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Posted on 07-30-19, 04:31 pm in Hub world?
Giant Red Paratroopa
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you mean the toad network? you need to use the area overflow "glitch" (although it's actually not really a glitch). I don't know how it works tho. I couldn't find anywhere that explained it. what I do know is that if you do a hub world like that, all of your levels will be considered as a single level, so you won't really be able to have three star coins per level. that's why the stars in endless earth don't get saved.
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Posted on 08-23-19, 03:44 pm in Create a sunset effect
Giant Red Paratroopa
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Posted by RicBent
Making it work correctly is pretty much impossible. The effect would have to be implemented with the 3d engine but the 3d engine cannot affect 2d sprites.
that is, however, only a problem with sprites. the 3D layer appears in front of the tileset and background layer, so as long as you avoid using 2D sprites, you're golden. I managed to do it myself by remodelling a springboard.
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Posted on 11-22-19, 12:15 am in Problem with ASM hacking (rev. 2 by  poudink on 11-22-19, 04:27 pm)
Giant Red Paratroopa
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no, it is related to code hacks and unrelated to corrupted save files. in fact, the message appears precisely when there are no save files. it's because of the nonintendo.cpp hack in the source folder iirc.
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Posted on 02-02-20, 06:18 pm in Super Mario Star Collect (rev. 1 by  poudink on 02-02-20, 06:21 pm)
Giant Red Paratroopa
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I edited the ncg and ncl files (as well as some nsc files specifically for the reserve item box else I wouldn't have been able to make it look that way for reasons) for the bottom screen UI. I don't remember the file names exactly since this was nearly a year ago but they're all in ui_studio. I also used meromero's 256 color worldmap icon asm hack which has the side effect of also giving more colors for most of the worldmap UI. the screenshots I posted aren't completely up to date but I also edited a bncl (or was it bnbl? can't remember which does what) file to put the timer off-screen using thegamerator's custom NSMBe 5.3 versions which supports editing of those files.
you can ask if you have more questions. I'm not exactly the best at explaining so I'd get if you didn't understand everything.
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Posted on 03-05-20, 05:22 pm in Changing a pipe's palette without messing it up?
Giant Red Paratroopa
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why would you hex edit the palette? that's just making your life complicated. you can just edit it with NSMBe's palette editor.
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Posted on 04-24-20, 11:29 pm in demo New Super Mario Bros. 2 Anew! v.1.2
Giant Red Paratroopa
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why that font? the font he used is closer to the actual NSMB font.
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Posted on 05-06-20, 10:10 pm in demo New Super Mario Bros. 2 Anew! v.1.2
Giant Red Paratroopa
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what tutorial
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Giant Red Paratroopa
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because the DS has very low screen resolution? because only 14 colors? I don't know, maybe I'd be able to tell with a screenshot
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Giant Red Paratroopa
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Super Mario USA is the same as SMB2 so... probably? no real reason though
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Posted on 05-25-20, 04:32 pm in muncher How to add munchers (rev. 2 by  poudink on 05-25-20, 04:39 pm)
Giant Red Paratroopa
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Posted by Skylander
the animation would also replace the quicksand animation.
if you use that code hack it wouldn't. replacing quicksand animation is a separate method for if you don't feel like applying asm or something.
here are the quicksand animation files:
Quicksand:
polygon_unit/I_ryusa_1.nsbtx
polygon_unit/I_ryusa_2.nsbtx
polygon_unit/I_ryusa_3.nsbtx
polygon_unit/I_ryusa_4.nsbtx
Quicksand top:
polygon_unit/I_ryusa_ue1.nsbtx
polygon_unit/I_ryusa_ue2.nsbtx
polygon_unit/I_ryusa_ue3.nsbtx
polygon_unit/I_ryusa_ue4.nsbtx
There's also a few tilesets that already incorporate munchers replacing quicksand animations:
NSMBW Desert + Munchers (by  MeroMero)
NSMBU Desert + Munchers (by  TRS with slopes, munchers and other things added by me)
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Posted on 06-08-20, 02:36 pm in Is there any hacking for Switch possible?
Giant Red Paratroopa
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iirc you can also use dolphin on switch android
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Posted on 06-16-20, 02:09 pm in tutorial How to import custom code!
Giant Red Paratroopa
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yes, because the thread is completely pointless without the video. it's kinda important.
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Posted on 06-17-20, 02:09 pm in tutorial How to import custom code!
Giant Red Paratroopa
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it got bumped because of your tutorial. seeing it reminded me of this thread so I decided to check it out and realized the video was down.
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Posted on 07-20-20, 03:36 pm in wii unsmbunsmb2u NSMB. 2U
Giant Red Paratroopa
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I've seen so many people say that before and not doing it but go ahead, I guess. Try it.
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Posted on 08-11-20, 03:59 am in Pitch Bending In NSMB DS?
Giant Red Paratroopa
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look harder
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Posted on 09-17-20, 12:46 am in music sf2 to sbnk? (rev. 1 by  poudink on 09-17-20, 12:47 am)
Giant Red Paratroopa
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the upcoming Nitro Studio 2 will be able to do it. otherwise, you have to manually create a SBNK that has the same stuff as your SF2. I did it a few times. It's long, tedious, but it works and it's worth it most of the time.
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Giant Red Paratroopa
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apologies for the bump, but I'd like to add that there's a wiki page that explains connected pipes with some nice visuals and stuff https://nsmbhd.net/wiki/Connected_Pipes/
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Posted on 11-28-20, 11:34 am in ledgend of the dark sun
Giant Red Paratroopa
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Very nice. Looking forward to it.
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Posted on 12-17-20, 08:35 pm in Mariomaster's custom Tilesets
Giant Red Paratroopa
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The download links are down. I have tilesets that use graphics from those two but they also use graphics from many other tilesets and and have edits so it'd be nice to have these back up if possible.
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Posted on 01-01-21, 10:59 pm in It‘s been a while....
Giant Red Paratroopa
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I remember seeing you in many old threads but I'm not sure I've ever hard the chance to interact with you. Regardless, welcome back!
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