KTRMAmbiance |
Posted on 11-27-15, 08:58 pm in New Super Mario Bros. Alpha Replica (rev. 18 by KTRMAmbiance on 12-21-21, 08:48 pm)
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Buzzy Beetle
Karma: 929 Posts: 2/394 Since: 11-20-15 |
I've made a replica of the E3 2004 Alpha version of NSMB. This is my first NSMB Hack.
Download here: 1.0: NSMB ALPHA.xdelta 1.1: NSMB ALPHA.xdelta 1.2: NSMB ALPHA.xdelta 1.3: NSMB ALPHA.xdelta 1.4: NSMB ALPHA.xdelta 1.5: nsmb alpha new.xdelta 2.0: nsmb alpha replica.xdelta 2.1 newmario_a_r_2.1.xdelta 2.2: https://nsmbhd.net/get.php?id=pwa9jPNtOY7LO4QP 2.3: https://nsmbhd.net/get.php?id=aDl5Xg5XCWkZ9ms5 2.4: https://nsmbhd.net/get.php?id=oio89eQLEaBRAlMG 2.5: https://nsmbhd.net/get.php?id=r0gz4vklB4cYZOFC 2.6: https://nsmbhd.net/file/I47EPncKuPjmVJzo/nsmbalpha2.6.xdelta EDIT (December 8, 2018): I've got a report that the patch for the version 2.6 was broken, so the link is updated, the new link points to the fixed version. It should now patch correctly. 2.7: https://nsmbhd.net/file/rlKZrqZIYtbTtoDJ/nsmb2.7.xdelta 2.8: https://mega.nz/#!gc4UhAzL!won7XI-hW7rfjMNndfvwrn3gkEUuieKOjgGVYgRjvoQ NOTE: NSMBHD's uploader was being problematic to me (the upload cuts at the middle and Chrome says that the page was either moved or non-existant), so I had to upload the patch to another file sharing site. 2.9: NSMB Alpha 2.9.xdelta 3.0: NSMB Alpha Replica 3.0 Screenshots: _________________________ |
KTRMAmbiance |
Posted on 04-03-16, 02:32 pm in tutorial How to edit NSMB HUD using MKDSCM (rev. 1 by KTRMAmbiance on 08-21-17, 09:54 pm)
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Buzzy Beetle
Karma: 929 Posts: 53/394 Since: 11-20-15 |
EDIT - August 22, 2017: MKDSCM 3 Link Updated
What you need: MKDS Course Modifier 3 (http://forum.wii-homebrew.com/filebase/index.php/Entry/614-MKDS-Course-Modifier/ ) OTHER VERSIONS WILL NOT WORK NSMB Editor A NSMB ROM A MKDS ROM (why it's needed is because MKDSCM 3 can only read MKDS's NCLR, NCGR etc. files, but it can't read NSMB's NCL, NCG etc. files. However it can read NSMB BNCL files) ALWAYS MAKE A BACKUP OF THE FILES BEFORE EDITING! (in case if something goes wrong That's it. If you have any questions related to this, post them here! _________________________ |
KTRMAmbiance |
Posted on 01-21-16, 12:16 pm in Super Mario 64x4 Beta Replica (rev. 10 by KTRMAmbiance on 02-10-19, 04:26 pm)
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Buzzy Beetle
Karma: 929 Posts: 18/394 Since: 11-20-15 |
I made a beta replica of Super Mario 64x4.
DL: 1.0: sm64x4b.xdelta 1.1: 64x4.xdelta 1.2: sm64x4.xdelta 1.3: https://nsmbhd.net/get.php?id=EVkTT8OfemViRwOZ 1.4: https://nsmbhd.net/file/feJFqv4pbtbdajiB/sm64x4_1.4.xdelta Intro fix for this version: https://nsmbhd.net/file/NdVay9l8RF4LF4zO/SM64x4%201.4%20Intro%20fix.xdelta 1.5: https://nsmbhd.net/file/qYtipJgO8LWXn2Ti/sm64x4_15.xdelta NOTE: To apply the intro fix, you have to patch the original (intro-crashing) 1.4 first into a clean SM64DS ROM, then the intro fix patch onto the new ROM. Here are some screenshots: _________________________ |
KTRMAmbiance |
Posted on 05-18-16, 03:38 pm in Official NSMBHD Sanctioned Shitpost Thread
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Buzzy Beetle
Karma: 929 Posts: 72/394 Since: 11-20-15 |
The quick brown fox jumps over the lazy dog.
