Posted on 03-29-14, 06:24 pm in solved Problem: Level freezes after finish
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Mario have has to be stoped by an solid block to finish the level. Probably you did the thing wrong Stunt_LP said. Just copy the original castle from 1-1 if you have problems
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Posted on 12-25-14, 03:50 am in Newer Super Mario Bros. DS (rev. 1 by RicBent on 12-25-14, 03:50 am)
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For now you can't edit paths with the tool. Only settings of the nodes like their position and destination.
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Posted on 01-07-15, 06:48 pm in help please! (rev. 1 by RicBent on 01-07-15, 06:49 pm)
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I didn't download your patch, but I think you have choosen the wrong pallete while editing the numbers.
If they were orange in the graphics editor they have to be the same in-game if you have choosen the correct pallete.
Try the correct pallete. I hope that I could help you

Also: Is your shift key broken?
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Posted on 03-23-15, 08:51 pm in release Super Mario: Endless Earth
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IMO your level looks pretty nice I really like the colors of your bg.

But your tileset has an a bit low quality. The edges look a bit like cut out of paper with these white edges. Also the clouds in the bg are too blue. IMO you should make them a bit brighter.

But overall this looks really nice
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Posted on 06-11-15, 09:54 pm in suggestion Sign for pipe cannon
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This ASM-Hack should print the coordinates of Mario onto the console of DeSmuME.
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Posted on 06-14-15, 07:50 pm in Worldmap editor and all the information you'll need (rev. 1 by RicBent on 06-14-15, 07:52 pm)
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Ok let's start:
 Freeze and  ray seem to have left the forum. So I don't belive, that they will come back soon or will release the source code or any new version.
So I decided to code a editor on my own (in C#). Currently it is able to manipulate every visible Node of the worldmap. At the moment I am working on an Editor for the Path animations (the wX_move.nsbca files). And I am doing much progress right now.
If somebody is interested I'll already release the beta version and the source code of the visible node Editor.
I also plan to release a documentation about the path animations within the next days

@staff Should I create a new thread for my documentation or should I post that inside this one?
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Posted on 06-18-15, 05:40 pm in NSMB Worldmap Editor (rev. 8 by RicBent on 06-18-15, 06:34 pm)
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Posted by KingYoshi
It's not possible yet to edit the path of Mario, is it? Maybe you'll find a way to make that possible


Actually it is (partly atm)

Edit: Little Example

This is the JAC section of move00 (1-Starting Point to 1-1) in w1_move.nsbca:



5th byte: Number of Frames
33th to 36th byte: 0x760 (You have to add the offset of the beginning of the JAC section to that (0x254) = 0x9B4) offset to animation data:



There are 25 (19 in hex) times 4 bytes. These describe the X-Position of Mario on the map each frame.
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Posted on 06-21-15, 09:28 am in NSMB Worldmap Editor (rev. 1 by ImageBot on 11-21-16, 03:16 am)
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As you can see I implemented an path animation reader into the editor.
I am already working on an editor for the path animations.

If you would like to try this already you have to build it from the Git Repo.
But There are still a few animation files that can't be read (for example W3 beacuase of the Z-Changes).
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Posted on 06-21-15, 07:33 pm in NSMB Worldmap Editor (rev. 2 by ImageBot on 11-21-16, 03:16 am)
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Here is a new build for you: NSMB Worldmap Editor v1.1

It fixes the fault mentioned by  Hiccup.
With this built you can also view all the animation paths (wX_move.nsbca) of NSMB.


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Posted on 06-24-15, 10:29 am in NSMB Worldmap Editor
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Posted by Hiccup
Can you say the things that are not worked out? My guess is, star coins signs, something to-do with towers and castles?


-Positions of Castle/Tower/Toad-Houses
-Data Paths
-Starcoin signs (May have to to something with data paths)
-Views of the worldmap (How far the camera is able to scroll)
-Probably more
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Posted on 06-24-15, 10:52 am in NSMB Worldmap Editor (rev. 3 by RicBent on 06-25-15, 08:10 pm)
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Posted by KingYoshi
Wait, what about the path of Bowser Jr?


