Posted on 12-04-12, 01:10 pm in Matrako New Super Mario Bros (rev. 1 by  Arisotura on 12-04-12, 01:12 pm)
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1-1: the part with many Buzzy Beetles lags the game a lot. Also, I got in before getting the starman, meaning I had like 0.1% chance to be able to pass. Not cool. The starman effect also doesn't last long enough to kill them all. At best you get hit by the last one. I'd just remove this alltogether. This is bad design.

Also, when I saw those coins in a pit, I figured there was some secret in there, jumped in... and died. COINS SHOULD INDICATE A SAFE WAY, NOT SEND PLAYERS TO THEIR DEATH!

And the time limit is absurdly high. Even if you go through the secret part of the level, you don't need that many time.


1-2: right as you start, forbidden flowers. How cool. (well the thing works if the powerups are mushrooms, but if they're flowers you can fuck yourself, which is not cool)

And again, coins in a deadly pit.

Oh also the slope behaviors are a little glitched.

And then come those brick block pillars. How am I supposed to get past that? The pole under them implies that there's floor under them, so let's jump down... nope. Can't see any hidden block either. Don't know if I'm supposed to do some Kaizo trick or complete what appears to be an extra area.


I haven't played further. Aside from those issues, this hack has interesting design ideas. And no camera glitches. Compared to the average quality of NSMB hacks, this is nice.
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Posted on 12-04-12, 03:00 pm in Corrupt-a-wish!
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Granted. It burns you to death as you try to eat it.

I wish the elementary school hadn't taken over this thread and turned it into a pile of shit.
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Posted on 12-29-12, 11:04 pm in full hack in progress New Super Holiday Bros
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It looks ugly as fuck. Even a 3 year old could do better in MSPaint.
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Posted on 06-02-13, 12:15 am in Reverse-engineering level header BG and tileset datablocks (rev. 10 by  Arisotura on 06-02-13, 10:46 pm)
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Apparently we lack a proper documentation for those. NSMBe's code isn't a great help there. Those were documented in old posts at Jul, but I don't feel like digging into the old threads to find them back. So I'll post my findings here.


Unused level #3 shows an interesting difference from other levels in the game: in its header, blocks 3 and 4 as twice as big as usual. The data in block 1 also exhibits a few oddities. We'll cover them a bit further in this post.

Unused level #3 is the one with the two large overworld areas and that weird little room inbetween them.

The room uses objects from tileset 2. If you copypaste that room into a level that uses a cave tileset, and change the objects to use tileset 1, it should give a perfect room.

The room was likely supposed to be using a cave tileset. And with that, a cave background. Explaining why the header's blocks 3 and 4 are bigger-- they contain data for two backgrounds and two tilesets.

Block 5 however only contains one entry. Supposedly the cave room wasn't supposed to have two backgrounds...


This feature could be interesting in NSMB hacks-- imagine being able to design subrooms with different tilesets all in the same level. No more bothering with restrictions imposed by the number of areas originally present (as long as both rooms can use the same sprite sets).

Except it seems to be broken. That unused level has garbled backgrounds ingame. And I don't know how the cave room's tileset would be handled as tileset 2 is used for the end-of-level castle.

I tried messing around with that feature, but couldn't get much interesting results so far.

First, a look at how the blocks are laid out:


Block 1
AAAA BBBB CCCC DDDD EEEE FFFF GGGG HHHH IIII JJJJ KKKK LLLL MMMM NNNN OOOO PPPP AAAA: ??? BBBB: ??? CCCC: time limit DDDD: bottom BG #1 tileset ID EEEE: presumably bottom BG #2 tileset ID FFFF: presumably bottom BG #3 tileset ID GGGG: FG #1 tileset ID (FG == 'tileset') HHHH: presumably FG #2 tileset ID IIII: presumably FG #3 tileset ID JJJJ: top BG #1 tileset ID KKKK: presumably top BG #2 tileset ID LLLL: presumably top BG #3 tileset ID MMMM: ??? NNNN: ??? OOOO: ??? PPPP: ???


Blocks 3 (bottom BG), 4 (FG), 5 (top BG)
AAAA BBBB CCCC DDDD EEEE FFFF GGGG HHHH IIII JJJJ AAAA: seems to be block ID? doesn't have much effect BBBB: tilemap ID CCCC: palette ID DDDD: ??? 0xFFFF except sometimes for block 4 EEEE: ??? 0xFFFF FFFF: X scroll param (0xFFFF for block 4) GGGG: Y scroll param (0xFFFF for block 4) HHHH: ??? IIII: ??? JJJJ: ???


