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Posted on 02-06-19, 06:53 pm in NDS BNBL Editor (for editing touchscreen positions) (rev. 1 by  TheGameratorT on 02-06-19, 06:55 pm)
Red Goomba
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Karma: 178
Posts: 11/41
Since: 07-19-18
So, sometime ago I was trying to edit BNBL files and I came across this outdated and faulty tool with alignment calculation problems:

https://nsmbhd.net/thread/721-nsmb-tools-bnbl-editor/

So I decided to code a GUI editor with a 2D Viewer with the help from RoadrunnerWMC which in his ndspy library explained me how the alignment worked.

New tool by me:
https://github.com/TheGameratorT/NDS_BNBL_Editor
Posted on 08-31-19, 11:18 am in The Ultimate Mario Vs Luigi No More Sprite Limitation ASM! (rev. 8 by  TheGameratorT on 10-11-19, 06:00 pm)
Red Goomba
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Karma: 178
Posts: 39/41
Since: 07-19-18
Credits to  Dirbaio for making the original ASM.
Credits to  KingYoshi for giving me the separated levels idea.
Credits to  skawo, RicBent and  RoadrunnerWMC for teaching me how stacks work and executing functions in overlays.

I am proud to present the Mario Vs Luigi no spriteset limit version 2!

What's new?

- Separated Double Card and Download Play levels! (Download Play will still be limited to the spriteset limitation, but it now works at least.)
(Double Card will use the course files and Download Play will use the NARCs)

- You can now use the flag pole in some levels and battle stars in others instead of having to use one option for all levels.

- Some download play animations were remapped to loaded ones so it doesn't look weird when it tries to load one that doesn't exist.
Note: Avoid using water levels in Download Play (it's fine for Double Card), because if the player dies underwater, the game will crash.

Download Links:
Note: The download file may update at any time. Every time that happens, this message will be edited.

Version: 2.0
https://drive.google.com/file/d/1foVXsZ-UvOHnadrF_3Ij2RjORVeOtLGJ/view?usp=sharing

My NSMBe5.3 fork (allows for editing NARCs directly, only English support at the moment though):
https://github.com/TheGameratorT/NSMB-Editor/releases/latest
Posted on 09-08-19, 04:13 pm in optimism Welp, this is shocking (rev. 2 by  TheGameratorT on 09-08-19, 04:17 pm)
Red Goomba
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Karma: 178
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Since: 07-19-18
Posted by Skylander
I love that idea, but nobody is motivated enough to restart the community remix. Nobody has time to do it, and we barely have time to work on our own projects. Life likes to get in the way a lot

I agree with this. It's just so hard to be focused on something when there is so much other things to do. And sometimes people ask you help which can also take part of your time.

My ROM hack is currently in the works, but going secretly on a Discord server, it is supposed to revolutionise Mario Vs Luigi hacking as a base for other hacks of it. It will even have co-op support and for those who can only play in single player I made a key combo (L + R + B + A) which will boot the player into single player mode.
Posted on 07-23-18, 11:23 am in Multiple Views in Mario vs Luigi
Red Goomba
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Since: 07-19-18
Thx for the help! This ended up working

Posted on 01-03-19, 09:40 pm in ClassID 31 Documentation (rev. 12 by  TheGameratorT on 10-10-19, 06:45 pm)
Red Goomba
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Since: 07-19-18
So, I have been messing up with a Dirbaio finding that allowed to spawn Powerups out of blocks and I decided to spend the 2h 30mins documenting what I found about the item spawner.

There might be some stuff yet to be discovered. If new stuff is found I will add it here. If you found new stuff about it please reply to me (if thread gets old PM me so you won't bump it).

Dirbaio tutorial on how to activate the sprite:
http://jul.rustedlogic.net/thread.php?pid=239134#239134

ClassID 0x1F (Hidden Item Spawner) Findings

Documented by TheGameratorT

========================
Raw Sprite Data:
AB CD EF GH IJ KL
========================

Notes: Setting both E and J nibbles to 3 locks the item in
place and ignores the coming out of block animation (X Axis).

Nibble AB CD [UNDISCOVERED MIGHT DO NOTHING]
Nibble E
(
Move right stuff:
0 = Spawn coming from invisible block then move right.
1 = Spawn jumping low out of invisible block to right.
2 = Do nothing, useless.
3 = Spawn jumping high out of invisible block to right.
4 = Spawn jumping medium out of invisible block to right.
5 = Spawn jumping medium and falling fast out of invisible block to right.
6 = Spawn falling stairs to right, wut???
7 = Spawn coming from invisible block then move right.

Move left stuff:
8 = Spawn coming from invisible block then move left.
9 = Spawn jumping low out of invisible block to left.
A = Spawn stuck in place, uncollectable. Useful for decoration.
B = Spawn jumping high out of invisible block to left.
C = Spawn jumping medium out of invisible block to left.
D = Spawn jumping medium and falling fast out of invisible block to left.
E = Spawn falling stairs to left, wut???
F = Spawn coming from invisible block then move left.
)
Nibble F [UNDISCOVERED]
Nibble GH [UNDISCOVERED]
Nibble I [Layer Priority] (Spawn item above tiles. 0 = No, 1 = Yes)
Nibble J [Animation] (0 = Coming from block, F = Coming from inventory)
Nibble KL [Spawn Items]
(
Tutorial:
(
How to use?
Get the spawn method offset (it is the first interval number)
and then the ID of the item to spawn. Then apply this formula:

0xOFFSET + 0xID = 0xRESULT

Then remove the 0x and you should get just RESULT as the offset to use.

