Posted on 02-20-15, 06:22 pm in The Random YouTube thread! (rev. 1 by Thierry on 02-20-15, 06:23 pm)
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Just my opinion.. but guess it would be only funny for a extremely bored 6 year old kid.
Posted on 02-25-15, 10:44 pm in Title screen (rev. 1 by Thierry on 02-25-15, 10:45 pm)
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Get something that support transparency. Just go search on Google or something.

Also sorry, but you suck at image editing.
Posted on 03-17-15, 02:00 pm in This is NSMBHD in a nutshell. (rev. 7 by Thierry on 03-18-16, 01:53 am)
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Posted by MarioFanatic64
Just curious, but why are is everyone so... bashful around here? It's like most of the community just ignores any new activity.


Before viewing your post, I though Wesley and I were the only ones who actually noticed.


Also, it doesn't concern only NSMBHD. But yeah, this board seems more affected than some other boards.
It's probably because we ignore it out of laziness.


And  Arisotura is right, we did pratically anything but world map hacking and some ASM stuff. And music hacking usually is a pain for beginners.

That's also why Wesley and I usually needs to make sorta-custom mechanics [like, with activators and others] and stuff to make our hacks more original. I might learn ASM hacking, but it will probably take while.


But even a simple hack with interesting graphics and/or even only good levels can be pretty great,  BrokenAce255 proved that for us.


I am currently developing hacks, but due to how long it is, the boring stuff to do that takes most of my time [guess what I'm talking about], my currently limited PC time and my laziness these days, the development is going slow. But I've got a solid hack [pretty much buggy tough] with good ideas on the way.
I just have to get free time and enough movtivation to continue.


And thanks to Wesley, our team has progressed a lot in model hacking. But we still can't make the bones match with the animations of the models.

Edit: Well, he is now too busy to hack NSMB.
Posted on 05-10-15, 08:55 pm in tutorial How to do multi-palette tilesets!
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Can you show us the image you're trying to import? And did you make sure it's correctly sized and in the right format?
Posted on 05-21-15, 02:18 am in Post bugs and suggestions in this thread (rev. 1 by Thierry on 05-21-15, 02:18 am)
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That's because you voted up that user. Click on the down arrow to cancel it and make the up arrow come back. (removing the 5 karma points you given to the user tough)
Posted on 05-28-15, 07:37 pm in Super Mario Bros. Within the Limit! (rev. 1 by Thierry on 05-28-15, 07:39 pm)
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A one-level video is perfectly fine. Don't worry about it.

Nice level by the way, but you should customise the quicksand animation a bit so it loops somehow.


EDIT: Oh also you should make the bottom screen mushroom flag smaller so it fits on the bar.
Posted on 06-06-15, 08:59 pm in Newer Super Mario Bros. DS
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He apparently wanted to make sure you didn't mistake the color.

Typical of not-yet-mature pre-teens (I've been one, I acted like that too) [don't take it as a offence tough, just making sure]
Posted on 07-03-15, 11:25 pm in website bug Minipic's Wont Work
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Ctrl + F5 or simply F5 if your browser is like mine.
Posted on 07-04-15, 01:04 pm in Views with no music (rev. 3 by Thierry on 03-27-16, 09:01 pm)
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Yeah I just tested those by replacing 1-A's view, the bubbles and thier sound both work. By the way, I noticed the music of the previous area stops a bit late (when going from a area with music to a area without music), just like when using the area overflow bug.
Posted on 07-15-15, 03:30 am in ongoing New Super Mario Bros. U Wii
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I'd rather have kept the old models.. [srry]
Posted on 08-01-15, 03:03 am in Misc. patches thread
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I can't find '2183E00BB220D2E1' (Disable the opening cutscene) in the US ROM. Is that one for EUR rom only? I need to know because I would like to apply it on a US rom (Beta Replica).
Posted on 08-24-15, 12:59 am in Super Mario 64 DS: Community Remix
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IMO it's best to have the basics of the project set and at least some stuff done already before to ask people for contribution.
Posted on 09-01-15, 12:20 am in New Super Mario Bros. Wii: RiiMIXED (rev. 2 by Thierry on 09-01-15, 05:13 am)
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Honestly, the blah blah about 'coming soon' is useless [IMO at least] (I don't think much people actually care), especially when put in pretty big sized white-BG images made in paint. And four posts containing almost only those.. I'd call it spam, so I'd advice you to be careful.
Posted on 09-03-15, 03:14 pm in NSMB2 editor upcoming: CoinKiller (rev. 3 by Thierry on 09-04-15, 11:13 am)
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None of them really exist already.

