LeWario |
Posted on 03-26-12, 02:41 pm
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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. |
MarioSunshine |
Posted on 03-26-12, 03:14 pm
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Fuzz Ball
KirbyFanatic64 (LOL) Karma: 1386 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!
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Hiccup |
Posted on 04-02-12, 10:23 am (rev. 1 by Hiccup on 04-02-12, 10:23 am)
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Birdo
Karma: 2789 Posts: 8/2091 Since: 06-26-11 |
Why does sprite 0 crash the game?
(Directing this at Dirbaio/ELMario) |
Dirbaio |
Posted on 04-03-12, 07:14 am
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 1572/4458 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 |
Hiccup |
Posted on 04-03-12, 01:34 pm (rev. 1 by Hiccup on 04-03-12, 01:34 pm)
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Birdo
Karma: 2789 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? |
LeWario |
Posted on 04-03-12, 02:52 pm
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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. |
Dirbaio |
Posted on 04-03-12, 04:13 pm (rev. 1 by Dirbaio on 04-03-12, 04:13 pm)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 1576/4458 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 |
Arisotura |
Posted on 04-03-12, 05:27 pm
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☭ coffee and cream
Karma: 10543 Posts: 232/2781 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 - zrghij |
Dirbaio |
Posted on 04-04-12, 07:42 am
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 1579/4458 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...
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Freeze |
Posted on 04-04-12, 10:44 am
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Karma: 3767 Posts: 1046/2112 Since: 06-28-11 |
Hiccup |
Posted on 04-05-12, 07:04 pm
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Birdo
Karma: 2789 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? |
unknown object |
Posted on 04-07-12, 09:38 am
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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!!! |
Hiccup |
Posted on 04-15-12, 04:46 pm
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Birdo
Karma: 2789 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? |
ray |
Posted on 04-15-12, 05:20 pm
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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 _________________________ If you want to support me, you might check out my Patreon Page : ) |
Hiccup |
Posted on 04-22-12, 12:37 pm
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Birdo
Karma: 2789 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? |
ray |
Posted on 04-22-12, 02:43 pm
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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 : ) |
Hiccup |
Posted on 04-24-12, 07:15 am
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Birdo
Karma: 2789 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 |
ray |
Posted on 04-24-12, 02:08 pm
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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 : ) |
LeWario |
Posted on 04-24-12, 11:31 pm
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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. |
Arisotura |
Posted on 04-24-12, 11:39 pm (rev. 1 by Arisotura on 04-24-12, 11:40 pm)
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☭ coffee and cream
Karma: 10543 Posts: 276/2781 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 - zrghij |