Example:
If I want a coming out of block Blue Shell do 0x00 + 0x0B = 0x0B -> 0B
If I want a normal spawn Blue Shell do 0x60 + 0x0B = 0x6B -> 6B
If I want a coming from inventory Blue Shell do 0x80 + 0x0B = 0x8B -> 8B
)

Spawn Methods:
(
[00 to 1F] = Comes out of invisible block (up)
[60 to 7F] = Comes out of invisible block (down)
[80 to 9F] = Comes from inventory
)

Filtered IDs (without duplicates)
(
00 = Mushroom
01 = Starman
02 = Coin jumping out of block
03 = Mushroom
05 = Mega Mushroom
07 = 1-Up Mushroom
09 = Fireflower
0A = Vine coming out of block (grows until block is hit)
0B = Blue Shell
12 = Entrance Vine (grows 7 tiles and then stops)
19 = Mini Mushroom
)

Unfiltered IDs (with duplicates)
(
00 = Mushroom (or Fireflower)
01 = Starman
02 = Coin jumping out of block
03 = Mushroom
04 = Coin jumping out of block
05 = Mega Mushroom
06 = Mushroom
07 = 1-Up Mushroom
08 = Mushroom
09 = Fireflower
0A = Vine coming out of block (grows until block is hit)
0B = Blue Shell
0C = Mushroom
0D = Mushroom
0E = Mushroom
0F = Mushroom
10 = Mushroom
11 = Mushroom
12 = Entrance Vine (grows 7 tiles and then stops)
13 = Coin jumping out of block
14 = Coin jumping out of block
15 = Mushroom
16 = Mushroom
17 = Mushroom
18 = Mushroom
19 = Mini Mushroom
1A = Mushroom
1B = Mushroom
1C = Mushroom
1D = Mushroom
1E = Mushroom
1F = Mushroom
)
)
Posted on 03-01-19, 02:26 pm in Misc. patches thread (rev. 2 by  TheGameratorT on 03-01-19, 02:34 pm)
Red Goomba
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Since: 07-19-18
Any music on Nintendo boot screen.

Save the file as nintendo_boot_music.s
#Delete coin soundset load. repl_020CCDD0_ov_01: BX LR #Force game to load music 78 on Nintendo boot instead of playing coin sound. repl_020CCDDC_ov_01: STMFD SP!, {R4,LR} MOV R0, #78 MOV R1, #0 BL 0x2011CE4 LDMFD SP!, {R4,LR} MOV R0, #78 MOV R1, #0 B 0x2011E7C #Stop music on scene deletion to allow titlescreen music load. nsub_020CCB28_ov_01: STMFD SP!, {R4,LR} MOV R0, #0 BL 0x2011E3C MOV R0, #1 LDMFD SP!, {R4,PC}


This will replace the coin playsound and set SSEQ ID 78 as the boot music.
You can always change the number 78 in the code to which slot you want.

Will leave a SSEQ, SBNK and SWAR if you want to use mono WAV files, I recommend you using Nitro Studio to import the files.
https://drive.google.com/open?id=1DcyH15ubNlQKoKIv1ly8pJsJJhkZyUEb

To import a mono WAV file in Nitro Studio, open the added WAVE_BOOT.swar, right click on "Sound 0" then import the WAV.
If it doesn't play you might need to lower the sample rate of it. I also don't recommend making the WAV longer than the Nintendo boot screen time as it will make loading times longer and won't play the extra part anyways.
Posted on 03-13-19, 02:58 pm in NDS BNCL Editor (for editing graphic positions) (rev. 2 by  TheGameratorT on 03-13-19, 05:53 pm)
Red Goomba
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Karma: 178
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Since: 07-19-18
So, after quite some time I finally managed to release this editor, some updates are coming and support for more of the game menus!

https://github.com/TheGameratorT/NDS_BNCL_Editor/releases



You can support this editor by completing the SizePresets.xml
https://github.com/TheGameratorT/NDS_BNCL_Editor/blob/master/NDS_BNCL_Editor/SizePresets.xml

Current guide images I prepared for New Super Mario Bros.:
https://drive.google.com/open?id=1pO_-xSbd2Mcc9V_ZhVVDFVWYg-OMWR1Z

Hope you find a good use to it!
Posted on 06-12-19, 06:25 pm in NSBMD and NSBTX Converter!!!
Red Goomba
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Karma: 178
Posts: 32/41
Since: 07-19-18
Credits to Ermelber (Ermii) for making 'AssToImd', otherwise this tool wouldn't be possible.

As MKDSCMLast was getting outdated I decided to make a tool that would help people with NSBMD and NSBTX file
It supports almost any model format.

Repository:
- https://github.com/TheGameratorT/NSBMD-NSBTX_Converter

Download:
- https://github.com/TheGameratorT/NSBMD-NSBTX_Converter/releases
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