Posted on 03-26-12, 02:41 pm
Banned for being a complete idiot.

Karma: 529
Posts: 794/987
Since: 07-09-11
Posted by MarioSunshine
EDIT: Boo hoo, this one is uncompiled. How can I use it then?

My guide is still useful apparently

You can also use MonoDevelop, but my guide is only for Visual Studio. In the guide, you'll want to jump ahead to the "Compile NSMBe" section.
Posted on 03-26-12, 03:14 pm
Fuzz Ball
KirbyFanatic64 (LOL)

Karma: 1361
Posts: 302/950
Since: 11-13-11
I'm afraid I don't have "Microsoft Visual Studio" installed in my PC.
So that's why.
_________________________

Great games must be fun, not fancy.

Music Hacker needed! PM me if you wish!
Posted on 04-02-12, 10:23 am (rev. 1 by  Hiccup on 04-02-12, 10:23 am)
Birdo


Karma: 2754
Posts: 8/2091
Since: 06-26-11
Why does sprite 0 crash the game?
(Directing this at Dirbaio/ELMario)
Posted on 04-03-12, 07:14 am
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 1572/4457
Since: 06-08-11
I haven't checked exactly, but Sprite 0 causes Class ID 21 to spawn. I don't know what that class ID is, but I think it's the Mario class ID. For some reason the game doesn't like Mario to be spawned that way and crashes.

Fun fact: Sprite 0 in NSMBW *doesn't* crash the game, and does create a Mario clone
Posted on 04-03-12, 01:34 pm (rev. 1 by  Hiccup on 04-03-12, 01:34 pm)
Birdo


Karma: 2754
Posts: 9/2091
Since: 06-26-11
Posted by Dirbaio
I haven't checked exactly, but Sprite 0 causes Class ID 21 to spawn. I don't know what that class ID is, but I think it's the Mario class ID. For some reason the game doesn't like Mario to be spawned that way and crashes.

Fun fact: Sprite 0 in NSMBW *doesn't* crash the game, and does create a Mario clone

Hmm
Do you know why the unused levels have them and why the varied numbers of them?
Posted on 04-03-12, 02:52 pm
Banned for being a complete idiot.

Karma: 529
Posts: 803/987
Since: 07-09-11
Posted by Dirbaio
I haven't checked exactly, but Sprite 0 causes Class ID 21 to spawn. I don't know what that class ID is, but I think it's the Mario class ID. For some reason the game doesn't like Mario to be spawned that way and crashes.

According to your post on Jul, even if you change Sprite 0's ClassID to something different, it will still crash the game.
And if ClassID 21 really is Mario's ClassID, then a whole bunch of Sprites by default can spawn Mario.
Posted on 04-03-12, 04:13 pm (rev. 1 by  Dirbaio on 04-03-12, 04:13 pm)
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 1576/4457
Since: 06-08-11
ELMario: Dunno, then there's something else wrong with Sprite 0

Hiccup: probably the Nintendo guys forgot them there. Maybe when they made those levels, sprite 0 didn't crash the game, and later changes made it into a crash sprite xD
Posted on 04-03-12, 05:27 pm
☭ coffee and cream


Karma: 10415
Posts: 232/2768
Since: 06-26-11
Seeing how the unused sprites are all located at 0,0, I'd rather say that they are either leftover from removed sprites or some other damages that happened to the lost levels over time. Perhaps earlier versions of the engine would just ignore sprite 0 or stop reading the sprite list when encountering it...
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 04-04-12, 07:42 am
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 1579/4457
Since: 06-08-11
Or maybe their editor was similar to ours: It had an "add sprite" button that would add Sprite 0 at 0,0. They probably clicked it and left the sprite there. It has happened many times to me with NSMB Editor...
Posted on 04-04-12, 10:44 am


Karma: 3752
Posts: 1046/2112
Since: 06-28-11
I don't think so... The sprites are ONLY in the 5 unused levels.

