Posted on 06-12-15, 08:07 pm
We do what we must because we can

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Posted on 06-12-15, 08:59 pm
Mariomaster

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You can't.
If you realy need another area you could use the area overflow bug (This might be useful)
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Posted on 07-09-15, 05:10 pm (rev. 1 by  SR13DS on 07-09-15, 05:12 pm)
Paragoomba


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Why does the emulator spaz out when I use custom music? (By spaz out, I mean, objects keep flickering larger, then back to there normal size. Also, once Mario glitched out while swinging on a rope.)

NOTE: Replacing the SDAT was not working in the editor, so I had to use Gericom's EFE (Every File Explorer). And to put the SSEQ in the SDAT, I used Gericom's DSSS(DS Sound Studio).
Posted on 07-09-15, 05:13 pm (rev. 1 by RicBent on 07-09-15, 05:13 pm)
Mariomaster

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Is it working on a real DS and which emulator are you using?
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Posted on 07-09-15, 06:08 pm
Paragoomba


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I'm using the DeSmuME X432R build.
Posted on 07-09-15, 06:50 pm
Mariomaster

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If you don't give us enough information we can't help. Didn't read your edit

I think that Gericoms "Tools" broke the rom somehow. If nsmbe doesn't import your .sdat it will have it's reasons to do so.
To replace the sseqs read and follow this tutorial: http://nsmbhd.net/thread/475-tutorial-nsmb-sound-and-music-hacking-guide/
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Posted on 07-11-15, 02:53 pm
Shyguy


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Does anyone know of a way to export and save a tileset's palette(s) on their own for application to another tileset? That is to say, a way to save only the palette itself as a file? And yes, I did try searching for help on the site, but came to no exact help for what I wanted to know.
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Posted on 08-05-15, 04:30 pm
Shyguy


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'Nother double post by me, but what can I do?

Anyways my question is this; would there any way to utilize the duplicate tileset slots and "Empty" background slots displayed in tgeir respective listings? As in, use them as extra slots for importing custom tilesets & backgrounds?
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Posted on 08-05-15, 04:49 pm
Super Mario
( ͡° ͜ʖ ͡°)

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Posted by WhatTheHack
Does anyone know of a way to export and save a tileset's palette(s) on their own for application to another tileset? That is to say, a way to save only the palette itself as a file?


You can do that by exporting the ncl file (ncl files are the palettes) from the tileset and importing it on top of another tileset's ncl. Every tileset has one ncl file in the rom

Posted by WhatTheHack
would there any way to utilize the duplicate tileset slots and "Empty" background slots displayed in tgeir respective listings? As in, use them as extra slots for importing custom tilesets & backgrounds?


It can kind of be done by hex editing some tables in Overlay 0. I won't explain the process in detail but here's how it works on the surface:

There are some tables on Overlay 0 that associate tileset or background IDs with file IDs.

https://github.com/Dirbaio/NSMB-Editor/blob/master/NSMBe4/ROM.cs#L223

FG_NCL, FG_NCG, FG_NSC - top backgorund palette, graphics, tilemap respectively.
BG_NCL, BG_NCG, BG_NSC - bottom backgorund palette, graphics, tilemap respectively.

TS_NCL, TS_NCG - tileset palette + graphics
TS_PNL - Tileset Map16
TS_UNT, TS_UNT_HD - Tileset object, object index files
TS_CHK - Tile behaviors
TS_ANIM_NCG - I have no idea what this one is for

The file I linked has all the offsets in overlay0 for all the regions and all tables.

The thing is: these tables specify what file IDs one tileset uses. For example, duplicated tilesets are different tileset IDs, but these tables point to the same tileset files in the ROM, that's why they're duplicated.

You can hex edit and change these tables to point to different files. Since there's not a lot of space

Entries in the table are 16-byte File IDs. Actually they're ExtIDs, so they can also point to files in MvsL NARCs but you don't need to worry about that. They're the File ID minus the overlay count, so you will have to take that into account when editing it.


