Thierry |
Posted on 02-08-16, 05:30 pm in tutorial Fixing 'already opened' files (rev. 3 by ImageBot on 11-21-16, 03:18 am)
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Karma: 6288 Posts: 1773/2781 Since: 01-17-13 |
Remember this?
As you may already know, this 'file is already being edited' misled error message prevents you from opening the following: I have though of this simple way to 'fix' the files permanently so you never get the error again, but KingYoshi then advised me to make a tutorial for it. So here you go, a tutarial with pics. Hopefully you don't mind Windows 10. For this tutorial, you need: -NSMBe5.2 -MKDS Course Modifier (newer release for best) I will use map_dragon.nsbmd for this tutorial. Step one: Open your NSMB ROM in NSMBe. Export the uneditable files you want without trying to open them. Even if it's just for checking if it really can't open. Posted by Thierry To extract/replace the old NSBMD you fail opening, close and reopen NSMBe, then don't try editing/hex editing the file. Thus, you won't have 'opened' the file, and won't get the 'File is already being edited' error when extracting/replacing the NSBMD. Step two: Once you have exported your files (in my case, only map_dragon.nsbmd), open MKDS Course Modifier. Open the tools tab, hover 'Nitro System', 'NSBMD', and click on 'NSBMD -> NSBMD + NSBTX'. Step three: Pick one of the files you exported. Then save the now untextured .nsbmd (either by replacing the original textured one, or by saving it in another folder) and the .nsbtx that contains the textures (saving it at the same place than the .nsbmd should be convenient). (If you have multiple NSBMD files you want to 'fix', you will have to repeat the process from this step.) Step four: In MKDS Course Modifier, hover 'Nitro System', 'NSBMD', and this time click on 'NSBMD + NSBTX -> NSBMD'. Pick your untextured NSBMD, and also your NSBTX. It then will ask you where you want to save your new textured NSBMD (anywhere you want). At this point, if you haven't erased or deleted the old textured NSBMD already, the untextured one and the NSBTX, you can do it now. Of course, keep the new textured one until you have imported it back in NSMBe. You can also close MKDS Course Modifier at this point. Reimport your new textured NSBMD into NSMBe. You should now be able to edit it freely. If you spot any mistake in the tutorial, I'd be pleased if you reported it. |
Thierry |
Posted on 09-20-15, 01:49 pm in Level/game maker suggestions
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Karma: 6288 Posts: 1665/2781 Since: 01-17-13 |
'Can you implement magic in the editor. plz.'
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Thierry |
Posted on 04-26-16, 07:03 pm in FUCK NSMBHD
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Karma: 6288 Posts: 1824/2781 Since: 01-17-13 |
---------------- Rest in peace
Un-Limited-Lemon9000, CainanCorlett ------------ 2016 - 5 minutes later It was fun while it lasted. |
Thierry |
Posted on 06-08-16, 11:32 pm in UN-QUITING is now a thing, but lets change some things...
