Posted on 11-01-14, 12:11 pm in Different area overflows: Which are bugs?
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Block 6 from level 7-A area 2:



Bytes 1-2 (dark blue): X position
Bytes 3-4 (blue): Y position
Bytes 5-6 (green): Camera X
Bytes 7-8 (dark green): Camera Y
Byte 9 (red): Entrance ID
Byte 10 (yellow): Destination Area
Byte 11 (orange): Connected Pipe ID / Destination Level
Byte 12 (pink): Destination World
Byte 13 (brown): Destination Entrance
Byte 15 (black): Entrance type
Byte 16 (purple):
            bit 0: Bottom screen
            bit 3: Connected pipe
            bit 4: Fading screen transition
            bit 7: Exit only
Byte 19 (grey): View



TL;DR byte 12 is not used at all.
Posted on 11-01-14, 05:12 pm in Different area overflows: Which are bugs?
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More like the third one, in fact for all intents and purposes this is (the complete form of) the 3rd trick, not a new 4th one
Posted on 11-02-14, 04:09 pm in Tileset List
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I decided to work on a custom tileset, so this is what I came up so far:



In-game (+glitch BTW):


This is intended to be a grassy mountain tileset.
It's not complete though, decorations are still missing, hence why there's no download link.

Any thought on this ?
Posted on 11-04-14, 11:32 am in Tileset List
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Short answer is someone else can do it but I won't, just to be a jerk, sorry Grid

I'm kidding, I'm kidding.
Now seriously I though about that but two problems arise:
_there's only 2 rows max of randomization, so the 6 first tiles of the 3rd and 4th palettes can't be randomized without having to take another slot available that could be used for a new original tileset;
_also I think we should avoid falling into the "palette-swap" trap, it is but an easy excuse to slap in more tiles than needed, I think 1 palette-swap is already pushing it but 2 or more is a no-no in my book, it deters from originality.

Just my 2¢
Posted on 11-04-14, 08:13 pm in tutorial Add tiles to Jyotyu ncg
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It should work the same, except that the I_enemy ncls have 4 palettes instead of 2, so you have to adapt the Super Palette accordingly, but yes it should work.

And no problem, my pleasure
Posted on 11-19-14, 01:36 pm in 3D Koopas are NOT unused (rev. 2 by  MeroMero on 11-19-14, 01:40 pm)
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Leave him alone Thierry, he is either a troll or he is really stupid, judging by his posts.
The best way to deal with fodders who think of themselves as big shots when really they're not is to either ignore them or humiliate them so badly they won't bother to troll anyone for a while / forever.

EDIT : And that shameless bump too…
Posted on 11-24-14, 05:02 pm in v3.1 Super Mario Bros. - The New Worlds
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http://www.nintendo.com/consumer/manuals/precautions_ds_english.jsp

Hamza, you can't reject the fault solely on Arceus, you are supposed to know that playing video games is risky for people who have health issues.
Posted on 12-07-14, 02:44 pm in The single levels thread!
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I don't think it's possible though, because that behavior is supposed to be a glitch, not the rule.

But something like that should be feasible with other means, for example:
Posted on 02-21-15, 06:06 pm in NSHB's Shop of Amazing Resources
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I… I… I don't know if I should be impressed by your artwork or if I should, instead, be disgusted by the fact that I will never ever be able to match your greatness, let alone surpass it!

Either way I'm speechless!
Posted on 02-28-15, 11:12 am, deleted by  Piranhaplant
Posted on 03-02-15, 09:19 pm in where i can found nsmbw pipes? (rev. 2 by  MeroMero on 03-02-15, 09:23 pm)
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So, you make people go to hell and back, people are diligent enough to help you getting the pipes working even though you're probably eating their patience.
And you have the gall to say "Uh please pass me the .nsbtx".
No, just no, I wouldn't have been as nice as Arceus, you're not going to improve if you make others do your chores for you.

THIS WASN'T WHAT PEOPLE HELPED YOU FOR.

 Arceus, if I was you I wouldn't have passed him the pipes, he doesn't deserve it.
Posted on 03-04-15, 01:00 pm in suggestion More and improved sprite images
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You reminded me that I had a folder full of those that I never bothered with since August 2013, might as well put them to use.

All the sprites here have their default pose:




















Posted on 03-08-15, 10:34 am in Please look my hack mario that ? have hacked
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The .exe are genuine, no problem here.

But the hack is garbage, it's a KAIZO-type hack.
If I didn't know better, I could have thought SKJmin was the mastermind behind this.
Posted on 03-08-15, 07:08 pm in Newer Super Mario Bros. DS
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I wouldn't say that so adamantly,  Hiccup, while I agree it would be the most sensible option, remember we can change the bytes that command what world the player will be sent to upon clearing a castle
Posted on 03-09-15, 12:20 pm in Newer Super Mario Bros. DS
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There's always a failsafe solution in case you can't rearrange the map; you can always make the paths transparent, that way you can make whatever route fits your boat.