Block 8 (views -- doc from NSMBe)
AAAA BBBB CCCC DDDD EE FF GG HH II JJ KK LL (AAAA BBBB CCCC DDDD FFEE HHGG JJII LLKK in full 16bit) AAAA: view X BBBB: view Y CCCC: view width DDDD: view height EE: number(?) FF: camera ID GG: music ID HH: unk1 -- presumably bottom BG block ID II: unk2 -- presumably FG block ID JJ: unk3 -- presumably top BG block ID KK: lighting LL: flagpole ID



The multibackground feature is glitched in that it always selects the background's tilemap ID from the last background block. Otherwise it seems to be selecting the other IDs from the right sources... to be confirmed.

Edit- bottom BG doesn't load if the view's bottom BG block ID is set to anything other than zero.
FG seems to always load from block 0 no matter what.
Top BG is broken the same way as bottom BG.

The tilemap ID of the view's top BG block is used to determine the color of the [?] blocks and such. This appears to be the only part of the feature that works correctly.


Edit-
The multiple BG feature is pretty much broken beyond repair. Or rather, only half of it is implemented. When switching between views, the game doesn't reload the graphics, except the jyotyu palette. Furthermore, the code that loads the palettes and tilesets always loads from the first BG/FG block, and the code that loads the tilemaps attempts to load all the blocks' tilemaps at the same place in VRAM.

Getting this beta remain to work would be too much work I guess.

Instead I'll keep this thread as a documentation for the NSMB level stuff that isn't very well documented.
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Posted on 06-27-13, 12:42 pm in Two years of NSMBHD already (rev. 1 by  Arisotura on 07-07-13, 01:25 pm)
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So yeah, it's been two years since this board went public! It hasn't been done without trouble, drama has come and gone, morons have come and gone, the board sure has seen lots of stuff in its life.

From being the little successor of Jul's NSMB hacking forum, it has evolved into this full-fledged board. And after two years it's still alive and kicking.

Happy birthday, NSMBHD!

(oh and watch out for Kuribo64, its first birthday is coming soon, too)
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Posted on 07-07-13, 07:29 pm in Sprite hacking, and the first custom NSMBDS sprite
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You're welcome

Update: I changed the sprite to make it bounce. I'm also experimenting with collision to make it interactable. When I'm done I'll post the updated code.
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Posted on 07-22-13, 05:37 pm in Your list of the best hacks?
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You haven't seen much of NSMB3 have you? The level design is terrible. And its author is an ego-inflated fucktard. He once tried to get donations from his hack, and begged for donations at GBAtemp...
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Posted on 07-29-13, 01:06 pm in The IRC Quotes thread.
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Common sense also states that you shouldn't bump a thread that is over 7 months old with something unfunny.
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Posted on 09-09-13, 04:53 pm in Two new staff members!
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Closing this thread before it turns into a total shitfest.
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Posted on 09-12-13, 05:54 pm in Hey People
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And don't forget to make the player instantly die if they hit a wrong block. It'll make your puzzle a lot cooler. SKJmin did this all over the place and his hack is obviously the best thing ever thanks to this.
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Posted on 09-17-13, 10:34 pm in How to use IRC?
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OP: once you're connected, using IRC is, uh, common sense. If you can't figure it out, don't even try.
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He meant web hosts. ABXD is the forum software, not the host
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(would add the proper tag to the thread title, but uh, too long)


The ad on the 'Download NSMBe' page can be one of those stupid ads that imitate download buttons. It is annoying and confusing.

If the contents of ads can't be controlled, you should just remove that ad.
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Posted on 11-09-13, 06:10 pm in The Scope Project
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Posted by P-Wing
@ snake block

Heheheh. Combination. May not be the final though. So, when you hover over the buttons, the text will go darker =3

Amazing work. You have about 75% of the project done with that dialog box.
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Posted on 11-14-13, 10:40 pm in Super Mario Bros - U Adventure
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SHOUTING IS FUN


If you can give your work to someone, that means you still have the files, so why stop?
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Posted on 11-17-13, 01:23 pm in suggestion Disable Banned User's From PM'ing
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GlitchMr's idea is actually quite good. It would avoid having banned derps whining to their derp friends and everyone else.

I'm all for implementing it this way.
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Posted on 01-08-14, 10:35 pm in Close own threads
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Enough of this silly discussion.
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Posted on 02-25-14, 05:27 pm in MKDS hacking revival?
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I made a local test board which is named 'MKDS Central'. This isn't final, though.

Also, Java might be interesting, although I plan to go with C# for the editor.
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Posted on 03-24-14, 10:33 pm in The NSMB Community Remix needs you! (rev. 1 by ImageBot on 11-21-16, 02:59 am)
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Posted on 04-13-14, 04:37 pm in thought Has anyone found or got or have some info about the NSMB E5?
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The two desert stages are present in the final ROM, but the others are gone.
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