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Karma: 6288 Posts: 1897/2781 Since: 01-17-13 |
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Thierry |
Posted on 08-27-13, 09:55 pm in NSMB.™ 4.5 The Big Lands of The Mushroom Kingdom (rev. 46 by ImageBot on 11-21-16, 02:37 am)
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Karma: 6288 Posts: 159/2781 Since: 01-17-13 |
Hello everyone. Here is the new thread of New Super Mario Bros.™ 4.5 The Big Lands of The Mushroom Kingdom. Dirbaio said: "This game is unoriginal and "NSMB 4.5" is a too short and boring name." So now, this game is NSMB4.5 The Big Lands of The Mushroom Kingdom. Not only NSMB 4.5. So, here are the screenshots. I can't make videos. But supertyrusland23 accepted to be the official video maker. Enjoy this game! (And have a look to the credits, I edited them) If there is bugs/ problems, please report them. (theses two NSMB 4.5 logo are by P-Wing) (Please do not quote this post, I could change it sometimes.) If you dislike something, please report it in this thread. And if you play this game, please have a real NSMB card. EDIT: |
Thierry |
Posted on 11-22-15, 08:37 pm in mysteriouslovely What is love? (rev. 1 by ImageBot on 11-21-16, 03:17 am)
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Karma: 6288 Posts: 1717/2781 Since: 01-17-13 |
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Thierry |
Posted on 06-30-17, 02:49 pm in Newer Super Mario Bros. DS
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Karma: 6288 Posts: 2206/2781 Since: 01-17-13 |
skawo your hack is lowering everyone's iq
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Thierry | |
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Karma: 6288 Posts: 736/2781 Since: 01-17-13 |
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Thierry |
Posted on 06-04-14, 12:20 pm in A frickin schweet mario drawing
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Karma: 6288 Posts: 776/2781 Since: 01-17-13 |
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Thierry |
Posted on 07-04-14, 05:47 pm in New Super Mario Bros. 2 (rev. 11 by Thierry on 12-02-17, 06:22 am)
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Karma: 6288 Posts: 892/2781 Since: 01-17-13 |
2
Now isn't that name original as hell? Anyway, this is it. I'm working on this again, but I still get to be lazy so don't expect quick progress. I'm doing this as a hobby, and as a tribute to a friend of mine who once leaked NewerDS. Screenshots: Contents (WIP): New levels, interesting level design Slight graphical revisions Custom tilesets Background variety Silly custom tracks, all polished for the NSMB soundfont Unnecessary secrets Moderate attention to detail Literally no ASM Dl: No updated links as of now. Tools used: much less than the newer team uses, period also NSMBe |
Thierry |
Posted on 10-24-14, 06:58 pm in How to put WAVs in NSMB? (rev. 3 by Thierry on 11-05-14, 09:48 pm)
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Karma: 6288 Posts: 1164/2781 Since: 01-17-13 |
Posted by Dirbaio I've made an ASM hack that plays streamed music. This means we can use ANYTHING as music! Posted by MarioFanatic64 Posted by Dirbaio Also inserting MP3s or WAVs will never be possible, you'll have to use midis always. And tweak the instruments and stuff manually, if you want it to sound reasonably good So... this thread is useless? I thought you already coded a WAV player, Dirbaio... Posted by Dirbaio Nice cross-thread quote. Link to original post, for context. What I was saying is: Using MP3s or WAVs is not possible WITHOUT ASM HACKS. Anything that's an ASM hack is custom and won't be supported by NSMBe itself, so people shouldn't expect NSMBe to be able to insert mp3's or wav's. Dirbaio, I would like to make NSMB play WAVs, asm way, since sseq and stuff are very limited and since I would like to insert some music in-games without to use a midi, because I wants to keep the sounds as it is in the WAV file. So, could you tell us more about how to insert WAVs in NSMB using ASM? I wonders how this works (and some other people probably does too). About the posts below.. just ignore them. |
Thierry |
Posted on 05-22-16, 06:13 pm in The single levels thread!
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Karma: 6288 Posts: 1859/2781 Since: 01-17-13 |
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Thierry |
Posted on 06-03-16, 06:28 pm in very "punny" Joke Thread
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Karma: 6288 Posts: 1893/2781 Since: 01-17-13 |
Do we have a new shitjoking master here?
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Thierry |
Posted on 01-30-17, 09:24 pm in Toast me
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Karma: 6288 Posts: 2061/2781 Since: 01-17-13 |
I finally found some use for them. |
Thierry |
Posted on 02-02-17, 10:57 pm in Roast me
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Karma: 6288 Posts: 2074/2781 Since: 01-17-13 |
Stapul, you casually insulted every brick in the world.
