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Posted on 12-07-11, 12:31 am in End of the world in 2012?
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1248/4458 Since: 06-08-11 |
NooOOoo... Global warming is not a hoax! XD
Maybe some people exagerate it, but it's there guys. What's up with you Americans? xD |
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Posted on 12-14-11, 05:26 pm in Ferrets World
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1275/4458 Since: 06-08-11 |
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Posted on 08-07-12, 01:48 am in The Ask Dirbaio™ Thread!
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 2109/4458 Since: 06-08-11 |
> Are you my mom?
I hope not. |
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Posted on 08-07-12, 11:54 pm in HEY! YOU! What are you doing in the trash!?
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 2158/4458 Since: 06-08-11 |
Lol, that's what I'll do now
![]() This deserves it. |
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Posted on 08-24-12, 01:17 am in Tileset List (rev. 1 by ImageBot on 11-21-16, 02:26 am)
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 2364/4458 Since: 06-08-11 |
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Posted on 09-11-12, 04:56 pm in Custom Level Not Loading
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 2537/4458 Since: 06-08-11 |
Posted by NsmB_PrO Ah. So you were replacing the entire SDAT file, not just changing the music in the level. That's another thing. Of course the SDAT file is always in use. lolol. |
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Posted on 09-13-12, 06:45 pm in World map icons.
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 2549/4458 Since: 06-08-11 |
Wrong.
Palette is UI_O_1P_course_select_o_ud_ncl.bin. It's NOT compressed: Compress it before opening, and decompress before closing. And check "16 color" checkbox before clicking Add all. |
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Posted on 10-02-12, 06:35 pm in No more sprite set limitation in MvsL! (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 2611/4458 Since: 06-08-11 |
Whoa lol I explained this somewhere.
Download the ASM patch template, add a file named something.s in the source folder, paste the ode in it. Then put a NSMB U rom in the folder, and compile and insert with NSMBe. EDIT: You need to have devkitPro installed. ![]() |
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Posted on 12-09-12, 04:58 pm in ASMB - Adventure Super Mario Bros.
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 2976/4458 Since: 06-08-11 |
Posted by nanopulga Im stupid ![]() |
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Posted on 03-25-13, 05:34 pm in bug About "Find" tool
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3199/4458 Since: 06-08-11 |
The find tool sucks. I propose removing it.
Who uses it anyway? lawl. |
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Posted on 04-02-13, 05:46 pm in How do you import backgrounds into empty slots?
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3212/4458 Since: 06-08-11 |
wait wait wait.
Backgrounds don't use one file ID, they use THREE. So if you enter file ID 123, then it will use files 123, 124, 125. So you have to use three unused files with consecutive IDs |
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Posted on 04-03-13, 04:44 pm in We need a new project leader. (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3216/4458 Since: 06-08-11 |
I really don't like this "leader" idea. For three reasons.
First: Do we really need a leader? A leader is someone who "leads" the project and makes decisions. We don't need that, we can simply discuss stuff and make a thread for voting if needed. What we DO need is people that actually make levels, tilesets, whatever. We don't need "a leader". Second: This WILL cause problems and conflicts, people getting upset and so on. See what happens at SMG2.5... People might not like the leader's decisions or whatever. If we decide everything by discussing it and/or with polls, there's no such problem. Third: People go mad with power and say "BWAAAH this is a bad leader elect me I'm a better leader" and more problems and drama arise, with half the board supporting one leader and the other half the other one. It's stupid, dangerous and very likely to happen. (Same thing applies to all the "section leads" that were selected a while ago. I never liked that either) So yeah I think making a "new leader election" is a VERY bad idea. Please discuss. |
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Posted on 04-07-13, 05:31 pm in Tileset List (rev. 1 by ImageBot on 11-21-16, 02:34 am)
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3229/4458 Since: 06-08-11 |
Screenshot of the tileset. (It's the same one as before)
![]() It's not in the list because it's not a very good tileset, for quite a few reasons. - It is flat gray. No colors at all... - You fell into the trap of "pillow-shading". Tiles look too flat, they don't have lighting and volume. - Lacks lots of blocks... IMO you have to improve the tileset a fucking lot before it can be included. As it is now, a level made with it would'nt look good enough ![]() And I think others agree with me. |
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Posted on 05-03-13, 08:03 pm in bug World 6-Castle Area 3 missing on non-US versions
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3289/4458 Since: 06-08-11 |
Posted by Freeze So why are we using the (U) ROM as the main one. In my eyes it would be better then, if we all start to use the (E) one from now on. ![]() Because... uh.. we have an IDB database with hundreds of identified functions in the U rom, and none on the E rom... Merp. Yeah we could start all over. But blargh. |
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Posted on 06-10-13, 05:24 am in Newer Super Mario Bros Wii has been released! (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3393/4458 Since: 06-08-11 |
So yes, this site is about NSMB DS hacking, but this is big enough to post it here: Newer Super Mario Bros Wii has finally been released, after being 3 years in the works by the Newer Team!
