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Posted on 02-10-16, 12:04 am in Using multiple views in the same area of a level
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Karma: 19817 Posts: 248/1100 Since: 04-02-13 |
Sprites 198 and 199.
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Posted on 02-18-16, 10:27 am in Video intro with streamed sound (rev. 1 by
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Karma: 19817 Posts: 261/1100 Since: 04-02-13 |
It would be, sure. Just add a hook there and change the videoStart() and wavPlayer::playFile() functions to take an int FileID instead of it being hardcoded.
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Posted on 02-20-16, 10:07 am in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 263/1100 Since: 04-02-13 |
Uh oh. It appears my, uh, ASM Patch Template-compiled hacks interfere with it :l
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Posted on 02-20-16, 02:29 pm in "Overlay file is already compressed" (rev. 1 by
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Karma: 19817 Posts: 264/1100 Since: 04-02-13 |
This is normal, I think the Overlay 0 file actually contains the sub nohara palette or something like that, so it has to decompress it by default.
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Posted on 02-21-16, 08:39 pm in This is NSMBHD in a nutshell. (rev. 1 by
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Karma: 19817 Posts: 265/1100 Since: 04-02-13 |
music is a pain (and requires musical skill) 'ts not that bad 'ctually! I have none, y'know. |
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Posted on 02-25-16, 08:08 pm in tutorial How ASM hacks are setup
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Karma: 19817 Posts: 266/1100 Since: 04-02-13 |
Fixed image.
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Posted on 02-26-16, 12:41 pm in Video intro with streamed sound
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Karma: 19817 Posts: 267/1100 Since: 04-02-13 |
Well, did your intro work? ~11000 frames does seem like it mightn't.
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Posted on 02-26-16, 02:51 pm in Video intro with streamed sound (rev. 2 by
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Karma: 19817 Posts: 268/1100 Since: 04-02-13 |
Huh. Which version of Devkit Pro did you install?
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Posted on 02-26-16, 06:18 pm in Using a pipe cannon to trigger an event...how do I do that? (rev. 2 by
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Karma: 19817 Posts: 270/1100 Since: 04-02-13 |
Place a tiny zone inside the pipe and then use the Zone Activated Event Controller (Sprite 168)
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Posted on 02-28-16, 10:31 am in Video intro with streamed sound
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Karma: 19817 Posts: 272/1100 Since: 04-02-13 |
Posted by MarioFanatic64 EDIT: It's almost working. It'll play the first twenty seconds or so (no music) then skip straight to World 1. Edit the for loop in PlayOutIntro() function. |
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Posted on 02-28-16, 05:48 pm in Video intro with streamed sound
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Karma: 19817 Posts: 273/1100 Since: 04-02-13 |
No, I don't think so, it just sometimes refuses to work past a certain point for no reason. Likely because the code is hacked together incorrectly; some things wouldn't work like expected, etc.
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Posted on 02-29-16, 02:25 pm in Video intro with streamed sound (rev. 2 by
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Karma: 19817 Posts: 275/1100 Since: 04-02-13 |
If I feel bored enough one time, I'll try to do one that's kind of like SMG's; images you can forward by pressing A.
DevkitPro was doing some funky stuff to my computer I wonder; would this funky stuff be, perhaps, that command line doesn't seem to recognize any of the in-built commands unless in admin mode? I've had that happen myself, you have to add "%SystemRoot%\system32" to the PATH enviroment variable to fix it, as it seems the latest Devkit Pro clears it for some reason. |
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Posted on 03-01-16, 12:24 pm in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 277/1100 Since: 04-02-13 |
No, I've already tried that, unfortunately. The game just resets when you try to move, then.
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Posted on 03-01-16, 01:25 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 278/1100 Since: 04-02-13 |
The ghosty theme is from Newer Wii.
The Skeeter issue has already been adressed. As for the 5-4 length, I think it's more of the fact the other levels are longer than your usual NSMBDS level, while that one is more in line with the retail. I don't know what I could add to it that wouldn't just be generic fluff, so eh. |
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Posted on 03-01-16, 02:28 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 279/1100 Since: 04-02-13 |
A zone-activated event and then it's all in the settings?
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Karma: 19817 Posts: 281/1100 Since: 04-02-13 |
I don't think that's the entirety of what he meant.
I think he's trying to say that the graphics in the actual tileset show up before the animated sequence is shown; thus, this suggestion: But this is not bad since that means we don't have to draw those textures in the tileset at all, this allow us to save space on the tileset. must be taken with that in mind. |
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Posted on 03-05-16, 03:00 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 282/1100 Since: 04-02-13 |
Eh, not really, to be honest; if I really wanted to, I could have them there. No real point, though.
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Posted on 03-07-16, 08:22 am in Misc. patches thread
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Karma: 19817 Posts: 284/1100 Since: 04-02-13 |
Yes, yes and no.
I'd be thankful, but I'll feel really bad if it doesn't work again :l |
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Posted on 03-08-16, 08:10 pm in Misc. patches thread (rev. 3 by
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Karma: 19817 Posts: 288/1100 Since: 04-02-13 |
Sorry, bud, but no :l
On the topic of codes, however, they do also stop functioning - well, some of them -- after my ASM is applied. So there's that. Applying the template moves something. Maybe you should remake your code so that it can be compiled in with the template :E |
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Posted on 03-19-16, 02:38 am in Music and area overflow
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Karma: 19817 Posts: 305/1100 Since: 04-02-13 |
Lolbump!
...But seemingly, there's exceptions to the rule. Going from 5-1 to ANYWHERE with a different music set won't work. Meanwhile, going from 5-1 to somewhere with the same music won't restart it, even if it's not the first area of a level. groans It annoyed me, since I wanted a sekrit area in 5-1. |