Sure if you can modify the paths, the better but realistically, no one will bat an eyelid if the paths are gone missing.
Posted on 03-10-15, 09:35 am in Post bugs and suggestions in this thread
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To be fair to  LuigiXHero, he did ask for a name change on Dirbaio's profile way before he decided to ask here.
If anyone want to check, just search for a cached version of Dirbaio's profile.
Posted on 03-17-15, 03:02 pm in This is NSMBHD in a nutshell.
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Several newcomers are seemingly scared as of late:
_maybe because since all the new discoveries in NSMB hacking, they feel the standard quality for a presentable hack suddenly skyrocketed;
_maybe because of the steep learning curve when it comes to more advanced modifications,
_maybe because of the snarkiness / bluntness (that would be me) / elitism / mocking / marginalizing coming from older users

Maybe the lack of interest correlates with a lack of motivation too, just look at the CR whose progression is pretty much stale now.

Also, an observation but when Corrupt-a-wish! and Ask threads were still a thing, Featherland actually had -for quite a while- a higher post ratio than the NSMB hacking sub-forum (let alone the ROM hacking sub-forum). That alone should tell someone who is not a complete moron that something was or went wrong (but that flaw was eventually corrected).

Everyone can still pretend to block their vision, but at the end of day (let's not be afraid of words) the first trimester of 2015 has been horrible for NSMBHD.
But there are still 9 months waiting in the wings, it's up to the users to decide how they will unfold.
Posted on 03-24-15, 11:17 am in New Actor discoveries (and extra info on old ones) (rev. 2 by  MeroMero on 03-24-15, 01:38 pm)
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Blooper Baby
Actor No. 146
Sprite Set: 1-4
Sprite Data
00 00 00 00 0T TS*

It appears as a fully grown Blooper, used as a complement for Actors 144 and 145.
Spawn only if at least one of Actors 143, 144 or 145 is present in immediate vicinity.
Will spawn even if the 3 aforementioned actors need an Input ID to appear (in the same fashion as sprites 169 and 171, as I forgot to precise earlier).
Doesn't have an Input ID on its own.

nybble 11 - S - Spawning direction:
0: clockwise spiral from right
1: clockwise spiral from bottom
2: clockwise spiral from left
3: clockwise spiral from top
Applies a modulo 4.

nybbles 9-10 - T - Time frame:
01: stays for 1 frame
02: 2 frames

FE: 254 frames
FF: 255 frames
00 (default) : 256 frames

Beginning frame formula is 256-TT.
Vanishing will begin at TT-48 frames (Signed, so it takes into account negatives).
Blooper Baby's vanishing is a sequence of 12 consecutive events consisting of 2 visible frames followed by 2 invisible frames, for a total of 48 frames.

*For future reference: I think it's better not to use any of the letters A, B, C, D, E and F to name variables, as to prevent any possible confusion with their hexadecimal counterparts.

Posted by Hiccup
Odd, I had it do the shake/sound more than once, by putting them along the view in 1-1 and walking along (so they trigger as I walk near their placement, causing the actor to spawn). What ROM version did you use? And what level did you edit?

ROM version: US
Level: 2-6 area 2 (the scrolling section)
Upon entering the view, thunder only cracks once, regardless of the spacing between the different occurrences of Actor 97.
Funnily enough, like in real life, the farther the thunder*, the fainter the sound.

But I won't hide that maybe I did screw up.
*as in the closest occurrence of Actor 97 upon entering the view.



EDIT:

Camera Actor 270 Sprite 98 - In air scroll up the camera
Actor No. 270
Sprite No. 98
Sprite Set: none
To-do: rest of spritedata
Sprite Data
00 00 S0 00 ML HP

If Mario/Luigi is inside the AOE (Area of Effect) of sprite 98, the camera will go up by HH pixels, camera will scroll down back once Mario/Luigi touches the ground.

Nybble 4 - S - Activate the sprite from:
0: below
1: above

Not tested entirely, seems like a poor man's version of Sprite 100.

Camera Actor 271 Sprite 100 - Scroll up the camera
Actor No. 271
Sprite No. 100
Sprite Set: none
Sprite Data
00 00 S0 00 0L HH

If Mario/Luigi is inside the AOE (Area of Effect) of sprite 100, the camera will go up by HH pixels, camera will scroll down back once Mario/Luigi leaves the horizontal boundary specified by the value L.

Nybble 4 - S - Activate the sprite from:
0: below
1: above

Nybble 9 - L - Length:
From 0 to F
Sprite position is always the leftmost tile.

Nybble 10-11 - H - Height:
From 00 to FF
If HH is set for example at 3C (60), Mario will have to jump 60 pixels above the sprite's AOE for said effect to take place.
Posted on 03-29-15, 04:16 pm in New Actor discoveries (and extra info on old ones)
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Actor number=ClassID
Posted on 04-04-15, 08:14 pm in Swimmable lava (rev. 2 by  MeroMero on 04-04-15, 08:16 pm)
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At the risk of sounding like a broken record, someone forgot about his very own thread : http://nsmbhd.net/thread/2141-water-or-lava/

But as  gridatttack said, you can fix this; for example by placing invisible tiles that emulate "death by lava" behavior on the surface of said lava.