Arisotura |
Posted on 04-13-14, 04:37 pm in thought Has anyone found or got or have some info about the NSMB E5?
|
☭ coffee and cream
Karma: 10543 Posts: 1369/2781 Since: 06-26-11 |
Arisotura |
Posted on 06-09-14, 04:31 pm in Newer Super Mario Bros. DS 2 (rev. 1 by Arisotura on 06-09-14, 04:34 pm)
|
☭ coffee and cream
Karma: 10543 Posts: 1397/2781 Since: 06-26-11 |
1. We aren't in 2015 yet.
2. You didn't make the game. You don't own it. Don't shit over Nintendo's copyright notice just to plaster your name over the thing. Oh and you don't own Newer either. When you hack a game to remake another game, you really don't deserve to remove copyright notices or credits like that. _________________________ Kuribo64 - zrghij |
Arisotura |
Posted on 10-12-14, 12:01 pm in HELP ME! MY ICON IS TAKING OVER MY PROFILE!
|
☭ coffee and cream
Karma: 10543 Posts: 1524/2781 Since: 06-26-11 |
Arisotura |
Posted on 12-06-14, 06:43 pm in wiiu New Mario Maker Trailer
|
☭ coffee and cream
Karma: 10543 Posts: 1593/2781 Since: 06-26-11 |
Arisotura |
Posted on 12-18-14, 10:25 pm in NSHB's Shop of Amazing Resources
|
☭ coffee and cream
Karma: 10543 Posts: 1616/2781 Since: 06-26-11 |
Arisotura |
Posted on 01-07-15, 09:16 pm in help please!
|
☭ coffee and cream
Karma: 10543 Posts: 1634/2781 Since: 06-26-11 |
Arisotura |
Posted on 01-08-15, 08:03 pm in BlargBoard XD - Blargboard Mod
|
☭ coffee and cream
Karma: 10543 Posts: 1636/2781 Since: 06-26-11 |
Arisotura |
Posted on 01-12-15, 01:10 am in The IRC Quotes thread.
|
☭ coffee and cream
Karma: 10543 Posts: 1645/2781 Since: 06-26-11 |
Arisotura |
Posted on 02-01-15, 04:20 pm in bug +1 a deleted post
|
☭ coffee and cream
Karma: 10543 Posts: 1656/2781 Since: 06-26-11 |
Arisotura |
Posted on 02-07-15, 01:58 pm in Worldmap editor and all the information you'll need (rev. 1 by Arisotura on 02-07-15, 02:16 pm)
|
☭ coffee and cream
Karma: 10543 Posts: 1663/2781 Since: 06-26-11 |
Interesting that this shit is finally somewhat possible.
I dislike that you took so long to release the documents, though. Even if as you say, "50% of the board won't be able to understand it", the remaining 50% could make good use of it. You look like you're just hiding the information so you can be the ones who come up with the amazing tool and get all the fame. Maybe I'm wrong, but I'd much rather have gotten the documentations much earlier, even in a messy state. You see, releasing documentation isn't about "hey look, we have nice clean documentation noone else has, we're the best", it's about helping the community move forward. Just look at my finding dump threads. They're far from organized or anything, but they'll be useful to anyone with enough knowledge. There is no point in keeping information for yourselves other than making yourselves look like some NSMB hacking messiah. But either way, great job. Is it also possible to add more levels, paths and whatnot? From what I remember, that was stored in overlays and it was a pain to add more. _________________________ Kuribo64 - zrghij |
Arisotura |
Posted on 03-02-15, 07:38 pm in where i can found nsmbw pipes?
|
☭ coffee and cream
Karma: 10543 Posts: 1690/2781 Since: 06-26-11 |
Arisotura |
Posted on 04-22-15, 12:22 pm in tutorial How to import/export xDelta patches (rev. 1 by Arisotura on 04-22-15, 12:23 pm)
|
☭ coffee and cream
Karma: 10543 Posts: 1746/2781 Since: 06-26-11 |
We don't care how users get their ROMs (it is possible to get them legally, I already did it), that is entirely up to them.