Posted on 08-13-15, 04:11 am
Shyguy


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For some reason, I am led to believe that a fourth, unused blue pipe object exists in the game's data somewhere. I am curious to know whether or not this is true. If it is true, where would I find the pipe's files?

Know that before posting this, I searched quite a bit around this site and elsewhere for any information on the blue pipe, but was unable to find exactly what I wanted to know.
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Posted on 08-13-15, 11:41 am
Birdo


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I don't think so, but there have been tricks to create a custom blue one.
Posted on 08-20-15, 04:53 pm
Super Mario
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Pipes are 3D textures in the polygon_unit folder.

I've never seen a blue pipe, but you can definitely make one by editing the textures.
Posted on 09-04-15, 09:50 pm


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Hey, is there a way to hack a power up into nsmbds
thanks
Posted on 09-04-15, 11:04 pm
Flurry
newsuperexpandkongs

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Hey, is there a way to hack a power up into nsmbds
thanks
You could... Kind of... In  ray's ASMB, he (or Freeze, or even both), Did put some blue shell powerup in their hack, that makes the player float. However, making stuff like that, require ASM. So, you could... But it will take lots of complicated ASM.
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Posted on 09-21-15, 08:11 pm (rev. 1 by Gamer Boy on 09-21-15, 08:11 pm)


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Okay, so I just started NSMBDS hacking a couple days ago. Got a question. Certain sprites I placed into W1-1 are covered in red. Why don't the "red-box" sprites appear? And is there any way to make them work? I would appreciate an answer.
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Posted on 09-21-15, 08:21 pm (rev. 1 by  Arctus Platner on 09-21-15, 08:21 pm)
Red Paratroopa
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Posted by Gamer Boy
Okay, so I just started NSMBDS hacking a couple days ago. Got a question. Certain sprites I placed into W1-1 are covered in red. Why don't the "red-box" sprites appear? And is there any way to make them work? I would appreciate an answer.
The red-box sprites are sprites that are not available for that level and will therefore not load in-game, but you can make them appear by going to the Level Config tab(marked by a painter's palette) in the level editor and clicking sprite sets and then changing what sprites that you want to load in the level.
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Posted on 09-21-15, 08:49 pm


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Posted by Arctus Platner
Posted by Gamer Boy
Okay, so I just started NSMBDS hacking a couple days ago. Got a question. Certain sprites I placed into W1-1 are covered in red. Why don't the "red-box" sprites appear? And is there any way to make them work? I would appreciate an answer.
The red-box sprites are sprites that are not available for that level and will therefore not load in-game, but you can make them appear by going to the Level Config tab(marked by a painter's palette) in the level editor and clicking sprite sets and then changing what sprites that you want to load in the level.


Alright. Thanks for replying!

Also, one more question. Is there currently any way to enable Y camera scrolling? And if so how?
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Posted on 09-22-15, 01:35 am
I Am Not Inteligent

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Posted by Gamer Boy
Is there currently any way to enable Y camera scrolling? And if so how?

In the view settings, click the Scroll vertically checkbox and that's it.

I could not…
Posted on 09-22-15, 03:13 pm (rev. 1 by Gamer Boy on 09-22-15, 03:35 pm)


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Posted by NSMBHN
Posted by Gamer Boy
Is there currently any way to enable Y camera scrolling? And if so how?

In the view settings, click the Scroll vertically checkbox and that's it.


Boy do I look dumb now. Thanks!

EDIT: Actually, the version I use doesn't have that feature. I can't use any newer versions. Anything above b359 and the antivirus software on the computer I use will mess it up.
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Posted on 09-24-15, 04:20 am (rev. 2 by Asprok on 09-24-15, 04:22 am)
I Am Not Inteligent

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Posted by Gamer Boy
Actually, the version I use doesn't have that feature. I can't use any newer versions. Anything above b359 and the antivirus software on the computer I use will mess it up.

Then just put value 15 in the Camera stick to bottom field. Do not ask me what do other values do.

Hope this helps. And it's better to learn things by just asking in order not to be “dumb” anymore than being dumb forever because of not asking. There are no foolish questions but fools who don't ask.

I could not…