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Posted on 01-10-15, 12:33 pm in How to edit the 'Bowser fade screen'?
Fire Brother
Eugene

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Er, I don't know how I should call it, so I'll call it the Bowser face screen.
I mean this:
Posted on 02-10-15, 07:07 pm in Volcano BG problem
Fire Brother
Eugene

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I wanted to change the background Volcanoes 2 to this:


The background (well, except the clouds) looks good in NSMBe.


But in the game the volcanoes look weird.
This is as well at Background 15 (W8-8) as Background 56 (W8-7).
Posted on 04-25-15, 02:33 pm in implemented Line Platform Tile Behaviours not in NSMBe
Fire Brother
Eugene

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In the Tileset Editor, at the tab 'Tile Behaviours', there are lots of Parameters called 'Unknown'.
When I was editing the Tileset of W7-1, I saw that many of the Unknown Parameters are the W7-1 lines where Platforms can move on.


I think it would be more convenient for NSMBe editors if the unknown parameters would get a recognizable name.
Posted on 05-14-15, 11:13 am in Sprite database overhaul (rev. 1 by  KingYoshi on 05-14-15, 11:13 am)
Fire Brother
Eugene

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There are sprites with unused options, like a Pipe Piranha Plant that spits more than one fireballs,
or a Blooper which tries to avoid Mario instead of chasing Mario. In the Sprite options, there used to be comments which told that a option was unused, but now, those comments are deleted. I think it's important information that a sprite option is unused or not. So I've set them back.

EDIT: These comments weren't deleted at all unused sprite options though.
Posted on 05-18-15, 03:17 pm in closed2005 demo replica v1 released NSMB Beta Replica project (rev. 1 by ImageBot on 11-21-16, 03:15 am)
Fire Brother
Eugene

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Small rip:
I ripped the Desert-platform-things 'Bump-from-below red floor' from the Beta.

I_m_yuka.nsbtx
I_m_yuka_hidari.nsbtx
I_m_yuka_migi.nsbtx
Posted on 05-27-15, 05:09 am in Super Mario Bros. Within the Limit!
Fire Brother
Eugene

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Wow! I really like your Desert background. It is much better than the one I posted on the Rips from Newer NSMB Titles thread. Your other graphics are also nice. I'd also like to see a video
Posted on 06-11-15, 06:17 pm in suggestionsprite data Add support for list boxes
Fire Brother
Eugene

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Posted by Hiccup
Why wouldn't you like it?

And it doesn't need to be a replacement.


Sorry for the late reply

I don't know how to describe why I wouldn't like a list box.
I just prefer checkboxes (if there are 2 options) and lists (if there are 2> options).

A list box also will take up more space than a list.
Posted on 06-13-15, 09:13 pm in NSMBe DS Newest version?
Fire Brother
Eugene

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Cool!
Posted on 06-24-15, 10:45 am in NSMB Worldmap Editor
Fire Brother
Eugene

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Wait, what about the path of Bowser Jr?
Posted on 07-15-15, 10:58 am in Camera settings view
Fire Brother
Eugene

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I don't get how those camera and special camera offsets work at the view settings, and I couldn't find a tutorial about it.
Posted on 07-20-15, 12:23 pm in Stupidest posts on social media (rev. 2 by  KingYoshi on 07-20-15, 12:33 pm)
Fire Brother
Eugene

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People like 'Person 1' in the following chat are also very annoying.
(It's from a Messenger chat that a friend of mine had with someone else a few days ago)
I can't really explain the thing that's so annoying of that person.

Person 1: Heyy

*Person 1 calls Person 2*
*Person 2 declines call*

Person 2: I can't pick up now
Person 1: Oh yeah, wait, you're at school now xD
Person 2: Yes
Person 1: That's why you can't pick up
Person 2: Indeed
Person 1: Because then you get caught, lol
Person 2: Yes
Person 1: You're on Facebook illegally, lol
Posted on 07-21-15, 03:12 pm in Misc. patches thread (rev. 3 by ImageBot on 11-21-16, 03:16 am)
Fire Brother
Eugene

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Posted by Sharks

Power-upValueNote
Normal Mario00
Super Mario01
Fire Mario02
Mega Mario03Useless
Mini Mario04
Shell Mario05


I'm not sure if it's a good idea to change this value, because if Mario has the required Power-up for the secret worlds, he takes the path where only Mini Mario fits after you defeated the boss.

