newluigidev |
Posted on 10-23-16, 09:42 pm in Super Mario Bros. Next - A NSMB2 Mod
|
Nipper Plant
Karma: 2406 Posts: 172/417 Since: 08-17-15 |
Posted by poudink The video looks blurry Watch in 720p/1080p 60. |
newluigidev |
Posted on 12-09-16, 10:35 pm in how do i patch xdelta files on android?
|
Nipper Plant
Karma: 2406 Posts: 208/417 Since: 08-17-15 |
To patch a file, you must use the same ROM the patch uses.
|
newluigidev |
Posted on 03-12-17, 08:30 pm in Misc. patches thread (rev. 1 by newluigidev on 03-12-17, 08:45 pm)
|
Nipper Plant
Karma: 2406 Posts: 251/417 Since: 08-17-15 |
Ground Pounding on Koopas Defeats Them
nsub_020DDEEC_ov_0A: B 0x0209CBF8 Originally, Koopas would act like they were stomped on and kicked if they were ground-pounded on. Now, it defeats them! |
newluigidev | |
Nipper Plant
Karma: 2406 Posts: 270/417 Since: 08-17-15 |
that music is a godsend
|
newluigidev |
Posted on 12-08-17, 05:27 am in Newer Super Mario Bros. DS
|
Nipper Plant
Karma: 2406 Posts: 300/417 Since: 08-17-15 |
Please tell me you're kidding.
|
newluigidev |
Posted on 02-03-18, 03:08 am in Misc. patches thread (rev. 1 by newluigidev on 02-03-18, 03:08 am)
|
Nipper Plant
Karma: 2406 Posts: 334/417 Since: 08-17-15 |
Disable Timer
repl_020A2768: BX LR Disables the timer from decreasing, allowing for infinite time. |
newluigidev |
Posted on 08-17-15, 01:27 am in New Super Luigi Bros.
|
Nipper Plant
Karma: 2406 Posts: 1/417 Since: 08-17-15 |
My first ever hack, New Super Luigi Bros! This hack will feature Luigi as P1, and will require you to finish each level in 100 seconds! Each levels is a complete remix, from scratch of the original levels from New Super Mario Bros. Luigi has his scuttle jump technique first seen in Super Mario Bros. 2 for the NES. I will release the World 1&2 beta later.
|
newluigidev |
Posted on 09-27-15, 03:13 am in The single levels thread!
|
Nipper Plant
Karma: 2406 Posts: 4/417 Since: 08-17-15 |
I've got a custom level. Its my first, so don't expect much. I was making a full-fledged hack, but I realised I should just make single levels until I get good at it, then create a full hack
Anyway here's the video: https://youtu.be/oZjVxGORiDE |
newluigidev |
Posted on 10-05-15, 02:36 am in New Super Mario Bros - Summer Special
|
Nipper Plant
Karma: 2406 Posts: 11/417 Since: 08-17-15 |
Posted by MarioFanatic64 Just had a play. A few small errors here and there, particularly with tiles and sound effects but everything's in working order, and it's more than I'd expect from a new hacker. Good job! I hereby move the thread to NSMB Hacks, and I will also add it to the list of Finished Hacks. By the way, I encourage you to try making a longer hack. You've got potential. Ok! I've been playing Clone Tag Team 2 all day and i'm geting vibes of inspiration |
newluigidev |
Posted on 03-28-16, 09:13 am in Newer Starshine (rev. 5 by newluigidev on 03-29-16, 07:56 am)
|
Nipper Plant
Karma: 2406 Posts: 35/417 Since: 08-17-15 |
Here it is, World 1 Beta! (v0.1)
Download: This version is a simple update that fixes most minor things stated (flaws, of course) in newsuperhackboys' review of v0.1. Download v0.1.1: Trailer: |
newluigidev |
Posted on 04-04-16, 04:15 am in Newer Starshine (rev. 3 by newluigidev on 04-04-16, 04:41 am)
|
Nipper Plant
Karma: 2406 Posts: 48/417 Since: 08-17-15 |
This is v0.1.2, a update and a revision of v0.1.1.
It includes: - A better 1-3 - A less confusing 1-Tower - A simplified 1-5. - 1-A's 3rd Star Coin is now easier to get. (P-Switch) Download v0.1.2 |
newluigidev |
Posted on 04-10-16, 08:49 pm in Add texture to a model? (rev. 1 by newluigidev on 04-10-16, 09:24 pm)
|
Nipper Plant
Karma: 2406 Posts: 60/417 Since: 08-17-15 |
I don't want to sound silly, but have you tried importing the same texture for when the Fly Guy(s) aren't hit, and using it on all of the texture slots?
