RicBent |
Posted on 12-03-18, 03:51 pm in And this is why Discord sucks
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Mariomaster
Karma: 8528 Posts: 1386/1681 Since: 06-09-12 |
Today my Discord account was entirely disabled for violating their TOS.
I was not aware of anything I did that violated their TOS. But I slowly discovered what happened: A server I was on made some raid in which they changed their avatar and usernames all tho the same thing. I did not take part in that raid. In fact I did not post a single message on that server in weeks. But someone simply reported every single person on that server which resulted in most of them being banned including me. The mail clearly states that a REAL human looked into the thing and confirmed that I did something wrong. Seriously, that is entirely stupid, unacceptable and shameful, especially when multiple people that are entirely innocent are hit including for example shibboleet who additionally owns Discord Nitro. If Discord does not come back to this and reenables my account in a reasonable timespan (I contacted them on their homepage and on Twitter) I will abandon it. I don't want to have my communication rely on a service that nukes my account randomly. #IrcForever _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 04-13-20, 05:36 pm in Super Mario Bros. Next
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Mariomaster
Karma: 8528 Posts: 1537/1681 Since: 06-09-12 |
Some accumulated sneak peeks:
Added Layer0 support: Magic lift custom sprite: Custom block contents for... things: Reverse engineered layout system allowing fully custom menus and stuff: ...and a ton more unrevealed stuff! I've already programmed more than 50 fully custom actors and added new features to quite a few existing sprites. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-18-12, 02:00 pm in New Super Mario Land (rev. 3 by Dirbaio on 11-23-16, 09:07 pm)
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Mariomaster
Karma: 8528 Posts: 1/1681 Since: 06-09-12 |
Hi Guys,
I'm working on a Hack called "New Super Mario Land". Some of the new features in this hack are: -Wii Tilesets -Super Mario Sunshine Secret Bonus Areas (The Tileset is not finished) -Custom Backgrounds -Hacked Titelscreen -Custom Music (Using the New Super Mario Bros. DS Sound & Music Hack v1.4) -Airship Levels -Hacked Bottom Screen -New Super Mario Bros. Mii Desert Tileset Some Pictures: _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 07-03-15, 10:14 am in NSMB Worldmap Editor (rev. 1 by RicBent on 07-03-15, 10:14 am)
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Mariomaster
Karma: 8528 Posts: 457/1681 Since: 06-09-12 |
If you haven't seen it yet, because I couldn't douple post:
My first atempt to create a fully custom worldmap: It has still many bugs caused by the data paths, but that 'll be doable soon. Here is a new build for you: NSMB Worldmap Editor v1.3 This allows you to create a fully custom .nsbca file with as many frames you want. You are also able to edit every frame in x, y, z and direction. I also added a small tool which allows you to create a walk, so you don't have to edit every single frame on your own. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 03-10-16, 09:48 am in nsmb2 NSML - New Super Mario Land
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Mariomaster
Karma: 8528 Posts: 541/1681 Since: 06-09-12 |
RicBent |
Posted on 06-26-16, 06:31 pm in Mariomaster's custom Tilesets (rev. 2 by ImageBot on 11-21-16, 03:21 am)
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Mariomaster
Karma: 8528 Posts: 575/1681 Since: 06-09-12 |
Here is another one:
cookieiceland.nmt With this tileset I kinda tried to keep the original look of NSMBDS by using an a bit more simplistic style. I planned this to be the main world 1 tileset of my hack some time ago. As you might notice, the broken bricks use a strange tilebehavior. Don't try to use these ones, since they require an ASM hack to work properly. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 07-06-16, 05:50 am in NSMB2 Hacking with the 11.0 oot haxx/ninjhaxx and reggie nex
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Mariomaster
Karma: 8528 Posts: 585/1681 Since: 06-09-12 |
RicBent |
Posted on 08-11-16, 04:05 pm in Misc. patches thread
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Mariomaster
Karma: 8528 Posts: 609/1681 Since: 06-09-12 |
Spiked Ball Retexture Code:
@Retexture Normal Spiked Ball
repl_0218D220_ov_79:
repl_0218D258_ov_79:
MOV r0, #0x500 @Default Model ID - 0x83
ADD r0, #0x05D
LDR R1, =0x2088BFC
LDR R1, [R1]
CMP R1, #0x4 @World ID
MOVEQ r0, #0x30 @Model ID - 0x83
BX LR
@Retexture Large Spiked Ball
repl_0218DC8C_ov_79:
repl_0218DCC4_ov_79:
MOV r0, #0x400 @Default Model ID - 0x83
ADD r0, #0x0BD
LDR R1, =0x2088BFC
LDR R1, [R1]
CMP R1, #0x4 @World ID
MOVEQ r0, #0x2F @Model ID - 0x83
BX LR Allows you to hardcode retextures of large and normal spiked balls based on the world number. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 09-10-16, 01:59 pm in Misc. patches thread (rev. 2 by RicBent on 09-10-16, 03:03 pm)
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Mariomaster
Karma: 8528 Posts: 654/1681 Since: 06-09-12 |
RicBent |
Posted on 10-11-16, 02:29 pm in Literally everything you need to know about Worldmap editing (rev. 1 by RicBent on 10-11-16, 02:30 pm)
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Mariomaster
Karma: 8528 Posts: 673/1681 Since: 06-09-12 |
Seems like there is a very interesting table stored at 0x1B6E4 in overlay 8:
ov8:021A7384 off_21A7384 DCD w1nodeData ; DATA XREF: sub_218D40C+8o
ov8:021A7384 ; ov8:off_218D438o ...