Also, here's a quick tip: Look around and gather info before to ask things like that.

Edit: Alright. It's true that I should have checked again.
Posted on 09-14-15, 07:42 pm in release Super Mario: Endless Earth
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You can also ruin the challenge by groundpounding every couple of blocks as you progress.
Posted on 09-20-15, 04:29 pm in Level/game maker suggestions
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Anyway it being a good or bad idea doesn't matters.

What matters is what the people want the editor to be able to do, and whats possible (and not too hard) to make the editor do.
Posted on 09-29-15, 07:57 pm in tutorial NSMB Sound & Music Hacking Guide (rev. 1 by Thierry on 09-29-15, 07:57 pm)
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You can either add the extention or not, it doesn't matter infact. I never bother doing it.

Also, it's best to not rename anything. And a file won't magically load another file with the same name just because they matches. It's the symb.bin file that loads all the files (unless I'm wrong or if there are exceptions).

Unless you meant renaming the files taken from other games to the names of the one from NSMB's .sdat? Yeah you need to do it. But many music from other games aren't compatible with NSMB, too heavy or just not fit to load in levels.

Making music that's not fit to work in levels actually load is sometimes possible but not always easy.

And yes the sound_data folder was intentionally kept with the same name.

When repacking it, you get a sound_data.sdat file that has the same name than the default on from NSMB.
Posted on 10-03-15, 05:35 pm in shitpost Nintendo Stole OUR idea
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Well sorry we can't magically make the editor as user-friendly as Mario Maker.

And sorry we can't own Nintendo and have total control over NSMB's content, too.
Posted on 10-19-15, 10:00 pm in tutorial NSMB Sound & Music Hacking Guide (rev. 1 by Thierry on 10-19-15, 11:24 pm)
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Posted by Thierry
Posted by Dirbaio
Posted by Orengefox
Step 2:

You’ll need from out of the NSMB DS rom all the extracted files that are in the sound_data.sdat file which you can get using the NDS Editor. Bare in mind, you will need to re-organize the files around before compiling it back up; or you can use the modified sound_data folder (get your copy here) which already does all that for you. You can read more about it in the LAST MINUTE INFORMATION section.


=======================================================

<font size=3>III. LAST MINUTE INFORMATION</font>
=======================================================

I would like to conclude this guide with some last minute information relating to a lot of the stuff this guide has covered.


-----------------------------------------------------------------------
A. The modified sound_data folder and its use for the NDS Editor
-----------------------------------------------------------------------

When I first started using the NDS Editor to hack NSMB DS, I kept running into a problem where the sound and music would completely mess up every time I replaced the games original sound_data.sdat file with one that I compiled; even when no changes were ever made to the compiled file. What had happen is the program would compile a new sound_data.sdat file, putting each of the file formats (*.sseq/*.ssar/*.sbnk/*.ssar/*.bin) back into their designated folder but in alphabetical order instead of in the listed order they were in originally. The files would then be renamed to reflect the listed order they were in originally even though the name doesn’t match the actual file; this can be seen when browsing through content of the sound_data.sdat file using the NDS Editor. So I started re-arranging all the files in the sound_data folder; renaming them (you can do this with/without the file extension) so that everything would go in the order it was supposed to be in once compiled and it worked. For those of you who don’t want to go through the hassle of making your own sound_data folder, I’ve provided a copy of this modified sound_data folder so that you can compile your own *.sdat file with ease.

Get your copy of the modified sound_data folder here.


Did you use a modified sound_data folder?


I'm quoting this part again as everyone seems to miss it. Treeki renamed all the files for you, and all the musics works all fine.

Posted on 10-19-15, 10:19 pm in tutorial NSMB Sound & Music Hacking Guide (rev. 2 by Thierry on 10-19-15, 10:24 pm)
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Nope. It's not. Check by yourself, the only thing modified are the file names. 01, 02, 03..

I've been using it for years. It's a different thing than the music hack he released.


Posted by BrokenAce255
I've just spent 4+ hours renaming all of the files to match the numbers from the sound_data_smap. Thankfully, it now plays sound! Thanks KingYoshi for finally troubleshooting the silencing.

The downside though, is that the sequences are all muddled up. For example, world 2's map now plays a desert soundfont version of the Bowser Jr theme. I have no idea what's gone wrong since I followed the numbering down to pinpoint accuracy.

Has anyone else ever had this problem, and is there a way to fix it? If so, I'll make sure to upload the renumbered sound folder for public use once it's fixed, since we really really need one...


Treeki did this already and released a copy he linked in the tutorial twice..