Posted on 07-17-14, 10:45 am in two questions: sprites sets and class ids
Super Mario
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Oh? Cool then, it seems sprites that spawn other sprites do use the Sprite ID.

Please let us know if you find this behavior using other sprites..
Posted on 07-25-14, 07:17 am in How do the Ghost House Stairs work?
Super Mario
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The *view*?? What.

Could you share more details please? I don't see how the view width can affect the stairs...
Posted on 07-25-14, 09:52 pm in solved How do I change the bottom background?
Super Mario
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oh LOL.

These are some files in uiStudio folder. Maybe someone else knows the filenames?

But anyway you won't be able to do much with them, they're made with very very few tiles. For example the bricks background is made with just a few brick tiles repeated all over the place.

What all this means is that you won't be able to replace these backgrounds with any image you want.
Posted on 07-28-14, 01:48 pm in Ask Hiccup
Super Mario
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postcount++ much?

Posted on 07-28-14, 09:31 pm in Error with make and insert (rev. 1 by  Dirbaio on 07-28-14, 09:31 pm)
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Posted by Hiccup
You only need to select the devkitarm part, I think you can uncheck everything else.


DekvitARM AND libnds.

Posted by Stunt_LP
Thanks, now it works. There opens a cmd and there's a lot of text. But at the end it writes "[build]: error 2" and the hack doesn't work.


That "lots of text" is compilation errors, and they tell you what's wrong so you can fix it.

If you post the errors here we'll be able to help you
Posted on 07-29-14, 12:04 am in cancelled Old Retro Mario Bros. (rev. 1 by  Dirbaio on 07-29-14, 09:16 am)
Super Mario
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There's no need to trash cancelled hacks. There's still a download here, and people may still want to download and play the finished part.

People won't find it in the trash

Edit: shit, forgot to reopen the thread.
Posted on 07-29-14, 08:42 pm in NoJumping error
Super Mario
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nsub_021022B4()

It's a function with no parameters.

BTW I think you should learn a bit of c/c++ before trying to do ASM hacking. Most of these are basic C++ errors, and the compilation errors actually tell you what's wrong and in what line
Posted on 08-05-14, 08:51 pm in 1-Letter Swap Game!
Super Mario
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The cake is a LIE!
Posted on 08-10-14, 12:10 pm in No$gba debugger is now freeware!
Super Mario
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You can view and edit the ram, registers, vram, io ports, etc. Most useful is you can put breakpoints in the code, and also in ram addresses so you can see where in the code is a value read or written.
Posted on 08-11-14, 07:51 pm in Help/Question Asking Thread
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There are some tables in Overlay 0 that map tileset slots to file IDs. These different tileset slots point to the same files, that's why they're "linked", they're in reality the same tileset.

You can try hex-editing these tables to change the associations, you can make a tileset point to some minigame NARCs so you get more files (Currently there's no easy way to add files to a ROM)

See NSMBe source about the tables:

https://github.com/Dirbaio/NSMB-Editor/blob/master/NSMBe4/ROM.cs#L223
Posted on 08-11-14, 08:15 pm in Poliwager Extange Thread
Super Mario
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Poliblarg Adoptblargles? What the blarg is this.
Posted on 08-12-14, 03:01 pm in Warp cannon problem (rev. 1 by  Dirbaio on 08-12-14, 03:02 pm)
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> blocked my game on the new editors.

lol yeah, of course skjderp thinks everything I do is because of him. He thinks he's the center of the world

For the record, I didn't even know (or care, either) that he changed the gamecode in his hacks. I improved the editor so it wouldn't crash editing NSMB levels on a non NSMB rom. And of course the best way to detect if a rom is NSMB is the gamecode.

I'm laughing my ass out now.
Posted on 08-15-14, 05:21 pm in The New NSMBHD!
Super Mario
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I'm not going to implement that, sorry Guest posting sucks.

By the way I still don't have an official name for the board software
Posted on 08-18-14, 06:22 pm in Useful stuff for NSMB hacking
Super Mario
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IDA Pro for ASM hacking too.

Shame it's not free
Posted on 08-22-14, 11:14 pm in released Dirbaio's Background Tiler v1.0 (rev. 1 by  Dirbaio on 08-23-14, 12:00 am)
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 ray: I got your image, I'm not read, I'm trying to fix the bug. ASDASDASD
 TRS: yay

Also I have a few improvements to the algortihm in mind to use tile flipping and the two palettes, that could result in even more improvements to quality. But they'll come later...

EDIT: FIXED!
I fixed  ray's bug and also another bug that caused .nmb's to get corrupted when using it on Windows.

EVERYTHING SHOULD WORK AWESOME NOW.
Posted on 09-06-14, 01:43 pm in List of ALL files in the old uploader (rev. 2 by ImageBot on 11-21-16, 03:09 am)
Super Mario
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Here's a list of all the public files in the old uploader. Sorted by category and then by date.

The uploader was NEVER intended to be used as a "dropbox" for people's files, it sucked for that purpose, plus it's full of random stuff. It's too much waste of space.

This is why I'm repurposing the uploader, in the new board software it's just a way to attach files to posts.

Since some people have been complaining that the file list is gone, here it is.

Super Mario
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Yeah, that case is very tricky. You have to ensure that when the piranha plant sprite gets onscreen and gets spawned, the platform is under it... It's hard to do it reliably because the player can move the camera and cause the sprites to spawn at different times, and it won't always work

Nintendo does it in 2-6, but it works fine because the camera there is autoscrolled, so it does not depend on what the player does.
Super Mario
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Every 16x16 tile is composed of 4 8x8 tiles from the tileset graphics, you can change these in the Map16 tab of the tileset editor. Additionally, every 16x16 tile has a "tile behavior" you can change in its corresponding tab.

BUT, about the "custom pipe". The tile behaviors don't control whether the tile displays on top or under sprites

The reason for this is that the level tiles are all rendered in one BG layer, while most of the sprites are drawn in the 3D layer, which has higher priority than the level layer. I think the SNES has per-tile priorities, that's probably how they do the pipes in SMW, but the DS doesn't have this thing.

So what Nintendo did to fix this is draw the pipes as 3D polygons on top of the sprites. The files for these are 3D textures, stored in polygon_unit. The Map16 tile numbers for these are hardcoded: there are some map16 tiles that magically draw a 3D texture. They did this for pipes, quicksand, the ending castle, the unused water in tileset 0, the fences and maybe more stuff.

So it's not easy to create your own pipes, the only way to do it is with ASM hacking creating your own 3D texture, adding it, loading it and having it display on your map16 tile numbers. I'm not sure how easy it is, it's not been done yet...
Posted on 09-18-14, 06:52 pm in DSHack.org is alive!!!!!
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Back to the crappy IPBoard software? Um, ok.

Anyway, cool
Posted on 10-05-14, 01:00 am in The Stupid Feature Thread! (rev. 1 by ImageBot on 11-21-16, 03:05 am)
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Posted by shaddow24
The shape of Peach's crown in this picture:


Derp.


Well, agreed. These 3D models look sometimes bad when rendered at such small resolutions.