even add enemies and possibly blocks too. I'll test and come back with a definite answer as to what is possible, but it shouldn't be hard from what I can tell.
Edit 2.0: I know that you can edit NCP/enemies pretty easily, but it will only affect that level. This could be good if one person wants fast Goombas that can be jumped on, but someone else wants invincible Goombas. There's a total of 292 NPCs that can be edited. I don't know how to add new ones.
I'm thinking blocks can be done the same way, but am still testing this. I already found out that you can easily make what some hacks can't without ASM blocks. You can make a level switch from icy/swimming/etc to normal and vice versa by simply hitting one block, no extra coding needed.