ov8:021A7388 off_21A7388 DCD w1pathSettings ; DATA XREF: sub_218D3E4+8o
ov8:021A7388 ; ov8:off_218D408o ...
ov8:021A738C off_21A738C DCD unk_21A5420 ; DATA XREF: WorldmapScene__onCreate+E8o
ov8:021A738C ; ov8:off_218FD34o
ov8:021A7390 off_21A7390 DCD w1visibleNodes ; DATA XREF: WorldmapScene__onCreate+E0o
ov8:021A7390 ; ov8:off_218FD2Co
ov8:021A7394 off_21A7394 DCD w1starcoinSigns ; DATA XREF: WorldmapScene__onCreate+E4o
ov8:021A7394 ; ov8:off_218FD30o
ov8:021A7398 off_21A7398 DCD w1towersCastles ; DATA XREF: WorldmapScene__onCreate+134o
ov8:021A7398 ; ov8:off_218FD4Co
ov8:021A739C off_21A739C DCD w1mushroomHouses ; DATA XREF: WorldmapScene__onCreate+13Co
ov8:021A739C ; ov8:off_218FD50o
ov8:021A73A0 off_21A73A0 DCD off_21A591C ; DATA XREF: WorldmapScene__onCreate+168o
ov8:021A73A0 ; ov8:off_218FD60o
ov8:021A73A4 w1nodeCount DCW 0x13 ; DATA XREF: sub_218D43C+8o
ov8:021A73A4 ; ov8:off_218D450o ...
ov8:021A73A6 w1pathCount DCB 0x17 ; DATA XREF: WorldmapScene__onCreate+ECo
ov8:021A73A6 ; ov8:off_218FD38o
ov8:021A73A7 DCB 0
ov8:021A73A8 unk_21A73A8 DCB 0 ; DATA XREF: WorldmapScene__onCreate+C4o
ov8:021A73A8 ; ov8:off_218FD18o
ov8:021A73A9 DCB 0
ov8:021A73AA DCB 0
ov8:021A73AB DCB 0
ov8:021A73AC DCD w2nodeData
ov8:021A73B0 DCD w2pathSettings
ov8:021A73B4 DCD unk_21A5414
ov8:021A73B8 DCD w2visibleNodes
ov8:021A73BC DCD w2starcoinSigns
ov8:021A73C0 DCD w2towersCastles
ov8:021A73C4 DCD w2mushroomHouses
ov8:021A73C8 DCD off_21A58E0
ov8:021A73CC DCW 0x14 ; w2nodeCount
ov8:021A73CE DCB 0x18 ; w2pathCount
ov8:021A73CF DCB 0
ov8:021A73D0 DCB 0
ov8:021A73D1 DCB 0
ov8:021A73D2 DCB 0
ov8:021A73D3 DCB 0
ov8:021A73D4 DCD w3nodeData
ov8:021A73D8 DCD w3pathSettings
ov8:021A73DC DCD unk_21A541C
ov8:021A73E0 DCD w3visibleNodes
ov8:021A73E4 DCD w3starcoinSigns
ov8:021A73E8 DCD w3towersCastles
ov8:021A73EC DCD w3mushroomHouses
ov8:021A73F0 DCD off_21A5718
ov8:021A73F4 DCW 0x12 ; w3nodeCount
ov8:021A73F6 DCB 0x17 ; w3pathCount
ov8:021A73F7 DCB 0
ov8:021A73F8 DCB 0
ov8:021A73F9 DCB 0
ov8:021A73FA DCB 0
ov8:021A73FB DCB 0
ov8:021A73FC DCD w4nodeData
ov8:021A7400 DCD w4pathSettings
ov8:021A7404 DCD unk_21A5418
ov8:021A7408 DCD w4visibleNodes
ov8:021A740C DCD w4starcoinSigns
ov8:021A7410 DCD w4towersCastles
ov8:021A7414 DCD w4mushroomHouses
ov8:021A7418 DCD off_21A5790
ov8:021A741C DCW 0x13 ; w4nodeCount
ov8:021A741E DCB 0x17 ; w4pathCount
ov8:021A741F DCB 0
ov8:021A7420 DCB 0
ov8:021A7421 DCB 0
ov8:021A7422 DCB 0
ov8:021A7423 DCB 0
ov8:021A7424 DCD w5nodeData
