RicBent |
Posted on 07-22-16, 07:20 pm in modern Ask Everyone Anything thread
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Mariomaster
Karma: 8583 Posts: 594/1681 Since: 06-09-12 |
Posted by Kankerkoekjesdief Why do you like starting drama that much _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-08-16, 12:09 pm in ENPG Batch Encoder
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Mariomaster
Karma: 8583 Posts: 606/1681 Since: 06-09-12 |
Here is the source code if anyone wants it: https://github.com/Mariomaster/EnpgCreator
Nothing special. Most of it is copied from NSMBe. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-09-16, 09:03 am in New uploader?
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Mariomaster
Karma: 8583 Posts: 607/1681 Since: 06-09-12 |
RicBent | |
Mariomaster
Karma: 8583 Posts: 610/1681 Since: 06-09-12 |
The term "Advanced ASM knowledge" is funny here, because you don't need any ASM knowledge to import ASM hacks.
Ontopic: On the screenshot I only see a vanilla 1-1, MeroMero's jyotyu and NSHB's (kinda dirty looking) ShyGuys. So, uh, this hack looks like you imported random things from the Recources Forum and call that a new Hack ![]() _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-14-16, 12:34 am in mini hack NSMB The new adventure (rev. 1 by ImageBot on 11-21-16, 03:23 am)
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Mariomaster
Karma: 8583 Posts: 620/1681 Since: 06-09-12 |
I really like the new background for the bottomscreen.
Also the palettes of the HUD elements are really cool. I also never thought of this awesome tiling idea: ![]() Using a tileset from the Community Remix makes this the hack of 2016 ![]() Joking aside, ever thought of the edit button? ![]() _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-18-16, 08:08 pm in Actor/Particle/SFX Spawner Sprite
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Mariomaster
Karma: 8583 Posts: 625/1681 Since: 06-09-12 |
RicBent |
Posted on 08-20-16, 12:12 pm in Actor/Particle/SFX Spawner Sprite
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Mariomaster
Karma: 8583 Posts: 629/1681 Since: 06-09-12 |
RicBent |
Posted on 08-22-16, 08:12 am in Help/Question Asking Thread
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Mariomaster
Karma: 8583 Posts: 641/1681 Since: 06-09-12 |
I assume that you have a wrong version of xdelta then (assuming you have a correct rom).
You can as well try using the xdelta.exe from the xdeltaUI package. And please, do not repeat your question like that. You didn't even give us a day to answer. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-23-16, 11:45 am in Actor/Particle/SFX Spawner Sprite (rev. 1 by RicBent on 08-23-16, 11:47 am)
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Mariomaster
Karma: 8583 Posts: 644/1681 Since: 06-09-12 |
1. Those event nybbles are not sprite data. I have not found how to set those for an actor yet.
2. Theoretical yes. I think crateActor returns the pointer to the created actor. On that pointer I could call Base__deleteIt. I don't see many usefull reasons to add a feature like that tho. 3. Posted by Mariomaster Since the regular amount of sprtedata nybbles is far to less to store the neccessary information I had to choose a more hacky way. I append all of our custom data to block 14 of the level header (Sprite Sets). _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-23-16, 07:47 pm in New Actor discoveries (and extra info on old ones)
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Mariomaster
Karma: 8583 Posts: 646/1681 Since: 06-09-12 |
![]() _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-25-16, 05:51 pm in re-post Level design tips
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Mariomaster
Karma: 8583 Posts: 647/1681 Since: 06-09-12 |
RicBent |
Posted on 08-27-16, 10:19 am in Nintendo's amazing level design (rev. 1 by ImageBot on 11-21-16, 03:23 am)
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Mariomaster
Karma: 8583 Posts: 648/1681 Since: 06-09-12 |
RicBent |
Posted on 09-10-16, 01:47 pm in Misc. patches thread
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Mariomaster
Karma: 8583 Posts: 653/1681 Since: 06-09-12 |
RicBent |
Posted on 09-10-16, 02:59 pm in Misc. patches thread (rev. 2 by RicBent on 09-10-16, 03:03 pm)
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Mariomaster
Karma: 8583 Posts: 655/1681 Since: 06-09-12 |
RicBent |
Posted on 09-11-16, 12:46 pm in Misc. patches thread
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Mariomaster
Karma: 8583 Posts: 656/1681 Since: 06-09-12 |
RicBent |
Posted on 09-13-16, 03:48 pm in Misc. patches thread (rev. 2 by RicBent on 09-13-16, 03:51 pm)
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Mariomaster
Karma: 8583 Posts: 657/1681 Since: 06-09-12 |
#0x1089
#0x108A The MOV instructions are not able to take those values. Replace the MOV instuctions with these: LDR R0, =0x1089 LDR R0, =0x108A or MOV R0, #0x1000 ADD R0, #0x89 MOV R0, #0x1000 ADD R0, #0x8A And uh, those values seem to be very big to be a file id ![]() _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 10-02-16, 09:32 am in Newer Super Mario Bros. DS
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Mariomaster
Karma: 8583 Posts: 666/1681 Since: 06-09-12 |
RicBent |
Posted on 10-19-16, 01:41 pm in Misc. patches thread
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Mariomaster
Karma: 8583 Posts: 688/1681 Since: 06-09-12 |
RicBent |
Posted on 10-23-16, 09:16 am in Super Mario Bros. Next - A NSMB2 Mod (rev. 1 by RicBent on 10-23-16, 10:00 am)
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Mariomaster
Karma: 8583 Posts: 702/1681 Since: 06-09-12 |
Posted by newluigidev we would be using the Newer engine and all. I wonder how you'd like to get the Newer engine to work on NSMB2 ![]() Also, even if it might sound wrong, in my opinion there's nothing wrong with a hack wanting to be simmilar to Newer. Since when you try doing something like Newer you have to be creating something creative and fresh and not simply copying over all ideas from other games and hacks. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 10-25-16, 08:49 pm in download available Newer Super Mario Bros.Nights of Terror (rev. 4 by ImageBot on 11-21-16, 03:24 am)
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Mariomaster
Karma: 8583 Posts: 709/1681 Since: 06-09-12 |