Posted on 11-02-16, 04:47 pm in mvsl The "Official" MvsL Hacking Thread!
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You should really give us a bit more time to answer your question.

There's no point in asking this question here again after you already created an entire thread for it.
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I don't know if these star coins are counted to game completion though.
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Posted on 11-09-16, 07:35 pm in solved Worldmap Editor (Help)
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Not this question again. It has to be decompressed before being opened.

Reading like 2 minutes in the worldmap editor thread would have cleared this question.
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Posted on 11-09-16, 11:15 pm in solved Worldmap Editor (Help)
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But you search before asking. Just saying.
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Posted on 11-13-16, 12:36 pm in Misc. patches thread
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I think he is referring to the pipe joints, which are not loaded in MvsL.
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Posted on 11-14-16, 07:00 pm in ASM problems
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I think you used a "bad" text editor, Luckyinho.

Next time try something like Notepad++.
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Posted on 11-15-16, 08:44 pm in wip Goombatlas - The NSMB Worldmap Editor
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To give you an impression about what is possible:



All paths and nodes are unlocked perfectly in order. Also Hammer Bros. do work in world 1 (and also in the levels).
Path animations though were done in Maya.
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Posted on 11-15-16, 10:50 pm in wip Goombatlas - The NSMB Worldmap Editor (rev. 1 by RicBent on 11-15-16, 10:50 pm)
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You could still do something simmilar by adding an animated enemy to the tree model of a map

Edit: Also removing star coins from levels is possible.
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Posted on 11-25-16, 01:32 pm in wip Goombatlas - The NSMB Worldmap Editor
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No. The Y axis is the one that goes upwards. Remember that we are dealing with 3d space.

And yes, it is possible. Just do any animations you want in Maya. Support will also be added in Goombatlas if I finally get the animation creator done.
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Posted on 12-28-16, 01:49 am in Misc. patches thread
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I think we are not getting anywhere here.

We can't help you if you say that things don't work which normally do without giving us the level or any other more detailed description.
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Posted on 02-14-17, 06:24 pm in Castle Courtyard
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We had...
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Posted on 02-15-17, 02:19 pm in Castle Courtyard (rev. 2 by RicBent on 02-15-17, 02:27 pm)
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Might have been an error to ban him directly.

But seriously, especially the "Official" in his username suggests that the account was only created to provoke unless he really is a bit let's say childish.

Anyways, will leave him a message that he can come back when he thinks of a better username.


Edit: And I should know of a joint Newer account because you know, I'm member of them.
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Posted on 04-02-17, 10:08 am in i have leak the newer super mario ds!! (rev. 1 by RicBent on 04-02-17, 10:09 am)
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All I added was this:


Make Boot go to Worldmap:

repl_020CC718_ov_01:
    mov r0, #9
    bx  lr


Instantly load 1-1 on worldmap and give 13 lives:

void hook_020CF108_ov_08()
{
    u32 *lives = (u32*) (0x0208B364);
    *lives = 13;

    loadLevel(0xD, false, 0, 0, 0, 0, 1, 0, 0, true, 0xFF, 1);
}


Crash when exiting a level:

void nsub_020A189C_ov_00()
{
    OS_Panic();
}


Custom debug screen:

https://nsmbhd.net/thread/1086-i-haxed-the-debug-screen/


And finally a custom crafted jumpscare sprite which loads the image in wrecking_cre.nsbtx (originally wrecking_crew.narc) and displays it at the camera's position from time to time. Chance that it appears increases when progressing in the level.


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Posted on 04-04-17, 09:46 pm in More tilesets?
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Not easily.

Adding stuff allways requires asm.
Custom physics (aka tile behaviors) have been done before with asm (see this).
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Posted on 04-05-17, 07:00 am in How to learn C++?
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Before you learn C++ learn an other, easier programming language before.

I suggest at least C# or Java to get a general idea of coding.

C++ from 0 is very hard.
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Posted on 04-07-17, 12:53 pm in demo v1.5 released Remake Super Mario Random (rev. 1 by RicBent on 04-07-17, 12:55 pm)
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#include "nsmb.h"

void doBehavior(MarioActor* athis, u32 i)
{
        if(i == 0x000100FF)
        {
                athis->yAccel = 17000;
                athis->yPos += 300;
                athis->xAccel = 0;
        }
}

void hook_0211f840(MarioActor* athis)
{
        u32 x = athis->xPos>>12;
        u32 y = (-athis->yPos)>>12;
        doBehavior(athis, getTileBehaviorAtPos2(x+6, y+3));
        doBehavior(athis, getTileBehaviorAtPos2(x-6, y+3));
}

There you go.
Adds tile behavior "FF 00 01 00".

Stuff taken from dead NSMBCR.

Edit: Remember that this will not give you an animated tile. Just the upward momentum.
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Posted on 04-10-17, 08:42 am in NEED HELP making VS mode more interesting
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First: Making all of your post bold and italic won't give you more attention.

The placement of the entrance of player two is hardcoded. It is allways dependent from the entrance for player one.
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Posted on 04-15-17, 01:25 pm in What server?
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You do not have to enter any server when you open NSMBe.
Just click "Open ROM" and select your NSMB Rom.

And appending lots of 's' or '?' won't give things more attention but make you look very 'unprofessional'.
And lastly please give more information when you got a problem (and post in the correct forum please).

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Posted on 04-18-17, 10:19 pm in What are you listening to?
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also this


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Posted on 05-09-17, 03:57 pm in Newer Super Mario Bros. DS
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No he did no make a lot progress. Our lovely ADMIN RicBent had to learn for alevel exams of which he will write the last one tomorrow.

Final boss sprint will begin toworrow tho.
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