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Posted on 09-25-20, 04:10 pm


Karma: 3
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Since: 09-24-20
I would like to know how I could insert a dragon coin without it looking like the number 18 in a blue box.
Posted on 09-25-20, 05:45 pm
Red Paratroopa
I do things sometimes

Karma: 470
Posts: 105/168
Since: 08-07-17
If you're basing your hack off NewerSMBDS then you should probably use the newersmdbs version of nsmbe, which I'm assuming would show a graphic for the dragon coins. If you're just using regular nsmb then you'll have to add a dragon coin with ASM and probably modify the sprite data xml or whatever so it shows a graphic for that.
Posted on 09-25-20, 11:22 pm (rev. 2 by  poudink on 09-25-20, 11:23 pm)
Giant Koopa
H

Karma: 2812
Posts: 1132/1261
Since: 02-12-16
Posted by Keeper
If you're basing your hack off NewerSMBDS then you should probably use the newersmdbs version of nsmbe, which I'm assuming would show a graphic for the dragon coins. If you're just using regular nsmb then you'll have to add a dragon coin with ASM and probably modify the sprite data xml or whatever so it shows a graphic for that.
NewerSMBe is nowhere near that sophisticated. Literally all it has over NSMBe are a handful of additions to the code compiler, slightly tweaked sprite database, bad file overlap detection and tools to edit the actor spawner and rotation controller.
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Posted on 09-26-20, 04:28 am
Red Paratroopa
I do things sometimes

Karma: 470
Posts: 106/168
Since: 08-07-17
Ah, then if you want something shown in the editor youll have to edit the sprite data thing.
Posted on 09-26-20, 05:28 am
Giant Koopa
H

Karma: 2812
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Since: 02-12-16
there's an unofficial version of NewerSMBe with mostly full spritedata. it still won't show a graphic though, since sprite images are independant from spritedata.
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