ov8:021A7428 DCD w5pathSettings
ov8:021A742C DCD unk_21A5404
ov8:021A7430 DCD w5visibleNodes
ov8:021A7434 DCD w5starcoinSigns
ov8:021A7438 DCD w5towersCastles
ov8:021A743C DCD w5mushroomHouses
ov8:021A7440 DCD off_21A582C
ov8:021A7444 DCW 0x18 ; w5nodeCount
ov8:021A7446 DCB 0x1E ; w5pathCount
ov8:021A7447 DCB 0
ov8:021A7448 DCB 0
ov8:021A7449 DCB 0
ov8:021A744A DCB 0
ov8:021A744B DCB 0
ov8:021A744C DCD w6nodeDataMaybe
ov8:021A7450 DCD w6pathSettings
ov8:021A7454 DCD unk_21A5408
ov8:021A7458 DCD w6visibleNodes
ov8:021A745C DCD w6starcoinSigns
ov8:021A7460 DCD w6towersCastles
ov8:021A7464 DCD w6mushroomHouses
ov8:021A7468 DCD off_21A5D1C
ov8:021A746C DCW 0x15 ; w6nodeCount
ov8:021A746E DCB 0x1A ; w6pathCount
ov8:021A746F DCB 0
ov8:021A7470 DCB 0
ov8:021A7471 DCB 0
ov8:021A7472 DCB 0
ov8:021A7473 DCB 0
ov8:021A7474 DCD w7nodeData
ov8:021A7478 DCD w7pathSettings
ov8:021A747C DCD unk_21A5424
ov8:021A7480 DCD w7visibleNodes
ov8:021A7484 DCD w7starcoinSigns
ov8:021A7488 DCD w7towersCastles
ov8:021A748C DCD w7mushroomHouses
ov8:021A7490 DCD off_21A573C
ov8:021A7494 DCW 0x12 ; w7nodeCount
ov8:021A7496 DCB 0x18 ; w7pathCount
ov8:021A7497 DCB 0
ov8:021A7498 DCB 0
ov8:021A7499 DCB 0
ov8:021A749A DCB 0
ov8:021A749B DCB 0
ov8:021A749C DCD w8nodeData
ov8:021A74A0 DCD w8pathSettings
ov8:021A74A4 DCD unk_21A540C
ov8:021A74A8 DCD w8visibleNodes
ov8:021A74AC DCD w8starcoinSigns
ov8:021A74B0 DCD w8towersCastles
ov8:021A74B4 DCD w8mushroomHouses
ov8:021A74B8 DCD off_21A5E44
ov8:021A74BC DCW 0x13 ; w8nodeCount
ov8:021A74BE DCB 0x16 ; w8pathCount
ov8:021A74BF DCB 0
ov8:021A74C0 DCB 0
ov8:021A74C1 DCB 0
ov8:021A74C2 DCB 0
ov8:021A74C3 DCB 0 The table contains all information that is necessary to load nodes and paths for the maps. How the table is built up: - It has 8 sections, 1 for each world - Each block is 0x28 bytes long Sections:
Pointers to other Node/Path counts: These pointers reffer to 4 byte long blocks that are built like this:
Pointers to Unknow Blocks: The Unknown blocks contain 3-5 4 byte long pointers to 0x10 byte long unknown data blocks. Worlds 1-5 and 7 have 3 pointers, 6 has 4 and 8 has 5. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 10-26-16, 12:11 pm in Newer Super Mario Bros. DS (rev. 1 by RicBent on 10-26-16, 12:11 pm)
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Mariomaster
Karma: 8528 Posts: 713/1681 Since: 06-09-12 |
Never with the NSMBDS engine. You'd have to do an insane amount of patches to allow that.