Edit: I've tried the above, but now, it inverts the other palette (even though I copied and pasted the textures used before he is jumped on) and it takes the old non-replaced Fly Guy's texture of blue and inverts it. |
newluigidev |
Posted on 04-15-16, 06:39 am in Rips from Newer NSMB Titles (rev. 1 by newluigidev on 04-15-16, 06:40 am)
|
Nipper Plant
Karma: 2406 Posts: 62/417 Since: 08-17-15 |
Why are there lines in the substances?
|
newluigidev |
Posted on 07-06-16, 03:45 am in NSMB2 Hacking with the 11.0 oot haxx/ninjhaxx and reggie nex
|
Nipper Plant
Karma: 2406 Posts: 136/417 Since: 08-17-15 |
If you've got an Wii U, its hackable too. Try hacking it!
|
newluigidev |
Posted on 08-12-16, 09:59 pm in Ultra Super Mario Bros.
|
Nipper Plant
Karma: 2406 Posts: 151/417 Since: 08-17-15 |
God. Those tile errors make me cringe... (Reminds me of my old hacks)
|
newluigidev |
Posted on 09-27-16, 01:49 am in New Super Mario Bros. 2 Hacking Thread!
|
Nipper Plant
Karma: 2406 Posts: 167/417 Since: 08-17-15 |
Here's another tutorial, on how to make multi-channel music!
|
newluigidev |
Posted on 12-15-17, 09:53 am in NSMBU Coin Challenges! (rev. 3 by newluigidev on 12-15-17, 10:58 pm)
|
Nipper Plant
Karma: 2406 Posts: 306/417 Since: 08-17-15 |
Just a small ASM hack I decided to make. Thought'd be cool. The current code plays the danger SFX at 4 coins, and kills Mario/Luigi at 5 coins. Every time you start a level, coin count is set to 0. You can change the 4 & 5 to increase/decrease how many coins it requires to play the warning SFX & kill Mario/Luigi.
Download .zip: https://nsmbhd.net/get.php?id=VR6UnmtEO86jbP5k Video: Code: #include "nsmb.h"
int coinCounter = 0; int dangerCounter = 0; int* coins (int*)0x0208B37C; void hook_0200696C_main() { *coins = 0; coinCounter = 0; } void hook_0211F83C_ov_0A() { if (coinCounter == 4) //Change 4 to a different number to play the danger SFX at that specific coin amount. { if (dangerCounter < 100) { ++dangerCounter; } if (dangerCounter == 100) { PlaySNDEffect(0x13D, 0); dangerCounter = 0; } } } void hook_02020354_main() { MarioActor* mario = (MarioActor*)getPtrToPlayerActor(); //Pointer to MarioActor struct. ++coinCounter; if (coinCounter == 5) //Change 5 to change how many coins it takes to kill Mario/Luigi. { mario->DeathState = 0x21197FC; //Kills Mario. 0x21197FC is normal death animation. coinCounter = 0; } } |
newluigidev |
Posted on 01-27-18, 09:02 am in Misc. patches thread (rev. 1 by newluigidev on 01-27-18, 09:17 am)
|
Nipper Plant
Karma: 2406 Posts: 330/417 Since: 08-17-15 |
Change Starman Duration
Download: https://nsmbhd.net/get.php?id=9vqA1VdapNF1N38F Code: #include "ndstypes.h"
bool longerStar = false; u32 hook_020FD1D4() { u32* StarTimer = (u32*)0x0208B350; if (*StarTimer == 0) { longerStar = false; } if (*StarTimer == 0x258 && longerStar == false) { longerStar = true; *StarTimer = 0x3C0; //Change this value to change the Starman's duration (Currently set to the lenght of Super Mario World's starman duration, or 16 seconds). } if (*StarTimer == 0x258 && longerStar == true) { return *StarTimer; } } |
newluigidev |
Posted on 04-16-18, 03:11 am in Make Mario's states do nothing?
|
Nipper Plant
Karma: 2406 Posts: 343/417 Since: 08-17-15 |
I've found the code for ground-pounding and wall-kicking, and I'd like to remove these abilities. How would I do that? I tried having the functions simply return, but it caused crashing. (kinda expected) Any ideas?
|
newluigidev |
Posted on 05-01-18, 05:22 am in Super Mario Bros - A Classic Adventure!
|
Nipper Plant
Karma: 2406 Posts: 344/417 Since: 08-17-15 |
Just going to say this now. This hack will be making a return, and this time, "classic" will have more of a meaning to the game than just a phrase.
|