Posted on 06-17-12, 03:21 pm
Roy Koopa


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n_lift.nsbtx
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See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 06-17-12, 03:28 pm
Birdo


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Posted by ray
n_lift.nsbtx

thanks!
Posted on 06-29-12, 07:08 pm
Mariomaster

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Which files are for the backgrounds on the bottom screen ???

Which one is for the background on the titlescreen behind the pipes ???

I can not find them !
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Posted on 06-30-12, 12:30 am
Buzzy Beetle
I am UO, not UFO.

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They are all in UI studio folder, name xxx_b_d.ncg, use the same name ncl to open, isn't hard to find, the file names shows what it is.
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Posted on 07-08-12, 12:56 pm
Mariomaster

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Thanks Unknown Object! I found them

PS: I would like to have Ice Flower Grafics of the fireball and the flower in towers and castles.
In the other Levels I would like to have the normal grafics. I dont know how to do that.
Can somebody help me?
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Posted on 07-08-12, 02:09 pm
Fuzzy
Full mod

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Posted by Mariomaster
Thanks Unknown Object! I found them

PS: I would like to have Ice Flower Grafics of the fireball and the flower in towers and castles.
In the other Levels I would like to have the normal grafics. I dont know how to do that.
Can somebody help me?

You aren't going to be able to do that without some major ASM hacking, sorry.
Posted on 07-08-12, 03:00 pm
Buzzy Beetle
I am UO, not UFO.

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You can get a ice ball and a fire ball, just make different color for different pallete, of course the shape should be the same.
Ex:this is my hack nsmb6's idea: I used a blue thunder ball for light BG, and yellow thunder ball for dark BG, and when you are in a lava level, you throw a sparkle.

But if you wanna different Mario, then ASM hacks the only way.
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Posted on 07-08-12, 05:49 pm
Mariomaster

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Thanks anyways Piranhaplant and Unknown Object.

I am going to try the thing with the palletes.

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Posted on 07-11-12, 07:37 pm
Birdo


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I wonder, is it possible to change the midway entrance area? Like the midway entrance is set to appear in area 2, but I want it in area 1. Is this possible?
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Posted on 07-11-12, 07:50 pm
Super Mario
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i think the midway entrance area is set to whatever area you're in when you get the flagpoler...
If it's not that, then it's hardcoded, probably.
Posted on 07-15-12, 09:56 pm
Mariomaster

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Am I able to disable the bottom screens item?
Maybe an activator ID?

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Posted on 07-15-12, 10:10 pm
Super Mario
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You can't...
You can have the game play on the bottom screen, and then the item is on the top screen so it can't be used. But it's an ugly fix.

Why do you need to disable the item slot?
Maybe you can redesign your level a bit so it's not needed
Posted on 07-16-12, 12:19 am


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This is the ID that disables Bottom Screen Items: 235
Posted on 07-19-12, 07:50 am (rev. 1 by unknown object on 07-22-12, 11:28 am)
Buzzy Beetle
I am UO, not UFO.

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Are the platform path hardcoded?
I copy every tile behavior and paste to my tile,but line sprites aren't work, what happened?
P.S. I used tile contains this pattern(I thought it means unused)
XX
XX
in the jyotyu tileset

Well let me answer the question myself...
All tile are hard coded in jyotyu...
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Posted on 07-23-12, 05:41 pm
Birdo


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Why does the duplicate flip fence (sprite:85/class:47) stop the game when its sprite set is disabled? (in the editor it is marked as --> - <-- but it actually uses the used flip fences sprite set)

this happens when it is near the first entrance or when you get near it - but before you can see it.

When it stops it does not cause weird effects.


I have never encountered sprites crashing the game when the sprite sets are disabled before.
And testing another sprite which uses a 3d model (giant rolling log) with it sprite set disabled does not crash.

This only happens in DeSmuME not in NO$GBA.
Posted on 07-23-12, 06:47 pm
Super Mario
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The game doesn't crash when using a sprite without the sprite set because it checks if the level uses the right sprite set, and if it doesn't, it doesn't spawn the sprite at all, so no crash.

It seems that these sprites have the sprite set in the table WRONG. So the sprite set check passes, the game spawns the sprite, and then it goes BOOM because the sprite can't work.
Posted on 07-24-12, 12:49 pm
Birdo


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Posted by Dirbaio
The game doesn't crash when using a sprite without the sprite set because it checks if the level uses the right sprite set, and if it doesn't, it doesn't spawn the sprite at all, so no crash.

It seems that these sprites have the sprite set in the table WRONG. So the sprite set check passes, the game spawns the sprite, and then it goes BOOM because the sprite can't work.


So is this a fault in the game? Or in the editor?
Posted on 07-24-12, 02:00 pm
Super Mario
( ͡° ͜ʖ ͡°)

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It's in the game. The editor uses the sprite set table from the game, it's stored somewhere in Overlay 0.

So, yea.
Posted on 07-24-12, 02:05 pm (rev. 3 by  Hiccup on 07-24-12, 02:08 pm)
Birdo


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Posted by Dirbaio
It's in the game. The editor uses the sprite set table from the game, it's stored somewhere in Overlay 0.

So, yea.

Is it editable?

edit:
sort of unrelated question - why can't the game just load in things when needed automatically?
Posted on 07-24-12, 02:09 pm
Super Mario
( ͡° ͜ʖ ͡°)

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You can hex edit it, yes. It's located somewhere in overlay 0.
It's located at 0x2C930 (U rom) and at 0x2BDF0 (E rom).

But editing it is useless, it doesn't allow to move sprites from one sprite set to another. As I said, that table is only used for checking if the correct sprite set is loaded. If you modify it and try to use a sprite with the wrong sprite set you'll get a crash.