KTRMAmbiance |
Posted on 01-14-18, 08:44 pm in An Off-Topic Question
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Buzzy Beetle
Karma: 929 Posts: 205/394 Since: 11-20-15 |
Karma is sort of like a score, it increases when:
- You make posts - You make threads - One of your posts get +1'd - Users go to your profile page and clicks the Up arrow that's next to your karma number (increased by 5 by regular users, by 10 by moderators and by 15 by admins and higher) It decreases when: - Your posts get deleted - Your threads get trashed or deleted - Users go to your profile page and clicks the Down arrow that's next to your karma number (increased by 5 by regular users, by 10 by moderators and by 15 by admins and higher) Karma doesn't have any effect in overall, actually. _________________________ |
KTRMAmbiance |
Posted on 01-23-18, 08:41 pm in Help/Question Asking Thread
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Buzzy Beetle
Karma: 929 Posts: 209/394 Since: 11-20-15 |
You can play SWAV files in SWARs using MKDS Course Modifier.
Alternatively, you can extract SWARs as SWAVs or WAVs using Kiwi DS. _________________________ |
KTRMAmbiance |
Posted on 01-24-18, 06:16 pm in Help/Question Asking Thread
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Buzzy Beetle
Karma: 929 Posts: 211/394 Since: 11-20-15 |
You can convert them to .wav using MKDS Course Modifier; open the SDAT, go to a SWAR, right click the SWAV and click "Extract as WAV".
For Kiwi DS: open the SDAT, right click a SWAR and click "Extract as WAV files". As for changing the SFX, you can extract your desired SWAR as SWAVs using Kiwi DS, take a sound effect you want to implement in-game (it must be a .wav file), convert it to SWAV using wav2swav. Then you can repack the SWAR using swav2swar, but replace the original SWAV file that you want to replace, with your new one. _________________________ |
KTRMAmbiance |
Posted on 04-21-18, 07:52 am in how to edit the Game Over screen?
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Buzzy Beetle
Karma: 929 Posts: 222/394 Since: 11-20-15 |
The files are:
/uiStudio/d_2d_UI_O_1P_gameover_o_u_J.ncg.bin (texture) /uiStudio/d_2d_UI_O_1P_gameover_demo_o_u.ncl.bin (palette) Hope this helps. _________________________ |
KTRMAmbiance |
Posted on 06-01-18, 11:18 am in Mario Kart DS E3 2004 Version Replica (rev. 2 by KTRMAmbiance on 06-01-18, 11:19 am)
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Buzzy Beetle
Karma: 929 Posts: 231/394 Since: 11-20-15 |
Version 1.6 is out, with improved sounds, and improved tracks, also the 28 unused missions restored:
tcrf.net/Mario_Kart_DS#Removed_Missions Video: _________________________ |
KTRMAmbiance |
Posted on 07-09-18, 06:31 pm in Checkpoint
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Buzzy Beetle
Karma: 929 Posts: 235/394 Since: 11-20-15 |
Palette: /uiStudio/UI_O_1P_game_in_o_us_ncl.bin
Texture: /uiStudio/UI_O_1P_game_in_u_ncg.bin Those are the files you're looking for. _________________________ |
KTRMAmbiance |
Posted on 12-29-18, 07:23 pm in Super Mario 64x4 Beta Replica
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Buzzy Beetle
Karma: 929 Posts: 248/394 Since: 11-20-15 |
That would require some ASM hacking or such, which I have no knowledge there.
Without it, we're stuck with the original multi-player mode. Sorry. _________________________ |
KTRMAmbiance |
Posted on 02-26-19, 09:20 am in Power-Up Ideas
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Buzzy Beetle
Karma: 929 Posts: 253/394 Since: 11-20-15 |
What about Blooper Mario? Multi-jump and shoot ink to get rid of enemies.
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KTRMAmbiance |
Posted on 10-16-19, 08:53 pm in Jump sound
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Buzzy Beetle
Karma: 929 Posts: 289/394 Since: 11-20-15 |
They're the sequences named "SE_PLY_JUMP" in SAR_VS_COMMON_PLAYER_BASE_SE.ssar, in the SDAT file. It can be dumped with Kiwi DS to get info about it, and can be edited with a hex editor (you'll need to know the structure first, looking at the level music SSEQs with VGMTrans can help).
It also corresponds to SWAV 14 in the SWAR file WAVE_VS_COMMON_PLAYER_BASE_SE. _________________________ |
KTRMAmbiance |
Posted on 11-25-19, 07:01 pm in New Super Mario Bros. Alpha Replica (rev. 1 by KTRMAmbiance on 11-25-19, 07:03 pm)
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Buzzy Beetle
Karma: 929 Posts: 293/394 Since: 11-20-15 |
Yup, but that was the best with my current possibilities. If I knew ASM, I would've done something better...