Thing is, generally the people who download ROMs don't get in trouble. The ones Nintendo goes after are those who distribute the ROMs. This is why we insist that users don't post ROM links or share ROMs via the board. _________________________ Kuribo64 - zrghij |
Arisotura |
Posted on 10-03-15, 09:21 pm in the chain chomp with nybble=02 (rev. 1 by Arisotura on 10-03-15, 09:23 pm)
|
☭ coffee and cream
Karma: 10543 Posts: 1786/2781 Since: 06-26-11 |
Arisotura |
Posted on 10-03-15, 10:52 pm in multiBG II -- the return (rev. 3 by Arisotura on 10-03-15, 11:35 pm)
|
☭ coffee and cream
Karma: 10543 Posts: 1789/2781 Since: 06-26-11 |
just aiming at documenting that junk more properly
IDs in block2/3/4 do matter setupBgParallax accesses header block3, reads from the right entry (getUnk2ForView) reads the tilemap ID setupStuffForPlayer accesses block2 (getUnk1ForView) and block4 (getUnk3ForView) reads X scroll and Y scroll sub_20AEDA0 accesses block2 reads tilemap ID and unknown at 0xE and Yscroll sub_20BAA2C accesses block2 reads tilemap ID seems to choose jyotyu palette?? sub_20AE4AC accesses block4 reads tilemap ID and unk 0xE and Yscroll levelActor_loadNSCs accesses block4 reads Yscroll (??) loadNCGs tileset IDs are taken from block0, area settings ignored (offsets fixed) FG tileset ID is stored by 020B02AC, called by Class20c940c::onCreate which does all the tileset init (and also calls loadNCGs later) levelActor_loadNCLs loads palette IDs from block2/3/4, selects first block (area settings ignored) levelActor_loadNSCs loads tilemap IDs from block2/4 (and also reads Yscroll??), repeats for each block entry (but loads at the same place every time!!) sub_20BAA2C gets jyotyu palette #, does it right (reads area data / getUnk1ForView/getBlock2PointerById) called by loadSomeCrapPalettes StageScene_setupCrap: called when entering any area, responsible for reloading palettes (among other things) _________________________ Kuribo64 - zrghij |
Arisotura |
Posted on 10-03-15, 11:03 pm in multiBG II -- the return
|
☭ coffee and cream
Karma: 10543 Posts: 1790/2781 Since: 06-26-11 |
Arisotura |
Posted on 10-04-15, 12:25 am in multiBG II -- the return (rev. 6 by Arisotura on 10-04-15, 02:15 am)
|
☭ coffee and cream
Karma: 10543 Posts: 1791/2781 Since: 06-26-11 |
who is responsible for loading palettes:
when loading a level/area: StageScene_setupCrap when switching views: sub_211870C when loading a level: palettes are loaded before the rest StageScene_setupCrap is called before Class20c940c::onCreate both called from initStuff or initLotsaThings it only reloads the jyotyu palettes when switching views; code to reload graphics is missing maybe you were supposed to have one big tileset and multiple tilemaps referring to it, although where said tilemaps would have gone is a mystery (and sounds wasteful) BG tilemaps get offsets depending on the slot # selected by the view params: (they AND the ID with 3 and then check if it's <= 5. what the fuck, Nintendo) bottomBG: 0: 0x18 (0x0601C000) 1: 0x1C (0x0601E000) 2: 0x1C 3: 0x18 4: 0x1C 5: 0x1C anything else: 0x18 topBG: 0: 0x14 (0x0601A000) 1: 0x1C (0x0601E000) 2: 0x1C 3: 0x14 4: 0x1C 5: 0x1C anything else: 0x14 global screen base is at 0x06010000 notice the conflicts between topBG and bottomBG for values >0, both land at the same place. Hinting that either the VRAM layout was different, or this is experimental and was never finished. VRAM layout: 0x06000000: Jyotyu tileset 0x06003000: level tileset 0x0600A000: end-castle tileset 0x0600C000: top BG tileset 0x06011000: bottom BG tileset 0x06018000: BG2 tilemap (FG) 0x0601A000: BG3 (top BG) 0x0601C000: BG1 (bottom BG) 0x0601E000: empty (space for the extra crap to land, apparently) oh and while we're at it, ext. palettes in slot2: 0-1: Jyotyu 2-5: level tileset 6-7: end-castle 8-9: shrug 10-14: empty(?) 15: some little thing for silver coins maybe the same VRAM layout was used and this was actually limited, ie: * load two Nohara BGs + one underground BG, taking up all the tilemap slots * load all needed tilesets together (no end-castle tileset -> more free space to load tilesets. TODO check out where those would land) * same goes for palettes? but then the palette IDs predefined in Map16 become a problem. either a) correct them when loading tilesets or b) have tilesets all preset to work together. Looks more like b). or we just happened to lose the code that loaded new graphics when switching views (if not gonna use it, why keep something that slows things down?) more like that; even if you remove the end-castle tileset, there isn't enough space in this VRAM layout to fit more tilesets (unless they're all packed together) _________________________ Kuribo64 - zrghij |
Arisotura |
Posted on 10-04-15, 03:11 am in multiBG II -- the return
|
☭ coffee and cream
Karma: 10543 Posts: 1792/2781 Since: 06-26-11 |
unused level 3: view 2 (the underground room) has bottomBG and FG blocks set to 1, topBG 0
block2 has the following BGs: 0 -> 0300 0000 1 -> 0403 FFFF block3: 0 -> 0000 0000 1 -> 0000 FFFF block4: 0 -> FFFF 0000 block0: bottom BG tileset: 0000 0003 FFFF FG tileset: 0000 0003 FFFF top BG tileset: 0000 FFFF FFFF it appears there was a mechanism for selecting different tilesets tilemap/etc IDs also look wrong, appears the structure was different back then _________________________ Kuribo64 - zrghij |
Arisotura |
Posted on 10-26-15, 05:47 pm in What do you like about other NSMBHD users?
|
☭ coffee and cream
Karma: 10543 Posts: 1803/2781 Since: 06-26-11 |
re: people afraid to post because of me, or whatever
My moderation style aims at getting rid of bad users quickly. "Bad users" being those who aren't willing to improve, or are just too dumb to understand what we're telling them. I also don't shoot users down just for the hell of it. I try to be constructive about it, and more or less subtle depending on the context. I generally get blunt when you did something really stupid, missed something that is obvious, or keep screwing up despite previous signals. Don't be afraid to post just because I moderate. Don't constantly ask me if it's okay to post X or Y, either. There's one simple rule that keeps you out of trouble: use common sense. _________________________ Kuribo64 - zrghij |
Arisotura |
Posted on 01-13-16, 12:33 pm in Sprite duplication?
|
☭ coffee and cream
Karma: 10543 Posts: 1823/2781 Since: 06-26-11 |
Arisotura |
Posted on 03-01-16, 06:46 pm in The Topic That Isn't Going Off-topic
|
☭ coffee and cream
Karma: 10543 Posts: 1838/2781 Since: 06-26-11 |