Posted on 08-11-14, 07:51 pm
Super Mario
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There are some tables in Overlay 0 that map tileset slots to file IDs. These different tileset slots point to the same files, that's why they're "linked", they're in reality the same tileset.

You can try hex-editing these tables to change the associations, you can make a tileset point to some minigame NARCs so you get more files (Currently there's no easy way to add files to a ROM)

See NSMBe source about the tables:

https://github.com/Dirbaio/NSMB-Editor/blob/master/NSMBe4/ROM.cs#L223
Posted on 08-12-14, 12:37 pm


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Could someone explain to me how to deal with sprite 298 - moving stone block ? I can only place simple moving platforms , but when I'm trying to do something fancy it always turns into a crap , probably because I don't quite understand Start/End delay fields. Please help I especially need to understand those start/end delay fields
Thanks in advance!
Posted on 08-14-14, 11:11 am


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Since no one replied to my previous message and I want to ask one more question I'll just double-post to bump the thread - sorry for that but I'm pretty sure no one would notice if I just edited my last message , and it's better than creating a new topic.
What defines the colour of tiles from Tileset 0 in a particular level ? In tower/castle they are blue , but I'd like to have normal ones for my castle level. Is that possible?
Posted on 08-14-14, 11:18 am
Death by cuteness

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Everything you need to know is explained nicely here
Posted on 08-20-14, 12:52 pm


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Since: 11-10-12
It's me again with another question ^^ What makes quicksand animated? I wanted to add quicksand to my tower tileset, I copied tile behaviours from original desert tileset and set the same control bytes in 'Object' tab. When I try it in the game , the quicksand kinda works except mario stays in front of it and it's not animated. Maybe I overlooked soemthing?
Posted on 08-20-14, 03:38 pm
Super Mario
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There are 3d textures in the polygon_unit folder for quicksand. These are hard-coded to the particular desert tileset number and map16 tile numbers. I don't think you can get them to work in other tilesets
Posted on 08-27-14, 11:31 am (rev. 1 by ImageBot on 11-21-16, 03:04 am)
Red Cheep-cheep


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Where are these files located?

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Posted on 09-03-14, 06:44 am
Red Cheep-cheep


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Someone? Please? (I don't want the W1-1 text anymore, just the Mario head)
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Posted on 10-23-14, 06:48 pm (rev. 1 by  Hiccup on 10-23-14, 06:49 pm)
Birdo


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I have some questions about if some things exist/can be made without ASM (these are all based on memories of these existing):

* shark facing the screen

(more to be added)
Posted on 11-17-14, 09:11 pm
Red Koopa


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Is it possible to play NSMB DS hacks on your real DS?
Posted on 11-17-14, 09:23 pm
Giant Red Koopa


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Posted by MPG
Is it possible to play NSMB DS hacks on your real DS?

:facepalm:
R4
Posted on 11-17-14, 10:01 pm
Red Koopa


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Since: 10-17-14
That doesn't make any sense. Can you try again so I understand?
Posted on 11-18-14, 12:16 am
Giant Red Koopa


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Posted on 11-18-14, 12:38 am
Red Koopa


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Since: 10-17-14
Posted by SaturnYoshi

I can use that to play nsmb hacks on my ds? Thanks! I had trouble with that.
Posted on 11-18-14, 12:40 am
Giant Red Koopa


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Basically, its a cartridge that you can put a micro-sd with ROMs on it in.
BUT! I would suggest only using it on a old ds, dont use it on a 3ds or even dsi I would say.
Posted on 11-18-14, 03:52 am
Red Koopa


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Since: 10-17-14
I just have to put a micro SD card with Roms in Revolution for ds and then I can play my hack? that easy?
Posted on 11-18-14, 05:58 am
Red Cheep-cheep


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On the topic of R4s, where is a reliable place to get one from?
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Posted on 11-18-14, 08:56 am
Birdo


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Please don't recommenced R4s, they are really outdated. GBAtemp will list something newer.
Posted on 11-18-14, 12:47 pm
Giant Red Koopa


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I honestly don't know about any other DS card, sry.
Posted on 11-18-14, 11:25 pm
Red Koopa


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Since: 10-17-14
which DS card would you recommend that's NOT outdated? I just want. one to play NSMB hacks on my ds.