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Posted on 08-12-14, 03:15 pm in Warp cannon problem (rev. 1 by
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Karma: 19817 Posts: 44/1100 Since: 04-02-13 |
Posted by Dirbaio > blocked my game on the new editors. lol yeah, of course skjderp thinks everything I do is because of him. He thinks he's the center of the world ![]() For the record, I didn't even know (or care, either) that he changed the gamecode in his hacks. I improved the editor so it wouldn't crash editing NSMB levels on a non NSMB rom. And of course the best way to detect if a rom is NSMB is the gamecode. I'm laughing my ass out now. ![]() Well (and yes this is offtopic like hell), you could just look if the ROM has a couple file IDs (say, some random tileset/background and a level) with the same filename as NSMB should have and detect it that way, fixing Mr.everything-has-to-be-long-and-impossibly-difficult's problem and let the gamecode be edited that way, but it's probably not something to care about. |
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Posted on 09-15-14, 05:33 am in How to play levels on the ds (rev. 1 by
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Karma: 19817 Posts: 75/1100 Since: 04-02-13 |
Posted by TRS +1 recommendation for the Supercard DStwo. It's one of the best, if not the best, DS flashcart you can get. Aside from the fact DSTwo has an additional CPU and is compatible with all systems, it's... FUCKING terrible. It's slow, it has a clunky menu, and the horrible, horrible, HORRIBLE patches that enable it to do all the fancy real-time-save stuff inexplicably ALSO are pretty much required to use SDHC cards with it. And as an added bonus, they cause graphic glitches in NSMBDS and won't even launch edited SM64DS, meaning for hacking you get stuck with <2GB cards. |
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Posted on 12-09-14, 05:45 pm in Those darn duplicates (rev. 1 by
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Karma: 19817 Posts: 79/1100 Since: 04-02-13 |
Posted by Thierry Well, nope, that doesn't seem to have anything like that... Incidentally, this is the topic that mentions this: http://nsmbhd.net/thread/1500-how-do-you-import-backgrounds-into-empty-slots/ |
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Posted on 12-15-14, 05:53 pm in Furthest zoom distance you can get with zoom sprite?
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Karma: 19817 Posts: 83/1100 Since: 04-02-13 |
You can set it to 24x24 and it'll still work (what it actually displays is a different story), whereas setting it higher will not.
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Posted on 12-25-14, 01:34 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 86/1100 Since: 04-02-13 |
Well...I mean...You can't change where the paths are or assign them the proper chunks of the path texture, right?
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Posted on 12-25-14, 01:42 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 87/1100 Since: 04-02-13 |
Yeah, exactly. And no, I did read it, hence my conclusion; can't really replicate it in full yet. The "slightly transparent" bit is quite important.
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Posted on 12-25-14, 03:35 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 88/1100 Since: 04-02-13 |
blrgh
Well, I've never used Maya, so this seems pretty complex. I'll take a stab at this later, I guess. |
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Posted on 12-25-14, 03:59 pm in ASMB - Adventure Super Mario Bros.
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Karma: 19817 Posts: 89/1100 Since: 04-02-13 |
Heh, looking in the editor at how some of the things are done ruined the magic a bit :l
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Posted on 12-31-14, 01:04 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 90/1100 Since: 04-02-13 |
I've never used 3D Max either, unfortunately.
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Posted on 01-25-15, 10:04 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 92/1100 Since: 04-02-13 |
Added preview #3.
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Posted on 02-25-15, 11:14 am in Title screen
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Karma: 19817 Posts: 95/1100 Since: 04-02-13 |
I don't think you'd want to get sued by Nintendo either for changing the credits. Secondly, changing the credits is also against the law since it is rightfully copyrighted. Doing so could give you a fine, something you don't want unless you want to waste over $200,000 over a modification to the credits. What is this even. Do you seriously think that whether Nintendo sues or not hinges on whether the hack changes the credits or not? You're insane, if so. |
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Posted on 03-06-15, 10:02 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 96/1100 Since: 04-02-13 |
Progress update:
Uh... What progress? Yeah, there hasn't been much, as my entire free time was either consumed by school or editing videos for my channel. I did, however, finish a few levels and also changed the World 5 map, albeit rather slightly. I will now be moving onto making World 6, theme of which you may be able to discern by watching Preview 4: https://www.youtube.com/watch?v=V5eHjGK7JVI |
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Posted on 03-08-15, 01:17 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 97/1100 Since: 04-02-13 |
No, Worlds 3 and 4 aren't done.
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Posted on 03-13-15, 11:12 pm in Anyone know how to disable Challenge Mode? (rev. 4 by
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Karma: 19817 Posts: 100/1100 Since: 04-02-13 |
This is probably incredibly non-relevant by now, but here's how to do it if you still need to:
Decompress overlay9_8.bin using some old edition of NSMBe (the current one can't decompress) Extract it Open in hex editor Find the hex values on the left and replace them with the ones on the right: 000094E5080050E3 -> 000094E5FF0050E3 <- this makes the last key of the sequence be a non-valid button 3300A0E30010A0E30030C2E5 -> 3300A0E30010A0E30000A0E1 <- this disables switching on the challenge mode entirely, just in case Save, replace. Technical notes: 02085A10 <- variable which turns the challenge mode on (1 if on) 020D05D0 <- Place in RAM where the above happens (both US version of the game) |
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Posted on 03-17-15, 09:49 pm in This is NSMBHD in a nutshell.
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Karma: 19817 Posts: 101/1100 Since: 04-02-13 |
There's other downsides to Wii; the multiplayer and camera control. It's a rather serious problem to take into consideration when making a Wii hack: very easy to make a non-MP-friendly level, and there's literally nothing that controls camera.
NSMB2 fixes one of the issues, but...yeah, that's not happening unless an emulator/3DS-riivolution-equivalent is perfected/made. |
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Posted on 03-24-15, 10:58 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 103/1100 Since: 04-02-13 |
Why's that?
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Posted on 03-25-15, 07:44 am in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 105/1100 Since: 04-02-13 |
Scrolling isn't dependent on the bg slot. And, it'd be a... really boring background with only one.
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Posted on 03-25-15, 10:31 am in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 107/1100 Since: 04-02-13 |
Hum, any of the instruments in particular or just overall? I must say it'd be hard to find a replacement SWAR that'd be better than this one, especially because the song is doubly-size-restricted due to the amp sound effects having to load the boss victory swar...
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Posted on 03-29-15, 01:17 pm in tutorial NSMB Sound & Music Hacking Guide (rev. 2 by
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Karma: 19817 Posts: 109/1100 Since: 04-02-13 |
Assuming "smw2_flower_garden" is in the same folder as midi2sseq, you want to do:
Downloads\MidiConverter\midi2sseq C:\Users\Matt\Downloads\MidiConverter\smw2_flower_garden.mid C:\Users\Matt\Downloads\MidiConverter\smw2_flower_garden.sseq
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Posted on 03-29-15, 02:22 pm in tutorial NSMB Sound & Music Hacking Guide (rev. 1 by
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Karma: 19817 Posts: 110/1100 Since: 04-02-13 |
Uh, no. That entire thing is a single command. Only press enter after you write ".sseq"
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