Maybe he uses the same animation paths as Mario. Maybe there is a list in overlay 8 that tells Bowser Jr., which ones he has to use to get to the towers/castles. That is the most plausible way it could work, because every model that moves need a file (a .nsbca) that tells it where to move.

Edit: Made a mayor progress today

Edit 2: Well. Shit. *RicBent smashes his head against a wall thinks about what he made wrong
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Posted on 06-29-15, 05:06 pm in NSMB Worldmap Editor (rev. 5 by RicBent on 07-03-15, 10:09 am)
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Probably there is an array in the overly which tells Bowser Jr. wich paths he has to use

Edit: And I think the bug is fixed now


Edit 2:
First atempt, creating a fully custom worldmap:

*Video moved to next post


Also: The Pathanimations Editor works atm but very unstable and with (probably) a few bugs. So I'll release a new build when I think it's ready.
But you can already try it yourself after building it from the git repo.
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Posted on 06-30-15, 09:12 pm in How to put screen shots in along with your post? (rev. 1 by RicBent on 06-30-15, 09:19 pm)
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Upload your image to imgur, copy the link of the image (on imgur) and insert it inside your post like this:
[img]url_to_your_image[/img]

And if it's a large image:
[imgs]url_to_your_image[/imgs]

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Posted on 07-03-15, 04:07 pm in NSMB Worldmap Editor
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This contains the recreated version of World 1.

(And I found the first bug (Creation up "Down-Walks" not possible))
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Posted on 07-04-15, 10:54 am in How to properly load files from fs?
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In the symbols.x there are a lot of functions which seem to load files.

Here a few examples:
  • loadFileByExtId
  • loadFileByExtId_LZ
  • loadFileByExtId_3dModel
  • loadFileByExtId_FlushDC_2
  • loadFileByExtId_Dest
  • and a bunch more

  • Can somebody explain how these functions work and which parameters they take (generally how to do that).
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    Posted on 08-10-15, 04:54 pm in nsmb2 NSML - New Super Mario Land (rev. 1 by RicBent on 08-15-15, 01:44 pm)
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    I am rearranging the worlds a bit. That beach/forest world will be moved to world 1. Also I plan to show you updates and what I am working on more recent. So let's start!

    Beta Stuff (1)



    This is an screenshot of world 1-2 - Waterfall Peaks. As you can see I am using the waterfalls of Newer.
    I don't know if I'll change them, because they look fantastic
    The backgrounds are still original ones and will be changed soon.


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    Posted on 08-15-15, 01:10 pm in nsmb2 NSML - New Super Mario Land
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    Beta Stuff (2)



    This is the cave tileset. The beach and the forest areas will be connected with 1-3 - Flooded Cave, which will make use of this tileset. Maybe I will add a few decorations like cristalls or rocks. Also the quality is very low because I'm only using one pallete to make the map16 arrangement easier.

    What do you think?
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    Posted on 09-13-15, 12:16 pm in nsmb2 NSML - New Super Mario Land
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    I don't know if this looks cool...
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    Posted on 10-31-15, 07:35 pm in nsmb2 NSML - New Super Mario Land
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    As you might know (or not) I'm working on CoinKiller right now.
    While seeing all these new sprites and possibilitys such as another layer, I realy want to make a NSMB2 hack.
    I'm undecided, how to treat this project. It has some IMO realy great levels and ideas. I got the idea, to port them to NSMB2 when CoinKiller is ready. But I spend a lot of time creating some ASM hacks, which would get dropped then. I also made a cool loking and working Angry Sun sprite from
     Arisotura's first custom sprite thingy.

    What do you thing about that situation?

    Should I...
    A: drop NSML, port the cool stuff to NSMB2 and release all ASM hacks and (animated) tilesets.
    B: continue NSML (I doubt that it'd be ever become more than 2 or 3 Worlds, but with some hax it should look like a finished project).

    I have to admit I prefer A.
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    Posted on 12-06-15, 11:03 am in nsmb2 NSML - New Super Mario Land
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    Would be greatly apprechiated
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