EDIT: I just tested something. I changed the HP damage of Mummy Pokey so that you have to ground pound/stomp 5 times. But unfortunately if you groundpound on him 1 time and then stomp 1 time (or in opposing order), he'll be defeated too.
Posted on 08-08-15, 07:32 pm in Rips from Newer NSMB Titles
Fire Brother
Eugene

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Here it is  8SomaCruzes.

Instead of a screenshot, here's a video that shows how the tilesets look in-game:






Credit to  RoadrunnerWMC, for making the script which made it possible to rip these tilesets.
You may also credit me for making the tileset, but this is not obliged.
Fire Brother
Eugene

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The thread's title contains the important stuff.


Posted on 08-12-15, 10:40 am in Let's recommend Toad for the next Eurovision Song Contest (rev. 1 by  KingYoshi on 08-12-15, 02:36 pm)
Fire Brother
Eugene

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I know right
But I think that person has damaged his vocal cords to make that video

EDIT: And why is noone choosing the last option?
Posted on 09-13-15, 12:50 pm in Super Mario Maker Megathread
Fire Brother
Eugene

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Has anyone rescued Peach yet? I heard from a friend of mine who has 'Super Mario Maker' that there's always a Sorry-but-the-princess-is-in-another-castle-Toad after finishing a castle level.
Posted on 10-19-15, 01:58 pm in tutorial NSMB Sound & Music Hacking Guide
Fire Brother
Eugene

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How did you get the extracted SDAT file?
If you just extracted the file with NDS Editor and didn't do anything with the filenames after that, I may know the cause of the silence.

If you extract a SDAT file, the files will be listed alphabetically in Windows Explorer.
This is not the right order of the files.

If you take a look at the files in NDS Editor or VGMTrans, you'll see that the files aren't ordered alphabetically there.

If this is the problem, you'll have to rename the files, so that the files will be ordered the way they have to be. The easiest way to do that is setting numbers before the original file name.

Example:
'00 BGM_VS_CHIJOU.sseq'
'01 BGM_TRIDE.sseq'
'02 BGM_MUTEKI.sseq'
etc.


I hope this solves the problem.

(^^ There really should be an editor which does all this when extracting an SDAT file.)


Edit: just noticed that NDSEditor seems to automatically sort the wrong file folders into the wrong part of the Sdat (e.g. the SSAR files in the SBNK part). I'm currently not sure how to rearrange the files correctly.


You don't have to worry about this. The words 'SSAR' and 'SBNK' are probably swapped by accident. If you're going to rearrange the files, then the SDAT will definitely not work.
Posted on 10-25-15, 01:58 pm in release More Super Mario "Bras." DS
Fire Brother
Eugene

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I can see that you've spent much time at making that first post xD. What I really like is that it kinda looks like those games advertisement leaflets, with those screenshots and encouraging descriptions which show what to expect in this hack and make you wanting to play this game.

I also haven't played it yet, but I definitely will.
Posted on 10-27-15, 09:32 pm in tutorial How to copy a 'web page link' or URL?
Fire Brother
Eugene

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Posted on 11-15-15, 04:47 pm in music hacking 'Note slide disappear' problem
Fire Brother
Eugene

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When I convert a MIDI to SSEQ, note slide effects like volume slides, pitch slides etc. seem to get lost in-game.
I think this is caused by one of the programs I use to convert MIDIs: Anvil Studio or midi2sseq.

I’ll show what I mean with those note slide effects using some examples.

Example 1: The high sound at the ‘NSMB Ghost House’ music contains pitch slides. If I convert the SSEQ to MIDI, and then convert the MIDI back to SSEQ using Anvil Studio and midi2sseq, the pitch slides disappear.
With slides: http://youtu.be/h7TsvISirkE
Without slides: ghosthouse_without_slide.mp3

Example 2: The World 8 music also contains a pitch slide, used by the lava-ish instrument. If I convert the SSEQ to MIDI, and then convert the MIDI back to SSEQ using Anvil Studio and midi2sseq, the pitch slide disappears.
With slides: http://youtu.be/cRE6se-MEew?t=8s
Without slides: W8_without_slide.mp3


This is the way I convert MIDIs to SSEQ:
_Opening the MIDI in Anvil Studio
_Choose option 'Export MIDI-Format 0 file…' *
_Converting the MIDI to SSEQ using midi2sseq
_Replace 'BGM_X.sseq' with the SSEQ I just made in the sound_data map
_Make a SDAT file with NDS Editor (kiwi.ds)

*This could be the cause of the problem, but if choose the regular 'Export' option, midi2sseq.exe will crash if I try to convert the MIDI.

I hope there's someone who knows a solution for this.
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