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05-03-22 03:45:18 AM
Jul - Posts by angelsl
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angelsl
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Posted on 03-16-10 02:09:01 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by angelsl at 03-16-10 10:13 AM) Link
Hi.

I created a new object using the same Map16 tile as object 44 (brick).

I then set the behaviour = 00 00 02 00, and control byte 3; and then placed it world 1-1.

The game refuses to scroll to the section with my custom object (i.e it scrolls up to just a few tiles before it, and then acts as if it reached the end of map)

EDIT: Does not work with DeSmuME either




Also, another question - is SVN head safe to use?

angelsl
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Posted on 03-16-10 02:21:35 PM, in Possible temporary fix for Jumbled Icon problem Link
Nevermind then, I apologise.

Post deleted.
angelsl
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Posted on 03-16-10 02:42:06 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by dirbaio
Yeah, SVN head is safe. It just has some more unfinished features, but the rest of the editor is stable.

For your block, i don't know what's going on. I see you used one of the first tiles in the Map16. I'm not sure if those are safe to use (i think they have special hard-coded behaviors or such). Why don't you try to put it more towards the bottom (for example, at those X's) ?


Some of those Xs have behaviours already, so I didn't dare edit them.

But thanks, I'll try that.
angelsl
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Posted on 03-17-10 06:37:22 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by angelsl at 03-17-10 04:29 AM) Link
New problem;

using sprite 187 (Manual Control Platform) (the one with arrows, and moves in that direction you stand on), when I hit where those gridlines (in the editor) are in game, it stops scrolling.

Help? (It works normally if I walk!)

EDIT: Nevermind. For those that have the same problem, make sure the adjacent grid-square has something in it (like a brick or something.) http://jul.rustedlogic.net/thread.php?pid=148932#148932
angelsl
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Posted on 03-18-10 01:42:12 AM, in My Hack - Springboard Power Mario Link
Hi, thanks for uploading to mediafire.

Filefactory sucks. Anyway, I might play it today or tomorrow (with cheats if you don't mind :p)


After that I'm gonna check out how to destroy blocks using ? switch.

Thanks.
angelsl
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Posted on 03-18-10 03:17:13 PM, in Rom Trimming Link
No, it should be fine to trim; trimmers only remove free space (i.e the same free space that NSMBe uses to put files that are too big into.)

But if you trim the ROM, all the free space would be trimmed, so everything that NSMBe needs to move would be tacked onto the end of the ROM.
angelsl
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Posted on 03-19-10 02:25:04 AM, in Rom Trimming Link
Never, ever distribute the ROM itself.

Distribute an IPS patch against the previous version, and/or the original ROM.

That'll make sure you don't violate any legal stuff.
angelsl
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Posted on 03-20-10 10:34:13 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Two questions.

1. I think I read somewhere that the world 8-FC 'up, down, middle' quiz is hardcoded into the game; is this correct?
2. Is is possible to have levels flipping over like in world 8-FC? (using a ? switch, activates some funny activator ID)
angelsl
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Posted on 03-21-10 02:07:22 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by angelsl at 03-20-10 11:10 PM) Link
Originally posted by dirbaio
Try looking at how it is made, and replicate it on your level...
Views are organized in pairs. one is normal and the other is upside-down. One of them has one special byte set i think. Probably you have to be in the center of the view, and hit that switch, which will make the rotating effect, and will teleport you to the other corresponding view, so it looks like everything is rotated.

For the castle loops... I'm not sure. There are some sprites, so it's not completely hard-coded. You could try looking at their data and figuring it out.


I wanted to try that.. but

the activator ID is like 35/36/37, and I don't know what has that activator ID, or how to calculate that activator ID, or if the activator ID is in another block (data block, not object or sprite), etc

Lemme try it anyway.
angelsl
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Posted on 03-21-10 01:55:29 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by dirbaio
Hmmm...

Some activator ID's may have hard-coded effects. I saw somewhere a hard-coded activator number would make the blue coins effect seen in world 7-sth, without other sprites than the ?-switch

Maybe 36 rotates between views 0-1, 37 between 2-3, etc...


The flipped side of the view has no view assigned to it (it's outside of any view)
angelsl
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Posted on 03-21-10 09:46:35 PM, in NSMB community remix Link
Originally posted by dirbaio
I have been thinking about making a web page with a PHP script to organize community remixes.

It'd work like this: someone could a project, and the project owner can assign levels to registered people. Then people can submit levels (.nml's exported from the editor) and then a patch is automatically generated, which is instantly available for download.

It would be cool. what do you think?