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Thierry |
Posted on 12-07-17, 09:54 pm in Newer Super Mario Bros. DS
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Karma: 6288 Posts: 2282/2781 Since: 01-17-13 |
>take down hacks
yyup. skawo is a dictator working with staple in order to eliminate all hacks using thier precious copyrighted NEWER DS ENGINE he has the power to nuke any hack on sight. |
Thierry |
Posted on 08-19-24, 04:11 am in Cleanup progress update (rev. 1 by Thierry on 08-19-24, 06:13 pm)
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Karma: 6288 Posts: 2740/2781 Since: 01-17-13 |
Hi! Some of you may have noticed I've been on the board a lot within the past month or so.
This is because I am currently in the process of crawling all threads and centralizing the info I can find in a thorough, easy-to-digest package. Right now all I have is a myriad of text files that I will later post as threads. Some are huge, some are stubs. There's notably going to be a lot of beginner-friendly guides on how to do just about anything (outside of ASM), along with what to watch out for, etc. Looking at old threads made by users who struggle to understand how NSMBe or modding works can teach you a lot- some expect it to be as simple as making a level in Mario maker, and it's up to us to teach them that modding is not like that. NSMB may be flexible, but it wasn't meant to be modded. There will be crashes, there will be weird stuff, and there will be a lot of troubleshooting. (Also- if you see threads move from one forum to another, that's because I am sorting threads as I go) Crawling the board is only part of the picture, though. I'm also testing just about anything I can think of in an effort to document everything in an organized manner. I am preparing a lot of threads that reference one-another, therefore I will likely be releasing most threads all at once. There will be a lot of illustrations to make them easy to follow along. They can be converted into wiki pages if you wish, but I'd rather make them threads for a few reasons. Here's a non-exhaustive list of what I will be covering, in no particular order: -Overview of how to run NSMBe (level editor, understanding the UI, level design guidelines, graphical editor, file handling, patching...) -Troubleshooting methods (e.g. delete everything in a level until it starts working again) -Basic tutorial on editing DS metadata -Graphic editing (explain indexed palettes) -Tips and tricks -Tile behaviors (comprehensive) -Jyotyu (I've listed all objects and all of their known quirks with extensive trivia) -Blue coin palette -Template setups (provided as NSMBeClips) -NSMBe to CoinKiller clip converter (that one guy who's making a NSMB2 remake, this is for you) -How to edit demo_castle like a level -How to not perish -Community remix retrospective -Sound sets -Music hacking tidbits -List of all graphical files and their respective uses (interactive) -Slope control guide -Tileset/background compatibility (comprehensive) -Level hex recap -External resources loaded by tilesets and backgrounds (NCG animations, NSBTX files) -NSMBe gripes (5.1 abandoned features, 5.2 jank, 5.4 changes) and suggestions All of this takes time to test out, document, illustrate and then convert into threads. I want to be thorough, why is why I plan to keep working on most of this alone as it gives me more control and agency. I am only one person however, hence it would only make sense to recruit people who are interested in this documentation effort. For example, testing out tile behaviors is a very monotone endeavor (that could very well be automated) which could easily be worked on by several people at once with little risk of overlap. Please reply if interested. |
Thierry |
Posted on 08-22-13, 05:05 pm in Suggestion: Popularity (rev. 1 by Thierry on 02-28-15, 06:26 pm)
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Karma: 6288 Posts: 153/2781 Since: 01-17-13 |
Posted by Haydn You never know.. If this feature gets added, you might be one of the legends I don't think... Posted by Dirbaio Basically you're talking about including +1's in the karma. Right? About this... Is karma really useful? If the answer is no, I think karma could be repaced by popularity. If karma ever gets repaced by popularity, I will most probably vote for Dirbaio and gridatttack. |
Thierry |
Posted on 10-27-15, 09:20 pm in suggestion Un- '+1' button
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Karma: 6288 Posts: 1702/2781 Since: 01-17-13 |
Stop talking about +1s you make people +1
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Thierry |
Posted on 05-08-16, 03:14 pm in love dirbaio (rev. 1 by ImageBot on 11-21-16, 03:20 am)
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Karma: 6288 Posts: 1832/2781 Since: 01-17-13 |