Also the NDS is probably not powerfull enough to do the rendering job for 3 seperate layers. The most impossible thing is the Layer infront Mario. 2D bg tiles can never be rendered infront 3D sprites. You'd have to create your own render system for these which would rely on OAM objects, which would cause an insane slowdown if they are used to much. Also the OAM tiles/pallettes are limited as well. All in all: Never Edit: And remember: Replacing stuff is "easy". Adding not. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 11-04-16, 05:45 pm in Literally everything you need to know about Worldmap editing (rev. 7 by RicBent on 11-04-16, 11:10 pm)
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Mariomaster
Karma: 8528 Posts: 730/1681 Since: 06-09-12 |
Shameless doublepost incoming because it has an entirely different topic.
I looked a bit more into the worldmap structure. Almost everything of the table 5 posts up is now known. This is how the worldmap structure looks C like: #include "nsmb.h" typedef struct path { u8 endingNodeId; u8 animationId; u8 settings; u8 unk; } path; typedef struct node { path *paths; // As many paths as you want. Last path should be FF 00 00 00 u8 areaId; u8 unk0; // Allways 0? u8 unk1; // Mostly 0. I only saw 0xB in W1. Is this for the blue mushroom house? u8 icon; u8 settings; u8 unk2[3]; // Allways 0? Probably padding } node; typedef struct pathBehavior { u8 animationId; u8 starcoinCost; u8 visibility; u8 unk; // Allways 0? Probably padding } pathBehavior; typedef struct mapObjects { u8 mapObj1StartNode; u8 mapObj1Type; u8 mapObj2StartNode; u8 mapObj2Type; } mapObjects; typedef struct visibleNode { u8 unlockedPaths[4]; u8 unlockedpathsSecret[4]; u16 cameraLocation; u16 cameraLocationSecret; s32 x; s32 y; s32 z; } visibleNode; typedef struct worldmapObject { u8 animationId; u8 pad[3]; s32 x; s32 y; s32 z; } worldmapObject; typedef struct bowserJrNode { u8 animationId; u8 behavior; } bowserJrNode; typedef struct world { node *nodes; pathBehavior *pathBehaviors; mapObjects *mapObjs; visibleNode *visibleNode; worldmapObject *starcoinSigns; // As many as you want. Last one should be zeroed worldmapObject *strongholds; // ^ worldmapObject *mushroomHouses; // ^ bowserJrNode **bowserJrPaths; u16 nodeCount; u16 pathCount; u32 unk; // allways 0 } world; At 0x1B6E4 in overlay 8 there are 8 of the "world" structures right after each other. Also thanks to skawo for finding out the Bowser Jr. Path structure. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 11-12-16, 05:40 pm in mini hackculminated The Amazing Adventure Of Mario (rev. 1 by RicBent on 11-12-16, 05:41 pm)
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Mariomaster
Karma: 8528 Posts: 740/1681 Since: 06-09-12 |
Well, it IS unoriginal if you use a name that is already taken. Especially if you use Newer because it is well known.
Also we cannot see very much content here yet. There is one screen, which shows corrupted bottom screen palettes and a level with very flat design. Also the fact that 1/2 of your "Newer Team" is already banned isn't a good sign for this project Edit: And why should I escape Christmas? _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 01-08-17, 06:12 pm in Newer Super Mario Bros. DS (rev. 1 by RicBent on 01-08-17, 06:12 pm)
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Mariomaster
Karma: 8528 Posts: 785/1681 Since: 06-09-12 |
Posted by Arceus I think there is nothing that has to be approved. This looks so awesome that it can be directly moved. Create a hack with the same quality and it will be moved directly as well. All following posts about the hacks forum rules and the release date of NewerDS will be directly deleted from now to prevent this spam. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 01-16-17, 03:18 pm in Drawing (animated) 3d models (rev. 3 by RicBent on 01-16-17, 03:21 pm)
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Mariomaster
Karma: 8528 Posts: 787/1681 Since: 06-09-12 |
Well this is mostly a findings dump. All functions beneath are though enough to draw (animated) 3d models.