But this is at least better than the texture-hacked spin block I had before _________________________ |
KTRMAmbiance |
Posted on 03-05-20, 10:04 am in Changing a pipe's palette without messing it up?
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Buzzy Beetle
Karma: 929 Posts: 302/394 Since: 11-20-15 |
You can try hex-editing the palette of I_dokan.nsbtx file. The palette for red pipes (blue in your case) starts from 0x219A (palette 1)
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KTRMAmbiance |
Posted on 10-31-20, 10:17 am in New Super Mario Bros. Alpha Replica (rev. 1 by KTRMAmbiance on 10-31-20, 10:18 am)
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Buzzy Beetle
Karma: 929 Posts: 324/394 Since: 11-20-15 |
Version 2.9 is out now.
Changes from 2.8 are slight graphics improvements, and a new World 4 boss: (excuse the BG palette issue; this will be worked on in a later version) _________________________ |
KTRMAmbiance |
Posted on 11-01-20, 10:17 am in New Super Mario Bros. Alpha Replica
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Buzzy Beetle
Karma: 929 Posts: 325/394 Since: 11-20-15 |
That brick sprite you're mentioning was from the E3 2005 build. I used the sprites from E3 2004 screenshots.
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KTRMAmbiance |
Posted on 04-05-21, 04:48 am in someone know how to edit the blue koopa
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Buzzy Beetle
Karma: 929 Posts: 333/394 Since: 11-20-15 |
/player/mario_shell_LZ.bin = Shell that the character (Mario/Luigi) wears
(this is a NSBMD with a renamed extension) /BG_ncl/d_2d_A_J_jyotyu.ncl.bin (palette) /obj/I_item.ncg.bin (texture) This is for the item coming out of ? blocks _________________________ |
KTRMAmbiance |
Posted on 04-05-21, 09:00 am in Tileset Issues
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Buzzy Beetle
Karma: 929 Posts: 334/394 Since: 11-20-15 |
Posted by BL4ZED If you're playing NSMBU you should play it in a Wii U Emulator . If this is not what you were looking for, I'm sorry. He meant to say he was trying to import a NSMBU-style tileset, into NSMB2. Basically, editing NSMB2 graphics _________________________ |
KTRMAmbiance |
Posted on 04-06-21, 09:02 am in someone know how to edit the blue koopa (rev. 1 by KTRMAmbiance on 04-06-21, 09:03 am)
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Buzzy Beetle
Karma: 929 Posts: 335/394 Since: 11-20-15 |
Posted by alpha That icon is in /uiStudio/UI_O_1P_course_select_o_ud.ncl.bin /uiStudio/UI_O_1P_course_select_u.ncg.bin And the texture for the shell coming out of ? blocks is mentioned in my first post there Those require palette edits, and IIRC NSMBe 5.2 or 5.3 should be able to do that, in the NCG editor by ctrl+clicking a color in the palette _________________________ |
KTRMAmbiance |
Posted on 04-28-21, 05:10 pm in How do I change the inventory background
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Buzzy Beetle
Karma: 929 Posts: 341/394 Since: 11-20-15 |
/uiStudio/d_2d_UI_O_1P_game_in_b_d.ncl.bin
/uiStudio/d_2d_UI_O_1P_game_in_b_d.ncg.bin /uiStudio/d_2d_UI_O_1P_game_in_kabe***.nsc.bin (any of those files which have "kabe" in the name) Note that you'll need to LZ-Decompress the .nsc files before editing, and LZ-Compress them back after editing. _________________________ |
KTRMAmbiance |
Posted on 06-21-21, 09:37 am in question How do I transform a mid file to sseq?
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Buzzy Beetle
Karma: 929 Posts: 345/394 Since: 11-20-15 |
You open a CMD window, drag the midi2sseq executable and then the .mid file to convert, then type the name of the .sseq file.
The command looks like this: midi2sseq example.mid example.sseq _________________________ |
KTRMAmbiance |
Posted on 06-23-21, 09:17 am in problem, help me How do I make music haven't an end?
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Buzzy Beetle
Karma: 929 Posts: 346/394 Since: 11-20-15 |
You need to open the MIDI in a MIDI editor, and add the "loopStart" marker at the beginning and the "loopEnd" marker at the end.
I suggest using Anvil Studio for that _________________________ |
KTRMAmbiance |
Posted on 02-01-22, 10:30 am in do iso files work in nsmb editor?
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Buzzy Beetle
Karma: 929 Posts: 362/394 Since: 11-20-15 |
You'll need to extract the ISO's contents first, edit stuff there and re-pack the ISO.
You can use Wiimms ISO Tools for that _________________________ |