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Posted on 01-06-21, 03:15 pm in World Map editing
Giant Red Paratroopa
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Yes, you need to use Goombatlas.
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Posted on 02-24-21, 04:37 am in Downtime?
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Welp, it did.
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Posted on 02-24-21, 08:51 pm in new super mario bros the new levels beta 1
Giant Red Paratroopa
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unnecessarytutorial How to get/post screenshots
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Posted on 03-07-21, 10:31 am in Problem with star coins
Giant Red Paratroopa
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You need to make sure you have the star coin IDs set properly. All of your coins are set as the level's first star coin, so after you collect one, the others won't appear. If you clear the level and re-enter it after that, they'll all show up as collected. The second star coin needs to have its number set to Star Coin-2 and the third needs to have its number set to Star Coin-3.
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Posted on 04-22-21, 10:15 pm in What's up?
Giant Red Paratroopa
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Get the portable version, not the installer. I still have no idea why Gota insists on making installers for these tools.
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Giant Red Paratroopa
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tutorial Fixing 'already opened' files
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Posted on 05-05-21, 05:53 pm in help me
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put transparent tiles over the affected area to fix
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Posted on 05-08-21, 01:59 am in tutorial NSMB Sound & Music Hacking Guide
Giant Red Paratroopa
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That's because the track you used is too large. There wasn't enough space left in the sound heap for the SWAR that contains those sound effects. You'll need a smaller track, or use smaller sound samples if you customized the SWAR.
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Posted on 05-12-21, 03:32 pm in Underrated tips for good level design
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Posted by TraineeLuigie
2.Never make the time limit to 100 or even lower,except cannon levels.
I did this like this rule.
Eh, that's not necessarily necessary. NSLU-like hacks for example should be fine having 100 time limits as long as the level size is shorter to compensate and they use the 1 time unit = 1 second asm hack. Otherwise, I'd discourage it because it's kinda weird to have just one level with a very low time limit, but it's not the end of the world either. Newer DS's Runbow Road for example starts you at 75 time units but it's fine because the level is designed to be sped through.
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Posted on 05-12-21, 03:34 pm in Word balls?!
Giant Red Paratroopa
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tutorial Edit world-map icons
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Posted on 05-24-21, 01:43 am in it's different now
Giant Red Paratroopa
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NSMB and NSMBW are not completely different games. There are many mechanics that they do not share, but there are also many mechanics that they do share, and levels should be designed for both games in similar fashion. The only extra thing that needs to be taken into account with NSMBW level design is the presence of four players.
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Posted on 05-25-21, 02:36 pm in cancelled New Super Sicko Mario-The Full 3 World Demo
Giant Red Paratroopa
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Hacks don't need to be easy to be good. Very difficult hacks can still be fun, like Star Revenge 2.5, one of my favorite SM64 hacks. You still need to avoid bullshit like troll blocks, though.
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Posted on 06-05-21, 01:41 am in About the roulette block texture.
Giant Red Paratroopa
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it's one of the jyotyu bitmaps. I forgot which though.
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Posted on 06-07-21, 09:57 pm in rumor curiosity about the legend of zelda (rev. 1 by  poudink on 06-07-21, 09:58 pm)
Giant Red Paratroopa
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Zelda in Spirit Tracks is a descendant of Zelda from Phantom Hourglass and Wind Waker.
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Posted on 06-11-21, 09:09 pm in Today is a big day...
Giant Red Paratroopa
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Pretty sure the planet's spin is technically slowing down. Very very slowly.
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Giant Red Paratroopa
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Nitro Studio 2 allows exporting SSEQ tracks as WAV files, which you should be able to convert to MP3 with any good audio converter like Audacity or MeGUI.
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Giant Red Paratroopa
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Yes, it should sound the same. If Nitro Studio 2 doesn't work, you can just use any NDS music player and record the audio with something like Audacity.
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Posted on 06-21-21, 06:57 pm in star coin cheese (rev. 3 by  poudink on 06-21-21, 07:01 pm)
Giant Red Paratroopa
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You can use a zone with sprite 168 to detect the power up the player has and bock his way to the star coin by spawning some solid tiles with tilegod if it's not the fire flower. You could also have some tiles there by default that only go away if the piranha plant is defeated, which would also be achieved with a zone, sprite 168 and the tilegod sprite. I do think it'd be better if you just let the people who want to cheese do their thing. It's not like damage boosting comes with no consequences.
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Posted on 07-04-21, 01:57 am in help me midi compatibility with nsmb
Giant Red Paratroopa
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The size of the MIDI doesn't really matter. The size of the SSEQ the MIDI is converted into does. As for the size, it all depends on the sound banks and sound sets you use. As long as everything can fit into the sound heap, you're good to go.
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Posted on 07-14-21, 05:19 pm in New Super Mario Bros The New Levels (rev. 1 by  poudink on 07-14-21, 05:19 pm)
Giant Red Paratroopa
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Well as far as that screenshot goes, you have those ammonite fossil-looking things all over the place. Ideally you should just have one or two of them spread out in there.
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