If you still don't know what this is, check it out right now! It has full new levels, world maps, tilesets, powerups, and much more! Download it at the Newer official site! And this reminds me we should get the Community Remix going. <_< ![]() |
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Posted on 06-24-13, 06:43 pm in Editing Logo (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3452/4458 Since: 06-08-11 |
There's no excuse in keeping stuff secret.
If your hack being better depends on you knowing stuff and not sharing it, then you're doing something wrong. That's why all the code for the nsmbcr is open source on my github, for example. |
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Posted on 07-01-13, 08:04 pm in v3.1 Super Mario Bros. - The New Worlds
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3481/4458 Since: 06-08-11 |
Pictures and all do look cool
![]() I suggest you find a more original name though. "New Super Mario Bros <insert number here>" is not cool at all. Also I'm sure someone will come and say "I USED NUMBER 7 FIRST LOLZOR" |
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3535/4458 Since: 06-08-11 |
Yeah, pretty much all of these are listed in the Sprite DB.
So you've mostly reinvented the wheel. Congratulations ^.^ |
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Posted on 07-27-13, 08:46 pm in Who Loves Dirbaio?
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3552/4458 Since: 06-08-11 |
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Posted on 08-03-13, 10:53 pm in No more sprite set limitation in MvsL! (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 3582/4458 Since: 06-08-11 |
Okay, new version of the code.
This time it works by not loading the hardcoded sprite sets at all. It doesn't load overlay 53 at all either. So now you're free to set anything in any sprite set. Including sprite set 16. End of level flag and Bowser Jr. are confirmed to work. Other bosses probably will crash because the particle crap. (The same reason as bosses crash on other levels than the originals) Also hex editing Overlay 53 in the overlay table isn't needed anymore since it's not even loaded. We also had to put more patches so it wouldn't load the NARCs (they aren't even used now!). Otherwise it would run out of memory. So this is the code: @ Replaces calcFileId
nsub_02009394: mov r0, r0, LSL#16 mov r0, r0, LSR#16 @If file is NARC-only, lets pray the right NARC is loaded... tst r0, #0x8000 bxne lr ldr r1, =0x02085D04 ldrsh r1, [r1] add r0, r0, r1 mov r0, r0, LSL#16 mov r0, r0, LSR#16 bx lr @Force Tileset 2 to be loaded repl_020B39C8: repl_020B3A80: repl_020AE018: repl_020AE070: repl_020AE184: repl_020AE1B8: @I have no idea what this is? bx lr repl_020AF9EC: mov R0, #0 @Free something. This is probably good. repl_020B3C4C: bx lr @Disable spawning of initial VS Battle Star repl_0209C4E0: @Force all player animations to be loaded (plnovs) repl_02020738: @Delete the hardcoded load overlay calls. repl_021535BC_ov_34: repl_021535C4_ov_34: repl_021535CC_ov_34: repl_021535D4_ov_34: repl_021535DC_ov_34: @Delete ov53:createOv53Heap() call repl_021535EC_ov_34: @Delete the hardcoded unload overlay calls. repl_02152C34_ov_34: repl_02152C3C_ov_34: repl_02152C44_ov_34: repl_02152C4C_ov_34: repl_02152C54_ov_34: @Delete ov53:destroyOv53Heap() call repl_02152C2C_ov_34: bx lr @Patch ov53:getPtrToOv53Heap() calls @If result is 0, it will just use the default heap, which _should_ be fine. repl_021535F0_ov_34: repl_02153600_ov_34: mov R0, #0 bx lr @============== @ NARC STUFF @ NARCs suck, since we arent using them we should reaaally not load them. @ Otherwise bye bye free RAM. @ loadNarcForLevel nsub_02018B40: bx lr @ Dont load dat_2d and dat_enemy repl_021535FC: repl_0215360C: bx lr |