It'd be most easily done in ASP.NET. Why? Because the editor is written in C# :p

I can do it. (You'd need to find a host, though, or have your own server (with apache or IIS) and install mod_mono (if apache))
angelsl
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Posted on 03-22-10 11:02:38 PM, in NSMB community remix Link
Originally posted by dirbaio
Originally posted by angelsl

It'd be most easily done in ASP.NET. Why? Because the editor is written in C# :p

I can do it. (You'd need to find a host, though, or have your own server (with apache or IIS) and install mod_mono (if apache))

Yeah, but we dont need to port the whole editor...
Just a small script that creates a patch from a set of files. Wouldnt be hard.
I'm looking at it, but it's definitely possible.


No porting is needed, since ASP.NET supports C#.

Just rip the patch generation part.
angelsl
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Posted on 03-23-10 02:02:48 AM, in NSMB community remix Link
If anyone wants, I'll write the little site now.

Just one thing though; do you want ROM patches or level files?
angelsl
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Posted on 03-23-10 10:43:38 AM, in My Hack - Springboard Power Mario (last edited by angelsl at 03-23-10 07:47 AM) Link
Something is wrong with your newest patch (20 march)...

It white screens on my AceKard 2.1 (completely freezes, softreset doesn't work), gets to the Nintendo logo after a wait and crashes (with No$GBA fatal error) in No$GBA, and on DeSmuME, it gets to the Nintendo logo after a LONG wait, passes to the main menu, and freezes once I hit "Mario Game" (top screen background jumbles up).

Patching on a supposedly clean rom. Tried patching using both 5.1b and SVN head.

No$GBA


DeSmuME
angelsl
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Posted on 03-24-10 12:02:55 PM, in My Hack - Springboard Power Mario Link
Originally posted by frjd
Originally posted by angelsl
Something is wrong with your newest patch (20 march)...



I have made a new patch but whan I repatch the original used for the patch it still crash. Strange.
I will see if I can make it work.


Why don't you use a xdelta patch instead? Until this bug, whatever it is, gets fixed
angelsl
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Posted on 03-25-10 07:05:51 AM, in FFFFFFFUUUUUUUU (last edited by angelsl at 03-25-10 04:11 AM) Link
Originally posted by Camewel
1) It's a pain switching between OSs and I don't want to use Windows for anything but the bare minimum as it sucks.
3) That's 192 pounds I'm not getting back whereas I can probably get an old windows computer for free from my dad's work.
D) I don't want my hard drive messed with.
Next) I lost count, but that's some goot reasons.


No, those are dumb reasons.

Firstly, a Mac DOES have the Control key. Look carefully.

2. Why don't you want your HDD messed with? It's even supported by Apple! You can always uninstall it. It doesn't touch your Mac partition.

Dirbaio: Does it work in Linux, if yes, then it should work fine on Mac as well...
angelsl
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Posted on 03-25-10 09:52:23 PM, in My Hack - Springboard Power Mario Link
Originally posted by dirbaio

I see what's wrong.
It's ANOTHER bug in the patching feature of the editor...
I'm so sorry... I think i'll just remove it, and somehow implement xdelta support into the editor, sth like xdeltaUI.
The patching was a very good idea in practice: patch by filename, so patches would be cross-region, but in practice it's shit.
It's unable to handle cross-region patches for stuff like the overlays and the game binaries. (Overlay 0 is what causes the crash) because those are different for each region. So the cross-regionness is over. There's no benefit from using NSMB Editor patches. Xdelta is better.

Conclusion:
frjd (and everybody else), use an xdelta patch to distribute your hack

Sorry.


Didn't frjd specifically tell us to use an (E) rom?

Why does that crash?
angelsl
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Posted on 03-31-10 06:23:20 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by superaron
hi i need some help,
i don't understand how to use the views and zones... when i make my view and zone some higher the level will not open...
can you please help me?


You're using level 1-1. right?

Go hex edit level 1-2 (or any level that can freely scroll any direction), select block 2.

Now copy everything in the hex textbox and paste it into level 1-1's block 2.
angelsl
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Posted on 04-11-10 02:11:32 AM, in List of sprites with images (28 done) (last edited by angelsl at 04-10-10 11:15 PM) Link
This has been done before.

http://jul.rustedlogic.net/thread.php?id=8487

Appreciate your efforts though.
angelsl
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Posted on 04-15-10 04:49:53 AM, in Mario Vs. Luigi stage hacking Link
Originally posted by Cataclysm
DS download play doesn't work with that patch. I checked all the multiplayer levels and they were all the right offsets.


Are you on a DS Phat or Lite/DSi/XL?

In the Lite and above Nintendo added some sort of checksum to prevent people hacking the download play.

Seems like that's what you're getting.
Pages: 1 2
Jul - Posts by angelsl


Rusted Logic

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

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