RicBent |
Posted on 03-16-18, 05:44 pm in I ned sum help with playing my levels on my DS plz :3
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Mariomaster
Karma: 8583 Posts: 1153/1681 Since: 06-09-12 |
RicBent |
Posted on 05-11-18, 01:16 pm in free-to-use Free Tilesets to use (rev. 1 by RicBent on 05-11-18, 01:51 pm)
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Mariomaster
Karma: 8583 Posts: 1207/1681 Since: 06-09-12 |
Sharing others work, even if their credit is not required without stating that it's not done by yourself is pretty unrespectful to the original creator.
And considering this tileset is already available to downliad in this forum I see no reason for you to repost it here. Come back if you have anything original, made or at least modified by you to share. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-06-18, 01:48 pm in Staff wanted! (rev. 1 by RicBent on 06-07-18, 09:29 am)
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Mariomaster
Karma: 8583 Posts: 1253/1681 Since: 06-09-12 |
RicBent |
Posted on 01-01-19, 01:11 am in Happy New Year!
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Mariomaster
Karma: 8583 Posts: 1402/1681 Since: 06-09-12 |
RicBent |
Posted on 04-01-20, 08:15 pm in april fools
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Mariomaster
Karma: 8583 Posts: 1535/1681 Since: 06-09-12 |
RicBent |
Posted on 08-21-21, 03:04 pm in How to add a creature which the level haven't used
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Mariomaster
Karma: 8583 Posts: 1642/1681 Since: 06-09-12 |
Welcome!
To use sprites that are not present in the existing level you have to enable them in the sprite sets which you can find in the level parameters. That should remove the red background from the new sprites you placed. Also note that not all sprite combinations are possible. To understand the camera controls the best way is looking at how the camera sprites are used in existing levels. If you got further questions you can also try the search feature which you can find in the navigation sidebar. There have been quite a few answered questions regarding camera stuff on this board ![]() _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-08-13, 03:25 pm in suggestion Sign for pipe cannon (rev. 1 by RicBent on 06-08-13, 03:26 pm)
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Mariomaster
Karma: 8583 Posts: 283/1681 Since: 06-09-12 |
RicBent |
Posted on 01-12-15, 03:08 pm in Is there coinCount()-function or something like that? (rev. 1 by RicBent on 01-12-15, 03:12 pm)
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Mariomaster
Karma: 8583 Posts: 407/1681 Since: 06-09-12 |
RicBent |
Posted on 06-18-15, 05:24 pm in NSMB Worldmap Editor
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Mariomaster
Karma: 8583 Posts: 437/1681 Since: 06-09-12 |
Posted by KingYoshi Er... Mariomaster, I think it's really awesome you made this, but I'm not sure if we're allowed to make a copy of an editor someone else made. ![]() Why shouldn't it be allowed to do that ![]() Particularly when the creators have disappered and the project was closed source. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-08-15, 12:01 pm in Tileset Animations Hack (rev. 1 by RicBent on 08-08-15, 12:01 pm)
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Mariomaster
Karma: 8583 Posts: 487/1681 Since: 06-09-12 |
RicBent |
Posted on 10-05-15, 02:00 pm in nsmb2 NSML - New Super Mario Land (rev. 2 by RicBent on 10-05-15, 02:16 pm)
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Mariomaster
Karma: 8583 Posts: 506/1681 Since: 06-09-12 |
RicBent |
Posted on 12-28-15, 09:08 pm in Running hacked DS games through 3DS homebrew launcher? (rev. 2 by RicBent on 12-28-15, 09:12 pm)
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Mariomaster
Karma: 8583 Posts: 519/1681 Since: 06-09-12 |
Nope. Homebrew Launcher is only in ARM11 userland.
DS games run on "bare metal" (so HB Lancher hasn't permission to run them), while 3DS games run under a OS like thing. Since 3DS games run in ARM11 userland the romfs calls can be redirected to a fs on the SD card. Also people interested in 3DS hacking should update their consoles to 10.3 firmware, becauase there are multiple entrypoints availible now. So be fast before Nintendo paches them with a new firmware. More information here: http://smealum.github.io/3ds/ _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 01-13-16, 09:18 am in Sprite duplication?
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Mariomaster
Karma: 8583 Posts: 528/1681 Since: 06-09-12 |
I'd rather try to modify the texture loading of the sprite. So you could select a texture with sprite data.
