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Posted on 10-23-16, 09:42 pm in Super Mario Bros. Next - A NSMB2 Mod
Nipper Plant


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Posted by poudink
The video looks blurry

Watch in 720p/1080p 60.
Posted on 12-09-16, 10:35 pm in how do i patch xdelta files on android?
Nipper Plant


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To patch a file, you must use the same ROM the patch uses.
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


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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!
Posted on 07-01-17, 11:18 pm in mini-hackfinished New Super Mario Bros. Plus
Nipper Plant


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that music is a godsend
Posted on 12-08-17, 05:27 am in Newer Super Mario Bros. DS
Nipper Plant


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Please tell me you're kidding.
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


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Since: 08-17-15
Disable Timer
repl_020A2768:
BX      LR


Disables the timer from decreasing, allowing for infinite time.
Posted on 08-17-15, 01:27 am in New Super Luigi Bros.
Nipper Plant


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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.
Posted on 09-27-15, 03:13 am in The single levels thread!
Nipper Plant


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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
Posted on 10-05-15, 02:36 am in New Super Mario Bros - Summer Special
Nipper Plant


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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
Posted on 03-28-16, 09:13 am in Newer Starshine (rev. 5 by newluigidev on 03-29-16, 07:56 am)
Nipper Plant


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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:
Posted on 04-04-16, 04:15 am in Newer Starshine (rev. 3 by newluigidev on 04-04-16, 04:41 am)
Nipper Plant


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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
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


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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.
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


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Why are there lines in the substances?
Nipper Plant


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If you've got an Wii U, its hackable too. Try hacking it!
Posted on 08-12-16, 09:59 pm in Ultra Super Mario Bros.
Nipper Plant


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God. Those tile errors make me cringe... (Reminds me of my old hacks)
Posted on 08-22-16, 09:29 am in ATTN the internet justice team (aka RVL riot)
Nipper Plant


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This place is specifically made for NSMB hacking, not winging and whining about a ban.
Posted on 09-27-16, 01:49 am in New Super Mario Bros. 2 Hacking Thread!
Nipper Plant


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Here's another tutorial, on how to make multi-channel music!
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


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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;
        }
}
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


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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;
        }
}
Posted on 04-16-18, 03:11 am in Make Mario's states do nothing?
Nipper Plant


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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?
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