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Posted on 09-10-11, 12:07 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10081
Posts: 823/4458
Since: 06-08-11
Yeah, I already thought a bit of that.

I dunno where the level blocks are written either I vaguely remember Treeki told me, so maybe it's in the IDA database. If not, maybe some read tracing will do it.

But, do you really think this will make the editor easier to use? Stuff like ground and blocks, hmmokay, but what about slopes, pipes? These are a bitch to draw manually tile-by-tile...

(not quite related, but another improvement that could be done for sure is allowing sprites to be placed by pixels, not by blocks. I think I have the piece of code where sprites are loaded)
Posted on 09-12-11, 05:54 am
Roy Koopa
The guy who does things.

Karma: 12749
Posts: 82/2796
Since: 07-01-11
I haven't tried this out for myself yet, but is it possible for this feature to be level specific? For example, it only works in X-X Area X.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
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Posted on 09-12-11, 04:10 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10081
Posts: 845/4458
Since: 06-08-11
Could be. It could be done two ways:

1: Find the way to know what level number are you in.
2: Make a sprite that activates the effect.
Posted on 09-12-11, 04:17 pm
Roy Koopa


Karma: 4011
Posts: 648/2722
Since: 06-26-11
You could use sprite 1 Perhaps you can do it like a while ago. You remember the guide from you? Open jyotju, dont edit, save. And then the thing with the Overlay files And I tried your flying glitchy thing and the beams, but for me they dont appear
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Posted on 09-12-11, 06:47 pm


Karma: 3767
Posts: 392/2112
Since: 06-28-11
If I remember correctly, it worked for me a long time ago. <_<
Posted on 09-19-11, 11:17 pm
Banned for being a complete idiot.

Karma: 529
Posts: 421/987
Since: 07-09-11
I tried the beams too, and it didn't work on a U ROM.
Posted on 12-14-11, 02:58 am
Goomba


Karma: -51
Posts: 7/33
Since: 11-04-11
how do u change tile types
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Posted on 12-14-11, 05:29 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10081
Posts: 1276/4458
Since: 06-08-11
tiletest.cpp line 30:

        int t = 24;


Change that 24 to whatever tile number you want.
It's the Map16 tile number. Tileset0 starts from 0, Tileset1 starts from 256.
Posted on 12-31-11, 08:21 am
Paratroopa


Karma: -11
Posts: 15/147
Since: 12-17-11
This is cool like I get a 1-up every time in the flagpole.
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Posted on 05-21-12, 12:08 am


Karma: 80
Posts: 2/23
Since: 05-20-12
I can't find the "Run Make and Insert" button! Where is it?
Posted on 05-21-12, 01:13 am
Fuzzy
Full mod

Karma: 1183
Posts: 406/785
Since: 06-28-11
Posted by JLavin
I can't find the "Run Make and Insert" button! Where is it?

If you're on NSMBe 5.2, it's on the tab that says "Tools/Options". If you're not, you probably need to update.
Posted on 05-21-12, 03:44 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10081
Posts: 1738/4458
Since: 06-08-11
You need NSMB Editor 5.2, the download link is at the top of the page. You'll also need to have devkitARM installed to compile the hack.
Posted on 05-23-12, 11:18 pm


Karma: 80
Posts: 8/23
Since: 05-20-12
I can't compile the tile mod. Could you please turn it into a patch?
Posted on 05-24-12, 12:47 pm (rev. 1 by  Dirbaio on 05-24-12, 12:50 pm)
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10081
Posts: 1744/4458
Since: 06-08-11
Probably not, it'd solve the problem for this hack, but I'm definitely not going to release every ASM hack as both source and patch...

What error are you getting? Maybe I can help you in that.

EDIT: Also take into account this is NOT for use in people's hacks, it's for educational purposes only. You can maek your own ASM hack based off this one, but please do not just copy this.
Posted on 08-07-12, 01:39 am
Ninji
xxcvxcvxcbvn

Karma: -13
Posts: 157/241
Since: 12-29-11
reminds me of smbx
Posted on 08-12-12, 06:29 pm
☭ coffee and cream


Karma: 10543
Posts: 603/2781
Since: 06-26-11
Two months. Nice bump.
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Pages: « 12