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KTRMAmbiance | |
Buzzy Beetle
Karma: 929 Posts: 49/394 Since: 11-20-15 |
Here are 2 sprites that we haven't ripped yet:
My rip: _________________________ |
KTRMAmbiance | |
Buzzy Beetle
Karma: 929 Posts: 56/394 Since: 11-20-15 |
And if you look closer, it looks nothing like a parabeetle.
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KTRMAmbiance |
Posted on 04-26-16, 06:50 pm in closed2005 demo replica v1 released NSMB Beta Replica project (rev. 1 by ImageBot on 11-21-16, 03:20 am)
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Buzzy Beetle
Karma: 929 Posts: 60/394 Since: 11-20-15 |
Beta 3D Goomba and Koopa ripped as pre-rendered 2D sprites for use:
As seen in these beta screenshots: _________________________ |
KTRMAmbiance |
Posted on 02-14-20, 04:23 pm in New Super Mario Bros. Alpha Replica
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Buzzy Beetle
Karma: 929 Posts: 301/394 Since: 11-20-15 |
Version 2.8 is out now.
> Improved desert and grass (World 2-3) textures > New Spindrift model > Improved snow background graphics (World 4-2) > Slight level re-designs _________________________ |
KTRMAmbiance |
Posted on 06-15-20, 01:34 pm in New Super Mario Bros. Alpha Replica
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Buzzy Beetle
Karma: 929 Posts: 315/394 Since: 11-20-15 |
That can be done with ASM or some Action Replay codes.
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KTRMAmbiance |
Posted on 08-30-20, 10:06 am in How do i put new backgrounds or tilesets in my hack ?
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Buzzy Beetle
Karma: 929 Posts: 321/394 Since: 11-20-15 |
Post a screenshot of what error you've got, so we can help better.
Also you should describe your issue better; write what you were doing (i.e. clicking "Import" on the tileset editor), and such. _________________________ |
KTRMAmbiance |
Posted on 11-21-22, 10:23 am in No sound effects
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Buzzy Beetle
Karma: 929 Posts: 378/394 Since: 11-20-15 |
Because the instrument samples for all eight world map themes are in one SWAR instead of seperate ones, which makes it too big to fit into the memory so the sound effects mute.
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KTRMAmbiance |
Posted on 12-20-15, 02:36 pm in closed2005 demo replica v1 released NSMB Beta Replica project (rev. 1 by ImageBot on 11-21-16, 03:17 am)
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Buzzy Beetle
Karma: 929 Posts: 9/394 Since: 11-20-15 |
Posted by KingYoshi Ah, okay. Oh, if someone who likes ripping backgrounds happen to see this, this Underwater BG still has to be ripped. _________________________ |
KTRMAmbiance |
Posted on 12-22-15, 06:04 pm in New Super Mario Bros. Alpha Replica
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Buzzy Beetle
Karma: 929 Posts: 12/394 Since: 11-20-15 |
Version 1.2 of this hack has been released.
Changes from 1.1 are: Better backgrounds New HUD More beta levels restored Some of Mario's voice clips have been changed 1-2 and 1-4 are swapped 1-2, 1-5 and 2-1 are now completeable 2-3 is now E3 2005 Grassland Level 2 And a boomload of improvements... _________________________ |
KTRMAmbiance | |
Buzzy Beetle
Karma: 929 Posts: 55/394 Since: 11-20-15 |
World 5 is probably a snowy mountain, because World 5 has a snow theme.
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KTRMAmbiance | |
Buzzy Beetle
Karma: 929 Posts: 78/394 Since: 11-20-15 |
This footage shows more of the underground bonus arena, may be useful for the remake.
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KTRMAmbiance |
Posted on 07-12-16, 10:19 am in Read Post
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Buzzy Beetle
Karma: 929 Posts: 90/394 Since: 11-20-15 |
Block and delete all the porn sites. Isn't this a good idea?
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KTRMAmbiance |
Posted on 03-11-17, 05:47 pm in The (new) "show your desktop" thread
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Buzzy Beetle
Karma: 929 Posts: 150/394 Since: 11-20-15 |
Posted by hamza62240 That's not Windows XP. That's Windows 8 or 8.1 themed to look like XP. _________________________ |
KTRMAmbiance |
Posted on 03-31-17, 01:56 pm in How to edit SBNK files (rev. 3 by KTRMAmbiance on 01-20-18, 06:39 pm)
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Buzzy Beetle
Karma: 929 Posts: 152/394 Since: 11-20-15 |
I've posted this already on DSHack.org, but why not post it here too?
