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Posted on 09-06-14, 02:47 pm in The thing with the sprite database
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Karma: 19817 Posts: 67/1100 Since: 04-02-13 |
Just change them to 'Unagi the Eel' and 'Sushi the shark' to compromise.
Problem solved. |
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Posted on 09-06-14, 03:06 pm in The thing with the sprite database
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Karma: 19817 Posts: 68/1100 Since: 04-02-13 |
Well, not much you can do there but fix the data, unless Dirbaio has backups of it.
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Posted on 09-07-14, 05:18 pm in Any efficient way to find specific information? (rev. 1 by
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Karma: 19817 Posts: 69/1100 Since: 04-02-13 |
Is it certain the level nodes' positions aren't defined by the model bones?
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Posted on 09-09-14, 02:18 pm in ROM Trimmed
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Karma: 19817 Posts: 70/1100 Since: 04-02-13 |
Posted by Dirbaio Yes and no. Trimming only removes the unused space in the ROM at the end. Depending on how you replace files, you can get a big chunk of unused space in the middle of the ROM. Trimming won't help in that case. One solution is to export a NMP patch and import it in a clean ROM. Due to the fact that NMP patches are file based, this will make NSMBe place the files again, hopefully better this time. If only the nmp patcher didn't miss files... |
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Posted on 02-10-15, 08:22 pm in Boss music won't play (rev. 1 by
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Karma: 19817 Posts: 94/1100 Since: 04-02-13 |
Just to clarify/make sure: you cannot change the bottom background of Area 1.
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Posted on 03-08-15, 10:04 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 98/1100 Since: 04-02-13 |
It all depends on if I can change the layout of worlds on the bottom screen. If it's possible to make it so that the lines are different, then World 5 castle will lead to World 7. Otherwise, it'll have to be normal.
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Posted on 03-09-15, 04:40 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 99/1100 Since: 04-02-13 |
Sure, it definitely is an option.
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Posted on 03-23-15, 10:02 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 102/1100 Since: 04-02-13 |
Preview 5 was uploaded:
https://www.youtube.com/watch?v=9IJHdIVQHSk As far as progress goes, there's that level, two tilesets, two songs, that bg and the W6 worldmap retexture. |
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Posted on 04-06-15, 07:34 am in release Super Mario: Endless Earth
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Karma: 19817 Posts: 113/1100 Since: 04-02-13 |
What's the problem with the music editing? Just converting music, or?
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Posted on 04-06-15, 08:32 am in release Super Mario: Endless Earth
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Karma: 19817 Posts: 114/1100 Since: 04-02-13 |
I see. One thing I know midi2sseq will frown at is if there's empty tracks in the midi.
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Posted on 04-13-15, 09:32 am in release Super Mario: Endless Earth (rev. 4 by
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Karma: 19817 Posts: 116/1100 Since: 04-02-13 |
Well, I've played the demo for a while, and here's a few criticisms I can offer.
But, firstly, I found two easy-to fix bugs: 1: https://dl.dropboxusercontent.com/u/4558852/rev/1.avi (Self-explanatory) 2: ![]() I don't think you intended for the player to be able to go under that. So, anyway, so far my biggest gripe would probably be the number of enemies. The very first area features an array of enemies that happily merge together in the little space they have, like so: ![]() In general, I feel like you're packing a few too many enemies in too confined of spaces, which leads to very easy deaths and needing to restart the entire "level". Also, I think some of the enemies are placed too close for comfort to exit pipes. For instance, in one of the snow areas: ![]() you end up going out of a pipe to see a Paragoomba (also, whee, the hilarity of this site has ensued) closely followed by it's unwinged cohort, both slowly but surely approaching, which's sorta hard to avoid if you have a powerup, especially since you're also limited by a low ceiling. You also have to adjust the vertical scrolling in some of the areas, such as this one: ![]() Trying to jump up there leads to a death, due to a spiny you cannot see. And, well, that's it, for now. I enjoyed strolling through most of the areas, though I must admit I had no idea what to do or where to go. I managed to find one star coin before I ran out of lives and gave up. |
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Posted on 04-13-15, 09:50 am in release Super Mario: Endless Earth
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Karma: 19817 Posts: 117/1100 Since: 04-02-13 |
Yeah, it'd definitely benefit this hack if you could get someone to write a thing that'd let you use multiple midpoints.
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Posted on 04-13-15, 10:10 am in release Super Mario: Endless Earth
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Karma: 19817 Posts: 118/1100 Since: 04-02-13 |
I can try looking into that if you want
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Posted on 04-14-15, 07:42 pm in Export a SPA to a BMP (rev. 1 by
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Karma: 19817 Posts: 119/1100 Since: 04-02-13 |
Wouldn't a theoretical SPA editor also have to edit the animation patterns? Unless that's done directly in-code and not defined in the spas.
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Posted on 04-17-15, 02:28 pm in Export a SPA to a BMP (rev. 4 by
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Karma: 19817 Posts: 120/1100 Since: 04-02-13 |
So, actually, this might be a bit off-topic, but a while ago I ran into a tiny bump trying to recolor one of the SPAs to fit my needs (essentially just FFing the palette so it all turned white)... this thing:
![]() As you can see, that one dot particle refused to change, and I also could not find it's graphics anywhere, including using the MKDS editor. Is that a different kind of particle, perhaps? I know it's still in that particular SPA, as replacing the entire SPA with another one makes it go away... Any ideas? |
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Posted on 04-17-15, 05:15 pm in Export a SPA to a BMP
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Karma: 19817 Posts: 121/1100 Since: 04-02-13 |
Is this the Boss 2 SPA you're checking or the generic level SPA?
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Posted on 04-17-15, 05:23 pm in Export a SPA to a BMP (rev. 2 by
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Karma: 19817 Posts: 122/1100 Since: 04-02-13 |
Oh, hey, you're completely right. I blanked out TPS number 9 and the sand's gone. Interesting.
But, since I had No. 14's palette blanked out as well... It must be somehow recolored by code or something ![]() |
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Posted on 04-17-15, 09:49 pm in 4 question
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Karma: 19817 Posts: 123/1100 Since: 04-02-13 |
1. Can't.
2. You have to set the Progress Path ID in the Zone settings. 3. No. What problem in particular do you have with the warps? |
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Posted on 04-18-15, 07:23 am in 4 question
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Karma: 19817 Posts: 124/1100 Since: 04-02-13 |
You set the destination area/destination entrance too high, then.
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Posted on 04-19-15, 07:29 am in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 127/1100 Since: 04-02-13 |
Yeah, eh, I don't think it looks particularly bad anyway, so...
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