Offtopic: I would pay anything I have, if I could use Nintendo's Level Editor. I would really like to see, what it looks like and what functions it has.
Posted on 04-05-12, 07:04 pm
Birdo


Karma: 2754
Posts: 10/2091
Since: 06-26-11
Which sound file/s (swav, ect) is/are for the normal jumping sound.
And how could I have a differant sound for small mario jumping and super mario jumping?
Posted on 04-07-12, 09:38 am
Buzzy Beetle
I am UO, not UFO.

Karma: 314
Posts: 97/393
Since: 08-28-11
Hmm... I think would be a stupid question, but I still wanna ask XD
Where does hard-coded tiles link to??
Does they link to Map16, pallete or somewhere else??
_________________________
NSMB6: Beta Testers Wanted!!!
Posted on 04-15-12, 04:46 pm
Birdo


Karma: 2754
Posts: 12/2091
Since: 06-26-11
Also how can I get bosses to work without cutscenes?
For example some setting for the boss activator?,activating bosses with a normal switch or some special event id that activates bosses?
Posted on 04-15-12, 05:20 pm
Roy Koopa


Karma: 4011
Posts: 1443/2722
Since: 06-26-11
Posted by Hiccup
Which sound file/s (swav, ect) is/are for the normal jumping sound.
And how could I have a differant sound for small mario jumping and super mario jumping?


Dunno at the moment, but you can have different sounds, yes.

Posted by Hiccup
Also how can I get bosses to work without cutscenes?
For example some setting for the boss activator?,activating bosses with a normal switch or some special event id that activates bosses?


Nope. Cutscenes have to be
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 04-22-12, 12:37 pm
Birdo


Karma: 2754
Posts: 15/2091
Since: 06-26-11
Posted by ray
Posted by Hiccup
Which sound file/s (swav, ect) is/are for the normal jumping sound.
And how could I have a differant sound for small mario jumping and super mario jumping?


Dunno at the moment, but you can have different sounds, yes.

Posted by Hiccup
Also how can I get bosses to work without cutscenes?
For example some setting for the boss activator?,activating bosses with a normal switch or some special event id that activates bosses?


Nope. Cutscenes have to be

How can you have different sounds?
Posted on 04-22-12, 02:43 pm
Roy Koopa


Karma: 4011
Posts: 1458/2722
Since: 06-26-11
Just replace them. You can use Orengefoxs Music hacking tutorial^^
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 04-24-12, 07:15 am
Birdo


Karma: 2754
Posts: 17/2091
Since: 06-26-11
Posted by ray
Just replace them. You can use Orengefoxs Music hacking tutorial^^

Sorry I meant how can you have one sound for small mario jumping and super mario jumping
Posted on 04-24-12, 02:08 pm
Roy Koopa


Karma: 4011
Posts: 1460/2722
Since: 06-26-11
There are two wave files. One for small (micro) and one for super mario
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 04-24-12, 11:31 pm
Banned for being a complete idiot.

Karma: 529
Posts: 819/987
Since: 07-09-11
I think Sprite 0 was placed in the unused levels for this reason:
Nintendo probably assumed we wouldn't be able to hack the level format, so we would do a simple NITRO file swap with a official level. Then when we tried to play the level, it would crash because that is what Sprite 0 does now. So this is probably a way Nintendo tried to hide it's unused/beta stuff.
Posted on 04-24-12, 11:39 pm (rev. 1 by  Arisotura on 04-24-12, 11:40 pm)
☭ coffee and cream


Karma: 10415
Posts: 276/2768
Since: 06-26-11
Really?

... does Nintendo even care about third-party level editors?

I mean, if ROM hackers really bothered them that much, they could just send them C&D orders or sue them for vague reasons like Sony loves to do.

No really, I don't think Nintendo ever went out of its way to make ROM hackers' job harder. They just tend to compress everything so that they can use the smallest media possible, for obvious cost reasons. But if they really wanted to hinder us, they could have just encrypted the whole thing with some obscure algorithm, or something.
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij