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Death by cuteness

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Try those files :
obj/I_star_red_ncg.bin (so it's not a 3D model)
obj/I_enemy256_ncl.bin (2nd palette)
Posted on 10-17-13, 06:15 pm in Board changelog
Death by cuteness

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Maybe not ironic, but definitely logical.
I mean he is the one who is the closest of achieving the Star Mario rank, but that also means he is the one who is the most "at risk" of having one or several of his posts deleted statistically speaking, even if he is staff.

The fact that  Dirbaio have (far ?) less karma than in should (according to  TRS observation) shows that he plays by his own rules and doesn't put himself on a pedestal, which is always appreciated (how high is his karma is irrelevant in that context).


Oh yeah, because I can sense an incoming shitstorm, the users who (will) bitch (they know who they are) about how their karma is so low in the negatives, you know it's not like it's the end of the world, there is always room to improve, but it's not the staff task to spoon feed you.
Heck that guy, Thierry, was banned twice and he is still there, that proves how forgiving the staff can be.
Like  Arisotura said, you should be glad that he didn't outright banned you and instead is giving you a chance to improve your behavior, and you should really take that chance.
Posted on 02-14-14, 11:43 am in Sonic in Mario kart DS Finally here!!
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Posted by StapleButter
I'm just going to quote IRC because I'm lazy.

[20:19:07] <StapleButter> "If you're going to share your things, great; if you're not, don't post about it."
[20:19:09] <StapleButter> I so agree.
[20:19:27] <StapleButter> I hate it when people show you screenshots of shit to tease you and 'no u r not gettin it lololol'


It's like you show a big, tasty hamburger to a starving African kid. The kid wants it so bad, and you're like, uuh no, I don't know if I'll give it to you.

Don't have something to share? Don't post here. If you want to show it off, do so in your hack's thread.


In a nutshell…
Posted on 02-14-14, 05:48 pm in Don't understand Music Hacking... (rev. 1 by  MeroMero on 02-19-14, 10:08 pm)
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There's a way, but it's quite long to explain. That's not stopping me for trying anyways so here goes nothing.

As Dirbaio told you, you can merge 2 or more SWAR files into one, but not directly, rather you have to merge all the SWAV files used by the SSEQ into one SWAR file.

1. Extract the SBNK and the SSEQ using VGMTrans and save them as their original format, make a mental note of the names of the 2 SWAR files.


2. Extract the SWAV files using NDSeditor.
Note : You shouldn't, no let me rephrase that… YOU SHOULDN'T extract the SWAV files with VGMTrans because you can only extract them as WAV samples, and then when you want to convert them back into SWAV files, data loss might rear its ugly head (not always, but more often than not it will).


3. Now this is where it become tricky. Double-click on the SBNK in VGMTrans.


4. Look at the regions highlighted in the red rectangle. Double-click on each of them.


5. Now you have kept note somewhere of what number point to what SWAV, now you can use swav2swar converter.


6. When renaming the SWAR, delete the extension.

7. Open the SBNK with an HexEditor.
In our case :
new sample 00 = old sample 00 from SWAR 01
new sample 01 = old sample 01 from SWAR 01
new sample 02 = old sample 02 from SWAR 01
new sample 03 = old sample 03 from SWAR 01
new sample 04 = old sample 04 from SWAR 01
new sample 05 = old sample 05 from SWAR 01
new sample 06 = old sample 06 from SWAR 01
new sample 07 = old sample 07 from SWAR 01
new sample 08 = old sample 05 from SWAR 00
new sample 09 = old sample 06 from SWAR 00
new sample 0A = old sample 07 from SWAR 00

Don't hesitate to help yourself with VGMTrans to get an idea of the address you want to point on.

Remember about the SWAR file number, since in NSMB there's usually only one SWAR per music, it means that when a SWAR pointer is at 01 you have to change it to 00, otherwise the sound for that SWAV won't play.
In our example you will also have to change the 3 SWAV numbers who are at the bottom of the list to their new match, otherwise the music won't be faithful.

8. Save your modified SBNK.

9. Then it resumes to normal operation, replace the original SBNK, SSEQ, SWAR with the modified ones, you know the drift.


Wow, reading back that tutorial seems so weird lol, but at least I tried.
Posted on 07-24-14, 09:21 am in Going to any level from any world !
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Reminder : The game manage the entrances of each area thanks to header block 6 (HB6), each entrance is 20 bytes long, thus for one given area the length (in bytes) of HB6 is equal to 20×number of entrances.

http://nsmbhd.net/thread/1823-area-overflow-bug-going-to-any-level-of-current-world-area-overflow/

This is pretty much the same modus operandi but with one twist :
_Once your done with the settings, close the level and open it again but with Hex Edit this time;
_Go to block 6;
_(not mandatory but will ease your work) Resize the window horizontally so each row has 20 bytes of data;
_Go to the row corresponding to the entrance you want to modify;
_Now go to byte 12* , and choose one of the following values:
_00 Current world _01 World 1 _02 World 2 … _08 World 8

_Save

*Note : I consider the first byte (beginning to the left) as byte 1, not byte 0.

For example, if you set a door in W8-Final Castle with connected pipe id = 9, destination area = 3 and a destination world (byte 12) = 2, Mario will end in the boss area of W2-Castle.
And now you can use this useful feature to set up, for example, a Boss Blitz for the Final Castle.
Posted on 07-30-14, 02:13 pm in Views problem (Solved)
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One of the reasons it happens is when 2 (or more) views are adjacent to each other, like this :

Usually when this happens, only enemies and sprites in the leftmost view (in this case view 1) appear at all.

To fix that mistake, place the views far enough from each other (be it vertically or horizontally), to the point where at least one of the 256×256 squares has been emptied, like this :

Look at the 3rd square, it has nothing in it, thus is means that the gap between the 2 views is at least 256 pixels, which is safe enough to ensure that enemies and sprites will be loaded in the second view too
Posted on 08-11-14, 08:06 am in suggestion Be able to remove +1's (rev. 1 by  MeroMero on 08-11-14, 08:09 am)
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I don't want to be a killjoy, but be careful what you wish,
Posted by StapleButter
-1 could be abused by derps and such.

Well I guess those would be swiftly banned but yeah I agree with him here.
An alternative would be to give a 10 seconds delay for the user to take back a +1 they just gave.

And while we're at it, I think something else could be implemented :
The green +(insert random number above 0) should be a different color or just delete the clickable +1 altogether if it belongs to a post you already one-upped; it happened to me 2 or 3 times when I wanted to +1 a post, only to find out that I already +1'ed it.

Posted by TRS
Giving +1s is a good thing. You should try it sometime.

I pretty much had to give you a +1 after that lol.
Posted on 09-03-14, 03:54 pm in Misc. patches thread
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Sorry skawo, I'm stealing your thunder here.

World progression follows sequential logic


Decompress overlay 8 and edit those bytes:
W2 always goes to W3 : change 03 to 02 at address 0×2008 W3 always goes to W4 : change 04 to 03 at address 0×2010 W5 always goes to W6 : change 06 to 05 at address 0×2028 W6 always goes to W7 : change 07 to 06 at address 0×2030


For US rom only.
Posted on 11-02-14, 06:43 pm in Tileset List
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To be fair, I tried to give a limestone feel, hence the bright effect, but yes I see what you mean.

Does this look NSMB enough ?


In-game:


Now this tileset looks like it would fit a swamp better than it does a mountain, oops…
Posted on 11-06-14, 08:44 am in Story/Text
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I hope you realize that a plot twist lose its impact if you do it only after the flaw has been pointed, right ?
What I mean is that had it been a real book, the critics would have absolutely murdered you.

A plot twist of this caliber would have required Luigi to have a loosely defined personality by the canon to the point it leaves its interpretation open to the readers, which you have guessed is not the case here for reasons already explained by  SaturnYoshi and thereturnofdoritosxD.

Now don't let my opinion scare you, after all this is only an opinion of mine, and yes I'm fully aware this is not a real book.
I say all that so that next time you don't repeat the same mistake
Posted on 11-07-14, 11:55 am in Story/Text (rev. 1 by  MeroMero on 11-07-14, 11:58 am)
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Posted by SaturnYoshi
A plot twist isn't good if you can see it coming.


Actually it's a little more complicated than that.
In a story you should be able to see a plot twist coming if you pay attention to details, but not if you read the story as-is.

To achieve that, you need some literary devices, one of them being the foreshadowing.
Basically the foreshadowing is the act of scattering some subtle clues about something important that's going to happen later down the road.
That being said even if you didn't take notice of the foreshadowing, said plot device when it happens shouldn't disrupt too much the flow of the story.

The difficulty of the foreshadowing is that :
_say too much, and you spoil the surprise (though this can be done deliberately to setup a "counter plot twist" AKA a red herring)
_say not enough, and you might be accused of pulling a Deus Ex Machina (depending on the suspension of disbelief necessary for the plot twist to be believable)

All that being said, this doesn't really apply for Mario mainstream games since their story are quite straightforward and can always be resumed with the same synopsis :"Bowser kidnaps princess Peach and Mario has to save her."


"That's good and all Sharks, but I would like to see you come up with your own story."
I can give it a try.


Synopsis:
Bowser plans to take over the Mushroom Kingdom, again, and kidnaps princess Peach, again… but this time for good reason !
Bowser seeks to gather the 9 Magical artifacts of the Soaring Dragon, a story passed down since ancient times says that "one who make the Ancient Weapon whole again, this one will rule as God".

Turns out that Bowser has already found the Ancient Scepter, which is key to find all 8 other items, Peach is left aghast.
If someone like the ruler of Dark Land succeeds to assemble the Ancient Scepter, the Dragon's Core and the 7 Magical Claws into 1…
The mere thought made Princess Peach shudder, there's no way she is going to let that happen while she can still do something.
She tries to use her magical abilities against Bowser… but to no avail ! Bowser doesn't seem affected at all !
Bowser, laughing, explains that each of the items has a magic on their own ! Turns out that the Ancient Scepter's protects its owner from disruptive abilities, pretty much ensuring that Peach can't magically harm Bowser in any way while he is in possession of that scepter !
The Koopa's leader threatens Peach that if she doesn't comply, all Mushroom Kingdom inhabitants will be turned into stone statues, and if she tries reversing the spell she will collapse of exhaustion way before it breaks, courtesy of the power-up granted by the magical device !
The sovereign is gritting her teeth, but she still has one trick up her sleeve. Bowser needs her voice to open the magical door leading to the secret room of Princess Peach's castle where the Dragon's Core lays dormant !
She knews it ! Of course she can always refuse, which she does. And this leverage would have been really effective, if not for the fact that at this is very moment a second voice made itself known, one whose owner is : Bowser Jr. !
The heir to the Koopa's throne shows the latest invention of Kamek, a device that allows its holder to imitate any given voice (frequency and wavelength); once Bowser Jr. speaks with the device on, his voice is indistinguishable from Peach's !
Bowser is pretty positive that the fake voice will be enough to lift the magical enhancement of the door, but still he would like for the original owner of the voice to lift it.
The Mushroom Kingdom's princess is cornered, she has no choice now but to reluctantly agree, knowing that now it was ironically the only way to gain time !

Once the Dragon's Core and the Ancient Scepter are reunited, a portal appears out of thin air, the Portal of Firmament leading to the 8 Heavenly Gates (Author's note: read the 8 Worlds).
At the end of each of the gates from 1 to 7 one of the Magical Claws can be found, Magical Claw 1 once embedded on the Weapon unlock access to Gate 2, Magical Claw 2 once embedded unlock Gate 3, etc.
Gate 1 is unlocked by default once the Dragon's Core and the Ancient Scepter are one and the same.
Gate 8 is the final gate, sort of a ultimate test to see if the current bearer of the Ancient Weapon is really worthy of it.
Bowser, Bowser Jr., Princess Peach and the Koopa's troops disappear into the depths of the Portal of Firmament.
[…]
Mario and Luigi look the sky from afar, witnessing a wide cyclonic formation whose eye is above Peach's Castle.
The twin brothers look at each other into the eyes and nod silently, seems like its time for them to save the day… AGAIN !
Posted on 12-01-14, 06:04 pm in v3.1 Super Mario Bros. - The New Worlds (rev. 1 by  MeroMero on 12-01-14, 06:29 pm)
Death by cuteness

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It's bug report time.

Oh boy...two bugs found in a day...
Anyways,I found a "fake ending" in your game...
https://www.youtube.com/watch?v=amudlEiH-W4
P.S:You can finish the level only with Small Mario for some unknown reason...
Just P-Switch's fault ...


Remember this ? I think I finally found how to consistently get the glitch working.


Basically if you ground-pound above the flagpole and you're not Mini/Small, you can reset your game.

The fix:

Put a row of at least 17 unbreakable tiles right under the flagpole+castle complex.
Why 17 and not 16 ? To prevent another glitch with Mega-Mario.

I know, I know, spoiler but this is for the greater good.



EDIT: Silly me, if I don't mention the levels that need the fix, it won't do any good !
The aforementioned levels are 5-1 and 5-4.
Posted on 12-03-14, 11:02 pm in HELP
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Getting the wrap around working can prove to be a pain.

Firstly you have to make sure that the X-coordinate of the camera is 0 (the red rectangle in the screen below).

Judging by your screenshot it seems to be the case already so that's a good point.

And secondly you have to make sure that the camera width is equal to: 256×2n
with n being a whole number whose first iteration is 0.

_256×20 is 256×1 aka 256
_256×21 is 256×2 aka 512
_256×22 is 256×4 aka 1,024
etc.

Basically that's all you have to know to get a wrap around working
Posted on 12-05-14, 08:52 am in HELP
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There's one thing that can get on my nerves, it's when the guy that asked for help doesn't post to let you know if your suggestion of a solution worked or not. Sadly this is not an isolated case…

It doesn't need to be written in the FAQ, this is simply common sense.

step 1 :
user 1 : I need help for this.

step 2 :
user 2 : Yes, sure, you do this and that.

At this point common sense tells that step 3 should be either:
Yeah it worked, thanks mate ! or Nope still doesn't work
if the latter repeat step 2 and step 3 until step 3 is a positive answer.

What you get instead:
step 3 :


Yeah, no… I don't have a crystal ball, I can't guess what was the result !
Posted on 12-05-14, 11:28 am in Three blank spaces
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No, no, no.

You can put only 3 arrays of underscores min AND max, no more than 3, no less than 3.
Each array of underscores is equal to one word, no matter its length.
An array can be as long as this _____________________ or as short as this _, as long as it's an unbroken array, it still counts as 1 word only.
_____ _____ indicate 2 separate words since there's a space between the 2 arrays.

Good:
You do ___ this, ___ ___ . => You do like this, for example.

Bad:
___ do ___ this, ___ ___ .
You do like this, ___ ___ .
/endlesson

Do you ___ a ___ , ___ ?
Posted on 01-04-15, 06:40 pm in No freezing during power-up/-down animation hack
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That makes me think, you can already replicate this behavior in-game, sorta.

Normally losing a life should stop the sprites mid-animation, but somehow if you manage to take damage twice within a span of 1 frame, well this happens:


Note: Hitting an Amp will always pause then resume the animations, whether you lose a life or not upon taking damage from it.
Posted on 01-12-15, 09:13 am in My Slopes Hate Me :\
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For future reference :


Tiles in red squares should have their control byte set to 4.

For the image size: put your images in imgs tags instead of img.

Dunno about the 3×1 slopes

Hope this helps
Posted on 01-29-15, 11:53 am in hamza62240
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Wow.

I'm genuinely surprised (in a good way) that you would consider taking a backseat and reflect on what you did.
It's the proof that you feel regret for your behavior.

Now allow me to give you 2 advices:
_Once you start acting immature in an argument it doesn't matter whose side is right or whose side is wrong, chances are it's going to backfire at you.
_You say you don't like being called a noob, then the burden of proof is on you to show everyone else that you're someone capable and that you're someone dependable.
Posted on 02-01-15, 04:07 pm in bug +1 a deleted post (rev. 1 by  MeroMero on 02-01-15, 04:27 pm)
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http://nsmbhd.net/plusone/XXXXX/?key=YYYYY

XXXXX is the post ID.
YYYYY is your anti-CSRF key.
It works for non-deleted posts too of course.

I put this in the bug category because I'm pretty sure you are not supposed to be able to +1 a deleted post.
Posted on 02-21-15, 08:22 am in tutorial Animate backgrounds that shouldn't be animated
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The 3rd byte (in red) refers to the .ncg (the tileset), while the 5th byte (in green) refers to the .ncl (the palette).
The trick is really simple, since animation is tied to the .ncg and not the .ncl, you can for example put the background 4 (Clouds) with the palette 59 (Yellow clouds) to create Yellow clouds with animation.

This trick works for both top (block 5) and bottom (block 3) backgrounds.
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