Still it might not be as detailed as needed to make it usable for everyone. Here we go: NSMB makes it very easy for us. We only need to call 3 functions to get everything going. If you want to draw a model alongside a actor you have to place the corresponding struct in it's alloced memory. What exactly each part of the following structs do is not known, but not necessary. typedef struct // Size: 0x90
{ u32 unk[0x24]; } Model3d; typedef struct // Size: 0x18 { u32 unk[0x6]; } Anim3d; typedef struct // Size: 0xA8 { Model3d model; // 0x00 Anim3d anim; // 0x90 } ModelAnim3d; Use Model3d if you want an unanimated model, use ModelAnim3d if you want an animated model. Now the functions: // Functions for Models without animation void model3d_ctor(Model3d* model); bool model3d_setup(Model3d* model, void* modelFile, u32 unk); void model3d_init(Model3d* model); // Functions for Models with character animation // These functions call all above functions void modelAnim3d_ctor(ModelAnim3d* model); bool modelAnim3d_setup(ModelAnim3d* model, void* modelFile, void* animationFile, u32 unk1 , u32 unk2, u32 unk3); void modelAnim3d_init(Model3d* model, u32 animationId, u32 unk1, u32 animationSpeed, u32 unk2); void anim3d_update(Anim3d* animation); Call the corresponding _ctor function in the constructor of you actor. Then _setup and then _init in onCreate if your actor. _setup is normally called in heapCreated, but that sometimes causes strange crashes. For changing the animation recall _init on the animated modell. To update the animation call anim3d_update on the modelAnim3d.anim somewhere in onExecute. Finally the custom onDraw function. This is custom and made by REing existing sprites: CustomActor_onDraw: STMFD SP!, {R4,LR} MOV R4, R0 @ Set Position LDR R0, =0x0208B6E8 LDR R1, [R4,#0x60] @ Adress of the X Position LDR R2, [R4,#0x64] @ Adress of the Y Position LDR R3, [R4,#0x68] @ Adress of the Z Position BL SetModelPos @ Set Rotation LDR R0, =0x0208B6E8 LDRSH R1, [R4,#0xA0] @ Adress of the X Rotation BL SetModelRotX LDR R0, =0x0208B6E8 LDRSH R1, [R4,#0xA2] @ Adress of the Y Rotation BL SetModelRotY LDR R0, =0x0208B6E8 LDRSH R1, [R4,#0xA4] @ Adress of the Z Rotation BL SetModelRotZ LDR LR, =0x0208B6E8 LDR R12, =0x454 LDMIA LR!, {R0-R3} ADD R12, R4, R12 STMIA R12!, {R0-R3} LDMIA LR!, {R0-R3} STMIA R12!, {R0-R3} LDMIA LR, {R0-R3} STMIA R12, {R0-R3} ADD R0, R4, #0x3F4 @ Adress of the Model ADD R1, R4, #0xF0 @ Adress of the Scale Vec3 LDR R2, [R0] LDR R2, [R2,#0xC] BLX R2 MOV R0, #1 LDMFD SP!, {R4,PC} These are the adresses of the found functions (for symbols.x): model3d_ctor = 0x2019A30; model3d_setup = 0x2019948; model3d_init = 0x2019A30; modelAnim3d_ctor = 0x2019644; modelAnim3d_setup = 0x2019530; modelAnim3d_init = 0x2019440; anim3d_update = 0x201FEB8; SetModelPos = 0x2044814; SetModelRotX = 0x20448B4; SetModelRotY = 0x2044888; SetModelRotZ = 0x204485C; (Oh, the function names I came up with might be entirely senseless. I didn't re what exactly they do. I simply looked at a lot of actors to see how they do it) _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 04-01-17, 08:50 pm in i have leak the newer super mario ds!!
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Mariomaster
Karma: 8528 Posts: 823/1681 Since: 06-09-12 |
RicBent |
Posted on 09-24-17, 09:19 pm in Need Help.
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Mariomaster
Karma: 8528 Posts: 1004/1681 Since: 06-09-12 |
RicBent |
Posted on 09-24-17, 09:21 pm in New Super Mario Bros.X
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Mariomaster
Karma: 8528 Posts: 1005/1681 Since: 06-09-12 |
RicBent |
Posted on 10-07-17, 10:28 am in StapleButter rant (rev. 1 by RicBent on 10-07-17, 10:30 am)
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Mariomaster
Karma: 8528 Posts: 1014/1681 Since: 06-09-12 |
I forgot something.
Your problems with StapleButter do not come from this board. I find it disgusting how you now try to flood every single place about the crap. Argue elsewhere. Edit: In the future all your "ranting" and "arguing" threads will go to trash after we see them. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 01-13-18, 06:23 pm in NSMBWii Hack?
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Mariomaster
Karma: 8528 Posts: 1083/1681 Since: 06-09-12 |
I don't quite see the point.
If I want to play NSMBW I play NSMBW not a downported version. I can understand if people port older games to a newer engine but this ... doesn't make much sense imo. And "I would like to direct" sounds like "Please create a hack for me". Many threads like this one have existed. All failed. Create something and then ask people to join. That is how it works. _________________________ GitHub - Kuribo64 - YouTube |