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Posted on 07-30-19, 04:31 pm in Hub world?
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![]() Not Edible Karma: 3416 Posts: 955/1447 Since: 02-12-16 |
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.
_________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. ![]() |
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Posted on 08-23-19, 03:44 pm in Create a sunset effect
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![]() Not Edible Karma: 3416 Posts: 976/1447 Since: 02-12-16 |
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. _________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. ![]() |
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Posted on 11-22-19, 12:15 am in Problem with ASM hacking (rev. 2 by
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![]() Not Edible Karma: 3416 Posts: 992/1447 Since: 02-12-16 |
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Posted on 02-02-20, 06:18 pm in Super Mario Star Collect (rev. 1 by
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![]() Not Edible Karma: 3416 Posts: 1007/1447 Since: 02-12-16 |
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. _________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. ![]() |
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Posted on 03-05-20, 05:22 pm in Changing a pipe's palette without messing it up?
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![]() Not Edible Karma: 3416 Posts: 1015/1447 Since: 02-12-16 |
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Posted on 04-24-20, 11:29 pm in demo New Super Mario Bros. 2 Anew! v.1.2
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![]() Not Edible Karma: 3416 Posts: 1028/1447 Since: 02-12-16 |
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Posted on 05-06-20, 10:10 pm in demo New Super Mario Bros. 2 Anew! v.1.2
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![]() Not Edible Karma: 3416 Posts: 1030/1447 Since: 02-12-16 |
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Posted on 05-13-20, 03:10 pm in QUESTION - Why is my logo screen Pixelated Someone help me?
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![]() Not Edible Karma: 3416 Posts: 1033/1447 Since: 02-12-16 |
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Posted on 05-21-20, 05:43 pm in Is There A Yume Kōjō: Doki Doki Panic Level Editor ?
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![]() Not Edible Karma: 3416 Posts: 1039/1447 Since: 02-12-16 |
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Posted on 05-25-20, 04:32 pm in muncher How to add munchers (rev. 2 by
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![]() Not Edible Karma: 3416 Posts: 1040/1447 Since: 02-12-16 |
Posted by Skylander the animation would also replace the quicksand animation. 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 NSMBU Desert + Munchers (by _________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. ![]() |
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Posted on 06-08-20, 02:36 pm in Is there any hacking for Switch possible?
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![]() Not Edible Karma: 3416 Posts: 1048/1447 Since: 02-12-16 |
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Posted on 06-16-20, 02:09 pm in tutorial How to import custom code!
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![]() Not Edible Karma: 3416 Posts: 1056/1447 Since: 02-12-16 |
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Posted on 06-17-20, 02:09 pm in tutorial How to import custom code!
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![]() Not Edible Karma: 3416 Posts: 1057/1447 Since: 02-12-16 |
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![]() Not Edible Karma: 3416 Posts: 1083/1447 Since: 02-12-16 |
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Posted on 08-11-20, 03:59 am in Pitch Bending In NSMB DS?
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![]() Not Edible Karma: 3416 Posts: 1089/1447 Since: 02-12-16 |
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![]() Not Edible Karma: 3416 Posts: 1123/1447 Since: 02-12-16 |
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.
_________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. ![]() |
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Posted on 09-22-20, 06:05 pm in The Full Entire Guide to Pipes (Simplified) (No Screenshots)
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![]() Not Edible Karma: 3416 Posts: 1127/1447 Since: 02-12-16 |
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/
_________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. ![]() |
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Posted on 11-28-20, 11:34 am in ledgend of the dark sun
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![]() Not Edible Karma: 3416 Posts: 1168/1447 Since: 02-12-16 |
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Posted on 12-17-20, 08:35 pm in Mariomaster's custom Tilesets
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![]() Not Edible Karma: 3416 Posts: 1181/1447 Since: 02-12-16 |
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Posted on 01-01-21, 10:59 pm in It‘s been a while....
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![]() Not Edible Karma: 3416 Posts: 1193/1447 Since: 02-12-16 |