That would require massive investigathon in how the game reads the spritedata tho. A while ago I tried something simillar, but it faild because of my lack of ASM knowledge (so the IDA database was a huge maze for me ![]() _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 03-20-16, 01:01 pm in nsmb2 NSML - New Super Mario Land (rev. 1 by RicBent on 03-20-16, 01:18 pm)
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Mariomaster
Karma: 8583 Posts: 543/1681 Since: 06-09-12 |
So... The tileset editor of CoinKiller is now as much working that fully custom tilesets are possible:
![]() ![]() Credit for the Tileset goes to Newer Team Now, I guess it's time to work on this project a bit more. While developing for CoinKiller I thought about a few world themes that NSML will feature. I made a strawpoll where you can vote with which world theme I should start: http://strawpoll.me/7133330 If you have any other world theme suggestions feel free to post ![]() _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-03-16, 10:28 am in Literally everything you need to know about Worldmap editing
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Mariomaster
Karma: 8583 Posts: 557/1681 Since: 06-09-12 |
Posted by Elrodorn
Also It'd be cool if Also thank you _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-12-16, 08:36 am in Newer Starshine
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Mariomaster
Karma: 8583 Posts: 561/1681 Since: 06-09-12 |
RicBent |
Posted on 08-18-16, 09:17 pm in Actor/Particle/SFX Spawner Sprite
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Mariomaster
Karma: 8583 Posts: 626/1681 Since: 06-09-12 |
RicBent |
Posted on 08-19-16, 08:35 am in Problems with devkitARM (rev. 1 by RicBent on 08-19-16, 10:45 am)
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Mariomaster
Karma: 8583 Posts: 627/1681 Since: 06-09-12 |
"does not work" is an excelent problem description.
Joking aside, we can't help you if you don't provide information about what exactly is your problem. Also, I'm not quite sure if you use a translator, but if you do, please provide your post in your language as well, so maybe someone can understand you a bit better ![]() _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-19-16, 09:50 am in Literally everything you need to know about Worldmap editing
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Mariomaster
Karma: 8583 Posts: 628/1681 Since: 06-09-12 |
The offset of the files that are loaded is at 0x1C4B4 of overlay 8. All entries are 4 bytes long:
Offset: Filename: FileID:
0x00: w1.nsbmd 0x62A
0x04: w1_move.nsbca 0x634
0x08: Nothing 0x0
0x0C: w1.nsbta 0x62B
0x10: w1.nsbtp 0x62C
0x14: w1_tree.nsbmd 0x638
0x18: w1_tree.nsbca 0x637
0x1C: Nothing 0x0
0x1C: w1_tower.nsbmd 0x636
0x20: w1_tower.nsbca 0x635
0x24: w1_castle.nsbmd 0x62E
0x28: w1_castle.nsbca 0x62D
0x2C: w1_kinoka_b.nsbmd 0x630
0x30: w1_kinoko_g.nsbmd 0x631
0x34: w1_kinoko_p.nsbmd 0x632
0x38: w1_kinoko_r.nsbmd 0x633
0x3C: w2.nsbmd 0x639
0x40: w2_move.nsbca 0x641
0x44: Nothing 0x0
0x48: w2.nsbta 0x63A
0x4C: w2.nsbtp 0x63B
0x50: w2_tree.nsbmd 0x644
0x54: w2_tree.nsbca 0x643
0x58: Nothing 0x0
0x5C: w2_tower.nsbmd 0x642
0x60: w2_tower.nsbca 0x635
0x64: w2_castle.nsbmd 0x63C
0x68: w1_castle.nsbca 0x62D
0x6C: w2_kinoko_b.nsbmd 0x63D
0x70: w2_kinoko_g.nsbmd 0x63E
0x74: w2_kinoko_p.nsbmd 0x63F
0x78: w2_kinoko_r.nsbmd 0x640
0x7C: w3.nsbmd 0x645
... _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 09-03-16, 12:09 pm in Use SNES Controller as PC gamepad (rev. 2 by ImageBot on 11-21-16, 03:23 am)
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Mariomaster
Karma: 8583 Posts: 650/1681 Since: 06-09-12 |
Some weeks ago I felt that my good old SNES controller needs to be a bit more played on.
So last week I made a little Arduino/C# programm that let's you use your SNES gamepad with your PC! ![]() As you can see it updates really fast so you don't have to worry about any slowdown ![]() Connect the GND and 5V to the corresponding pins of your Ardiono and put Data, Latch and Clock on three different Digital pins. SNES Controller Pinout: ________________________
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| G N N | D L C 5 |
\________________________|
G = GND
N = Nothing
D = Data
L = Latch
C = Clock
5 = 5V Now you only have to change these lines in SnesPadIno.ino to the digital pins you use: #define DATA_PIN 5
#define LATCH_PIN 6
#define CLOCK_PIN 7 Just upload the script to your Arduino and install vJoy. Then open vJoyConf.exe and set the Button amount of vJoy Device #1 to 8 and the POV amout to 1 and the mode to Continious. Finally start SnesPad.exe and have fun using your SNES gamepad ![]() Thanks to TacticalCode for the Aruino SNES library and vJoy for their awesome gamepad emulating driver. Download: https://www.dropbox.com/sh/fj0f4yjju9m5rj9/AAAlg6dtvSapw2TtYIe7oPfTa?dl=0 _________________________ GitHub - Kuribo64 - YouTube |