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05-03-22 06:22:31 AM
Jul - Posts by ray
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ray
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Posted on 06-07-11 01:05:20 PM, in Worldmap HEX editing Link
Originally posted by NsmB_PrO
@dirbaio:
I am still waiting for the movement paths in the arm9.bin-.-
I mean the offset


We wait

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Posted on 06-07-11 02:22:59 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by limon
Originally posted by ray
I have a problem with the lava sprite ._. My sprite data is: 35 00 02 15 00 00
Means: When 35 is activated, it should move 15 blocks up with the speed 2. But it doesnt move at all Also when i set a other activator id



I think you activate a wrong ID.

sprite data : 35 00 02 15 00 00

"35" is hexadecimal number. So, you have to activate 53 to raise the lava (if you use NSMBe5.2).


Yay! thank yoU

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Posted on 06-08-11 05:58:33 PM, in New Super Hacker Bros. (last edited by ray at 06-08-11 02:58 PM) Link
Originally posted by NsmB_PrO
imprpved oasis design a lot:



There is a mistake at the "choclate ground" (xD) in the bottom in the right of the image. The sandground cuts immediatally and then there is the wet sand. You should make it a bit brighter, too.

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ray
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Posted on 06-08-11 06:21:49 PM, in Editor Development thread Link
Could you add a Selection for the koopa sprite, when its in a shell? It's annoying to open always a other revision to change the sprite data

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Posted on 06-09-11 03:42:29 AM, in Editor Development thread Link
Originally posted by dirbaio

That's next in my to-do list. Now, having finished my homebrew bounty entry (check it out if you want )


Amazing! That very nice!

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Posted on 06-09-11 04:24:08 PM, in New Super Hacker Bros. (last edited by ray at 06-09-11 02:02 PM) Link
What do you think about this wooden bridge and this wooden ladder?




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Posted on 06-11-11 09:04:40 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
In revision 156 should be some new musics to choose in the view settings. One time i tested it, i saw them. But now, when i need them, they are not shown o0 Why?

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Posted on 06-11-11 11:19:47 AM, in Sprite Data Reference (Long) Link
Sprite 185 (Random Cheep-Cheep Generator)

You need a Zone for this. It let generate random cheep-cheeps in the selected zone. They have different speed.

00 00 0U ID 00 00

Set ID to the zone ID.
U = Unknown.

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Posted on 06-12-11 01:50:42 PM, in Too tedious (last edited by ray at 06-12-11 10:50 AM) Link
Originally posted by xxxzzz1
The current way of putting blocks is very tedious, is there anyway you can press the right click button to duplicate instead of pressing "add object" every time?


You can hold CTRL and klick on a object. Then move your mouse while you hold the left button down and then its duplicated. The next time ask in the question thread, instead to create a new thread

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Posted on 06-12-11 02:29:15 PM, in Sprite Data Reference (Long) Link
Originally posted by dirbaio
Please put new findings in the Sprite DB instead of here!



I put it HERE and in the Sprite DB

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Posted on 06-12-11 04:07:55 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by NsmB_PrO
Ok, I will.
And then I will report it here
I have already a presumption what it could be. Probably it is a combination of the rope Sprite set AND the vine set


Yeah, that's it. I set the vine Sprite set and the rope sprite set and it worked. I think the vine sprite loads the texture, but it hasn't a sprite data. The vine and the rope are the same, without the texture. So the vine loads the data from the rope. Can this be?

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Posted on 06-14-11 03:40:14 AM, in Editor Development thread Link
Originally posted by luckwii
Dirbaio, in the UI studio file there is a file called UI_O_ud_ncl.bin. When trying to open it in the texture editor it gives an out of bounds array. Is there a way you can make a new NSMBe revision so that this palette can be opened? I believe this will unlock a lot of things to edit.


Hmmmm.... I can't find the file in my rom

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Posted on 06-14-11 05:07:03 PM, in Surprise Super Mario Bros (last edited by ray at 06-14-11 02:08 PM) Link
Nice
But is it possible for you to record without the giant laggs?

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Posted on 06-15-11 03:37:09 AM, in Darker Super Mario Bros Link
WOW! GREAT! Your edited Platforms, coins, fireball, and enemy looks great Keep it up

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Posted on 06-16-11 02:03:20 PM, in New Super Hacker Bros. Link
What do you think of it?
<object width="425" height="349"><embed src="http://www.youtube.com/v/p-fsEZmZYPg?version=3&hl=de_DE" type="application/x-shockwave-flash" width="425" height="349" allowscriptaccess="always" allowfullscreen="true"></embed></object>

PS: Beta release this evening.

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Posted on 06-18-11 01:10:00 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Does anyone know where the file for the animated Object lava in the Castle Tileset is? The nsbtx, without animation pictures is in the polygon unit folder. But where is the animated file?

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Posted on 06-18-11 04:34:11 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by NsmB_PrO
Originally posted by ray
Does anyone know where the file for the animated Object lava in the Castle Tileset is? The nsbtx, without animation pictures is in the polygon unit folder. But where is the animated file?

They are 2d, so a 3d-animation does not exist
So, search anywhere in the 2d folders...


I searched in the 2d folders. There is nothing In obj and polygon....nothing. Is there another 2D folder without the BG folder?

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Posted on 06-20-11 03:35:35 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by luckwii
Alright, another question.

I am trying to get a combination of activator sprites working. I have a zone marked 1 around the sprites I want to activate.

I am trying to get a 168 sprite to trigger a 286 sprite and then destroy 197 sprites from activator ID 0 up to ID 11.

What order do I create these in? Or how do I do it altogether?


First create your Zone. Then You create Sprite 168 and set the Zone ID. Now place your 197 sprites. When this is done you place sprite 286. Set the START ID to the last activated ID and the END ID to the first. Then you can set a Delay, too. Go again to the Spriite 168 and then set the activator ID to the END ID of sprite 286.
Have fuN

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Posted on 06-23-11 01:21:33 PM, in NEW Sprite Database - PM me to get an account (last edited by ray at 06-23-11 10:39 AM) Link
Sprite 280:

has something to do with the camera scroll. So the camera scrolls forward and mario gets nearer to the border of the screen.

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Posted on 06-24-11 03:04:50 PM, in NSMB Sound & Music Hacking Guide (Long) Link
Originally posted by Orengefox
So from what I understood, you've manage to convert the *.mid song to *.sseq, and fixed the tempo issue so that it plays correctly. Now you want to know how to make it loop indefinitely. Here's what you have to do:


Just add 94+XXXXXX at the end of each track within the *.SSEQ file (XXXXXX = offset to where you want to start the loop, in reversed hex). Original source for this informtation - [here]


I've put together an example to show everyone that the process indeed works. You can check it out here.

I would use the example as a reference so that you have an understanding of how it works.

At some point I'll be updating this guide again to reflect the newer information that's available now.


Do you know how i can set the loops, so that it dont repeats the beginning? Like in Bowser Jr. battle. It doesnt start from the beginning again.

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Jul - Posts by ray


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

29 database queries, 47 query cache hits.
Query execution time: 0.094423 seconds
Script execution time: 0.029943 seconds
Total render time: 0.124366 seconds