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Karma: 19817 Posts: 504/1100 Since: 04-02-13 |
Well, in that case, you say you've proven your point that english grammar is illogical while giving zero examples of the supposed illogical grammar?
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Posted on 07-28-16, 11:48 am in Errors when trying to insert animations.cpp (rev. 1 by
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Karma: 19817 Posts: 513/1100 Since: 04-02-13 |
No, the capitals shouldn't matter. You've inserted it wrong.
"msys" not "mysis" Leave your sister out of this. |
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Posted on 07-29-16, 10:01 pm in download ASM Hacks ready for importing
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Karma: 19817 Posts: 532/1100 Since: 04-02-13 |
Perhaps providing details as to what those problems are would be beneficial?
Just a thought? |
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Posted on 07-30-16, 06:54 pm in Misc. patches thread
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Karma: 19817 Posts: 535/1100 Since: 04-02-13 |
I can do that very easily, yeah. Want me to?
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Posted on 08-10-16, 10:45 am in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 565/1100 Since: 04-02-13 |
How precisely did you decode this? Teach me master
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Posted on 08-11-16, 09:24 am in Particle/Sound Spawning Tilegod
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Karma: 19817 Posts: 569/1100 Since: 04-02-13 |
.hword 0x0177 @ Used by broozers Yes, folks, Broozers spawn FUCKING TILEGODS to destroy blocks. |
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Posted on 08-12-16, 03:33 pm in How to add new enemies to my game? (rev. 1 by
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Karma: 19817 Posts: 574/1100 Since: 04-02-13 |
Posted by Luluca And the only thing some people need to be able, is read better too, and stop interpretations a l'aise of text without understand the context, and ask first: USE is one thing. Implement a new enemy sprite creation is other effort. I'm pretty sure that Shy Guy doesn't pop up on that solution just blinking the eyes. Unless the programmer is Dreaming with Jeannie... ![]() If yes, someone share Jeannie for us too (for I punch that stereotype face of servant and silly woman from that 60's tv series...) Implement verb to fulfill; perform; carry out, to put into effect. Implement =/= program. Putting a shy guy into the game, whether you programmed it yourself or not is precisely implementing them into it. |
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Posted on 08-20-16, 09:42 am in tutorial NSMB Sound & Music Hacking Guide
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Karma: 19817 Posts: 584/1100 Since: 04-02-13 |
The unpacked, ordered SDAT zip was deleted off Mediafire. Here is a mirror;
https://drive.google.com/file/d/0B-HeBvPjqJ74N0twQUViUFE1Yk0/view?usp=sharing 'd be nice if some admin replaced the dead link in top post. |
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Posted on 08-20-16, 01:06 pm in Actor/Particle/SFX Spawner Sprite (rev. 2 by
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Karma: 19817 Posts: 585/1100 Since: 04-02-13 |
I could update my tilegod hack to use the particle/sound values from these fields, though.
Should I? |
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Posted on 08-22-16, 08:29 pm in Actor Spawning Block (rev. 5 by
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Karma: 19817 Posts: 591/1100 Since: 04-02-13 |
Well, I changed it again, just now. What it does now is this:
If either X, Y offset or Y particle offset fields are 0, the game will just use the normal position it uses for the Boo in game. If X Offset is not 0, it will add the X offset to the position. If Y Offset or Y particle offset is not 0, it will check if Mario is groundpounding or not. If he isn't, it will add the Y offset to the block's Y position (NOT the position value the game used for the Boo!), letting you move the sprite spawn point upward if it's bonked from underneath. If he is, it will add the Y particle offset to the block's Y position, letting you move the sprite spawn point downward if it's groundpounded (meaning, you'll probably want this offset to be negative). |
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Posted on 08-23-16, 10:45 am in Actor/Particle/SFX Spawner Sprite
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Karma: 19817 Posts: 593/1100 Since: 04-02-13 |
All it has are the destructor and constructor, which do pretty much nothing in particular before freeing the memory they used.
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Posted on 08-23-16, 01:02 pm in Actor/Particle/SFX Spawner Sprite
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Karma: 19817 Posts: 595/1100 Since: 04-02-13 |
I think he meant where the game takes the particle ID/sound ID numbers from.
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Posted on 08-23-16, 04:39 pm in New NSMB Editor Builds!
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Karma: 19817 Posts: 596/1100 Since: 04-02-13 |
Posted by Hiccup Very nice sprite rendering! What do you mean by "When drawing the sprites in the Level Editor, NSMBe now takes into account the Actor itself rather than the Sprite."? He means that if you, say replace sprite 1 with a Goomba in the class table, it'll show a Goomba in the editor, not a box. |
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Posted on 08-24-16, 05:55 pm in Custom tile behaviours?
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Karma: 19817 Posts: 603/1100 Since: 04-02-13 |
It would.
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Posted on 08-25-16, 11:48 am in Misc. patches thread (rev. 2 by ImageBot on 11-21-16, 03:23 am)
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Karma: 19817 Posts: 605/1100 Since: 04-02-13 |
Posted by MarioKart7z "Z-position"? What the heck is a Z-position in a 2D game? The setting lets you avoid things like this: ![]() |
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Posted on 08-27-16, 12:14 pm in Nintendo's amazing level design
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Karma: 19817 Posts: 609/1100 Since: 04-02-13 |
Really picky there with that 7-GH Secret, Mero
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Posted on 08-27-16, 02:33 pm in Nintendo's amazing level design
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Karma: 19817 Posts: 610/1100 Since: 04-02-13 |
I find the fact the MvsL castle has a tiling error the funniest.
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Posted on 08-29-16, 03:01 pm in Is there any program that lets you fully explore an SDAT?
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Karma: 19817 Posts: 614/1100 Since: 04-02-13 |
Tinke and DSSS
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Posted on 09-25-16, 01:10 am in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 712/1100 Since: 04-02-13 |
No Boss Key:
repl_02130020_ov_0E:
repl_02130B40_ov_0F:
repl_021304D8_ov_10:
repl_021300C0_ov_11:
repl_02130708_ov_12:
repl_02135264_ov_13:
BX LR Maybe. I don't guarantee this will work, but it should. |
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Posted on 09-28-16, 10:51 am in Misc. patches thread (rev. 3 by ImageBot on 11-21-16, 03:24 am)
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Karma: 19817 Posts: 721/1100 Since: 04-02-13 |
I just tested it.
![]() It's not. One thing to note; the files may have different IDs in the EUR ROM. |