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Posted on 06-06-18, 01:48 pm in Staff wanted! (rev. 1 by RicBent on 06-07-18, 09:29 am)
Mariomaster

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In the past this kind of threads were deleted on sight if no actual content of the project is posted. It just seems lile you want a team to create a hack for you otherwise.

Will give you a few hours to post stuff.

Edit: Few hours are over.
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Posted on 01-01-19, 01:11 am in Happy New Year!
Mariomaster

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Happy 2019
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Posted on 04-01-20, 08:15 pm in april fools
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trash can
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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)
Mariomaster

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We could fill the area with coins and check, wich were collected to rebuild the path.
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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)
Mariomaster

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Easy way:

int *Coins = (int*) (0x0208B37C);

yourVariable = *Coins

*Coins = yourValue

dunno if that's an int but works
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Posted on 06-18-15, 05:24 pm in NSMB Worldmap Editor
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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.
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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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Here a demonstration of how that hack can look like.



This video features an animation with 16 frames.
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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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Beta Stuff (3)

This time a video of the finished cave tileset plus animations:


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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)
Mariomaster

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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/
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Posted on 01-13-16, 09:18 am in Sprite duplication?
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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 ).
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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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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
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Mariomaster

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Posted by Elrodorn
Also  Freeze is currently implementing an editor into NSMBe. Just in case someone else wanted to do that.


It'd be cool if  Freeze would make a GitHub fork then, so people could help and maybe understand how the wm stuff works a bit better.


Also thank you  LuigiXHero for defacing the mobile site without any real reason with that unnecessary image.
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Posted on 06-12-16, 08:36 am in Newer Starshine
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Kinda sad that this project doesn't get a bit more attention, since what you show does look very good.

I really like your level design: It's varied and most of the shown levels really look like if they straight come from Nintendo
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Posted on 08-18-16, 09:17 pm in Actor/Particle/SFX Spawner Sprite
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Updated to code to make it work with all 64 activator IDs.

If you already have it downloaded redownload.
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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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"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
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Mariomaster

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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 ...


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Posted on 08-21-16, 04:56 pm in ATTN the internet justice team (aka RVL riot) (rev. 5 by ImageBot on 11-21-16, 03:23 am)
Mariomaster

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I love how he complains about omg dictator, but is not better himself at all.

(The line at the end translates to "KingYoshi removed Mariomaster from this chat")
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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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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:
________________________ / | | 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
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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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Grounded Fire Piranha killable with Koopa Shells:
repl_0217AE8C_ov_51: repl_0217AEE4_ov_51: LDR R2, =0x0217B650 BX LR

I just load the physics of the normal grounded ones for the fire ones.
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Posted on 10-02-16, 05:56 pm in pow block help
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You can simulate it with the on/off trigger block and the tile god.

Also using your shift key more often would increase your post quality a lot.
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