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Posted on 04-20-15, 02:17 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 131/1100 Since: 04-02-13 |
Amps are a bit too common in World 6, though, so I'd rather not use them anywhere else. Plus, their sfx only loads with bottom castle backgrounds. Flame chomps maybe, though.
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Posted on 04-20-15, 04:28 pm in Misc. patches thread
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Karma: 19817 Posts: 133/1100 Since: 04-02-13 |
Decompress the overlays, use hex editor's search function to find the left side and replace with what's on the right.
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Posted on 04-20-15, 06:15 pm in Misc. patches thread
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Karma: 19817 Posts: 134/1100 Since: 04-02-13 |
Very nice, I added the overlays to the OP.
I wonder whether you'd be sent to the appropriate world if you set the powerup byte to megashroom and touched the key with the mega, or if it only cares which powerup you end the level with. |
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Posted on 04-21-15, 08:25 pm in tutorial How to import/export xDelta patches
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Karma: 19817 Posts: 135/1100 Since: 04-02-13 |
You're patching the incorrect version of the rom.
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Posted on 04-23-15, 04:37 pm in Music and area overflow
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Karma: 19817 Posts: 137/1100 Since: 04-02-13 |
Interesting, albeit the use of this is pretty limited, as you'd have to find an area that uses the tileset/bg combination you want.
Buut, I guess there is a couple areas that you can use without worrying about that; the Mario vs Luigi levels and the unused World 6 cannon. Unless those don't count as "Area 1" |
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Posted on 04-25-15, 03:06 pm in How can you tell when mario passes a certain point? (output)
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Karma: 19817 Posts: 138/1100 Since: 04-02-13 |
Zone -> If mario in zone -> trigger event 1
AND controller trigger on event 1 -> delay x -> activate event 2 Lava triggers on event 2. |
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Posted on 04-26-15, 03:53 pm in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 139/1100 Since: 04-02-13 |
That's a very nice list there, but there's one thing...
Mega Goomba... I don't think it can actually be hurt by Mini Pounds. I think you just bounce off... So, where did the "30 damage" come from? |
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Posted on 04-26-15, 04:10 pm in Misc. patches thread
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Karma: 19817 Posts: 140/1100 Since: 04-02-13 |
So it just doesn't do any animations? Weird...
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Posted on 04-27-15, 02:40 pm in Misc. patches thread
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Karma: 19817 Posts: 141/1100 Since: 04-02-13 |
I know it would be, but that's what it seemed like
![]() |
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Posted on 04-29-15, 07:33 am in Misc. patches thread
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Karma: 19817 Posts: 143/1100 Since: 04-02-13 |
Posted by Shadey21 Could you explain how you go about doing it? I've looked for a few tutorials on here and on google but no luck. An easy quick way to do simple things is to go into Desmume's RAM Search, look what values change when you do whatever you're trying to change then go into No$GBA and put a breakpoint on when that value is changed. |
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Posted on 05-01-15, 04:08 pm in How to do a Progress Bar?
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Karma: 19817 Posts: 145/1100 Since: 04-02-13 |
The last tab has progress paths. You make a progress path in each view, set the IDs accordingly (higher ID = later section) then set the views to use those IDs.
Make sure the IDs don't match in between areas, so, if you have a Path ID 1 in Area 1 and the next section happens in Area 2, that view should use Path ID 2. Do not set progress paths in bonus or optional areas. The "length" of the progress bar is determined by total length of all progress paths. |
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Posted on 05-02-15, 12:26 pm in Newer Super Mario Bros. DS (rev. 2 by
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Karma: 19817 Posts: 146/1100 Since: 04-02-13 |
Le progress update!
As far as levels goes, uh... well, I fixed some bugs. The main progress, however, is that the overworld music has all been converted, the one single biggest "Oh crap, can I do this?" thing. Here it is: https://www.youtube.com/watch?v=fDa1Sbab3T4 With that done, rest should be smooth sailing, right? Heh, heh (no.) |
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Posted on 05-02-15, 05:27 pm in Newer Super Mario Bros. DS (rev. 2 by
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Karma: 19817 Posts: 147/1100 Since: 04-02-13 |
Uh, not all of the worlds will be representation of Newer Wii's, even if they use their theme. W3 isn't supposed to be Yoshi's Island; it's just a generic water world, because there's not much I could replace it with.
The music isn't from Newer really. But... all of these are from Newer. |
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Posted on 05-03-15, 08:00 am in World Map sound effects just died. (.sseq problem?) (rev. 1 by
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Karma: 19817 Posts: 148/1100 Since: 04-02-13 |
I can answer the second question: You could, but you'd need to compress all the world map swavs into below 106KB. Not sure if very feasible, and it'd lower the quality.
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Posted on 05-17-15, 10:56 am in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 163/1100 Since: 04-02-13 |
Appears to be 54.
EDIT: You can see the difference here: https://www.youtube.com/watch?v=APEPkXSx49w |
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Posted on 06-06-15, 08:16 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 169/1100 Since: 04-02-13 |
...so? Newer's logo was red.
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Posted on 06-10-15, 06:37 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 170/1100 Since: 04-02-13 |
Maybe.
But not yet. |
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Karma: 19817 Posts: 184/1100 Since: 04-02-13 |
Don't use the top part of the map16 field; the tiles are often randomised there. No idea about issue 1 though
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Posted on 08-12-15, 10:37 am in nsmb2 NSML - New Super Mario Land
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Karma: 19817 Posts: 185/1100 Since: 04-02-13 |
Posted by Hiccup You're right! Didn't notice that before ![]() Speaking of the zoom, too bad there aren't enough tileset slots to make zoom friendly versions (although I think there is a hack to increase number of them). Maybe it would just be easier to hack the zoom, to make it better on the eyes. Zoom-friendly tilesets? Huh? |
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Posted on 08-12-15, 07:51 pm in Frozen Boos (rev. 1 by
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Karma: 19817 Posts: 186/1100 Since: 04-02-13 |
Interesting. I guess they wanted to include a bahp action for them and didn't. Or it's bugged.
EDIT: Patch 14 to fix; http://nsmbhd.net/thread/2569-misc-patches-thread/ |