Well, let's start. What you're going to use: MKDSCM 3 or EFE Kiwi DS HxD or any other Hex Editor DS Sound Studio Step 1: Load your ROM with MKDSCM or EFE, and extract your SDAT file. Step 2: Extract your SDAT file to somewhere on your computer. Step 3: Load your SDAT file with Kiwi DS and extract it. The extracted file should appear in the same directory as the SDAT file. Step 4: Load your SBNK file in the hex editor: Step 5: Edit the values accordingly to these: INFO: Attack Rate ranges from 00 to 7F. The value 7F will make the instrument play instantly. The lower the value, the instrument will start quieter and then become the normal volume. Decay rate ranges from 00 to 7F. The value 7F will play the instrument continously with normal volume, and a lower value will make the instrument start playing normally then continue quieter. Sustain rate ranges from 00 to 7F. It's a lot similar to decay rate. Release rate ranges from 00 to 7F. The lower the value, the more the instrument will be echoed. The value 7F will have no echo. Pan ranges from 00 to 7F. Lower value plays the instrument on the left, 40 will play the instrument centered and 7F will make the instrument play on the right. After editing, you can preview how your custom instrument sounds like using DS Sound Studio. Step 6: Load your SDAT file with DS Sound Studio: Step 7: Right click on your SDAT file and replace it with the new one: Step 8: Now save your SDAT file and use EFE to put your new SDAT file in your ROM: NOTE: According to my tests, saving the ROM with MKDSCM causes a crash on games other than MKDS, but EFE works perfectly. So, use EFE for saving the ROM. Hope this helps! UPDATE - December 9, 2017 I've just found a way to add new instruments to SBNK. To do so, when you dumped the SBNK file with Kiwi DS and loaded the SBNK file with an hex editor, just follow this procedure: This is for single SWAV files, For multiple SWAV files, you can replace the three bytes "01 XX XX" shown in the screenshot above, with "11 XX XX". And for adding the details, you can add it like that: S1 S2 S3 S4 S5 S6 S7 S8 YY YY 01 02 03 04 05 06 07 08 09 10 XX XX S1 to S8 are the SWAV IDs, you can use up to 8 SWAVs. YY YY is 01 00. 01 to 10 are the instrument info shown in the screenshot, and you can repeat them with a different info. XX's are always 00. For example: 40 7F 00 00 00 00 00 00 01 00 04 00 01 00 3C 7F 7F 7F 78 40 06 00 00 00 3C 7F 7F 7F 78 40 00 00 In the example above, 40 is the pitch where the SWAV changes. In pitches 0 to 40, the SWAV 04 from the SWAR 01 plays (italicized here). In the pitches above 40, the SWAV 06 from SWAR 00 plays (underlined here). Here's a test video: When looking at to MKDS Beta SSEQ files by converting them to MIDI first, I've found out that the N64 Moo Moo Farm music had an unused track. It's MIDI instrument was "Music Box", which is a synth bass used in the musics of Shroom Ridge, SEQ_CIRCUIT2, final Figure-8/Mario Circuit, etc. Likely a leftover from an earlier version of the music. UPDATE - January 20, 2018 HOW TO ADD/REMOVE DRUMS TO THE DRUM KIT The three bytes starting from 0x238 is usually the pointer that tells where the drum kit is. i.e. For SBNK 73, 0x238 to 0x23A (three bytes) is 10 50 02, which tells that the drum kit starts from 0x250. There the first two bytes is the region. It tells which key pitches will be used, any pitch outside these boundaries are slient. The rest are the drum instruments. You can get more info by dumping the SBNK file with Kiwi DS. To add the missing drums, simply add the instruments (ex. 01 00 05 00 01 00 3C 7F 7F 7F 78 40, which makes 12 bytes), next to the last drum instrument before the next instrument pointer. After adding the new drums, change the second byte of the region (mentioned above) to a higher value, i.e. if it's "20 50", and you added two drums, change it to "20 52". Then, for the instrument pointers that are at the beginning of the file, since drums start from 0x250 (can be different for other SBNKs), anything after 0x250 also needs to be increased. For example, since we've added 2 instruments, one takes up 12 bytes, 12 is C in the hex, two instruments = 24 bytes, therefore being 18 in the hex, so if an instrument pointer is "11 12 05", it's going to be "11 2A 05". Apply the same to the filesize, too. Filesizes are two bytes in each: 0x8 and 0x14. Removing is basically the same as adding, but in reverse. _________________________ |
KTRMAmbiance |
Posted on 12-22-17, 07:25 pm in How to edit SBNK files
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Buzzy Beetle
Karma: 929 Posts: 200/394 Since: 11-20-15 |
This works in pretty much any game.
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