Kuribo64
Views: 19,995,242 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
04-19-24 05:36 PM
Guest:

Main - Posts by explos

Pages: 1 2 3 4
explos
(post deleted) #74851

explos
Posted on 07-28-16 12:04 AM, in NSMB2 Help Thread (rev. 4 of 07-28-16 12:20 AM) Link | #74963
Explos

Posted by Hiccup
0 actually means the current area, so that isn't the problem.

I remade the level, and entrances still aren't working. Here is the current level.

Sorry about my previous answer being incorrect, I didn't have time to test changes made to your stage, I just assumed you were making a simple mistake(I didn't realize 0 means current area).

I will take another look at your level and see if I can get your entrance to work now that I have time to test it.

EDIT: I managed to get your entrance to work, I extended the length of the special exit controller and moved the exit outside of the controller. Updated version of level with working exit

I believe the problem was caused by the game trying to trigger both the exit and the special exit controller at the same time due to them both occupying the same tile.

explos
Posted on 07-28-16 06:22 PM, in NSMB2 Sprite Database (rev. 4 of 07-28-16 06:54 PM) Link | #75039
Explos

I did some testing With sprite 13(Poison water)

Nybble 7 is the amount of tiles to raise the water by.
Nybble 8 has to be set to 1 for raise height to take effect, if it is 0 water raises infinitely.
Nybble 9-10 appears to the amount of time the water remains at it's low point.
Nybble 11-12 appears to be the amount of time the water remains at its high point.

Note When a value greater than 0 is set at Nybble 11-12, Nybble 9-10 must have a value other than 0 to prevent water raising infinity.

explos
Posted on 07-28-16 07:27 PM, in NSMB2 Sprite Database (rev. 2 of 07-28-16 07:30 PM) Link | #75046
Explos

Posted by Hiccup
How does this work with events?


I haven't tested with events yet, Will update after testing.

Should point out, the duration to stay at low/high point is in milliseconds, I feel that should be added as a note.

explos
Posted on 07-28-16 08:14 PM, in NSMB2 Sprite Database (rev. 15 of 07-28-16 09:21 PM) Link | #75052
Explos

From the testing I have done, It appears events don't work with sprite 13. So far I have been unable to get any event controllers or switches to cause the water to move up or move down or change the raise distance.

I will continue testing to see if I can find anything.

Update: setting nybble 8 to 0 allows a ? Switch cause the water to raise.
A ? Switch will cause the water to raise for the duration of the timer.

Raise distance(nybble 7) seems to have no effect when using a ? switch.
The distance the water raises seems to be set using nybble 11-12. (Unsure about this)
I got the water to raise to a set distance one time but have been unable to recreate this so far.

explos
Posted on 07-28-16 10:31 PM, in NSMB2 Modding Comunity Discord (rev. 2 of 07-28-16 11:52 PM) Link | #75061
Explos

[image]
I have created a Discord server that the NSMB2 modding community can use.

The main purpose of the server is to allow people in the community to easily research the sprite database, help each other with problems and provide each other with feedback. This discord should allow for members of the community to share their ideas, content and help each other out.


Link to the Discord




explos
Posted on 07-29-16 01:45 PM, in Why my 3DS cannot install any custom firmware ?!? Link | #75125
Explos

Posted by TheKoopaKingdom
But, if you're on a firmware that you can use a CFW on, than you can probably get A9LH anyways.


Not necessarily, their has to be a downgrade exploit on that firmware for A9LH to be installed.

explos
(post deleted) #75189

explos
Posted on 07-29-16 09:27 PM, in NSMB2 Help Thread Link | #75207
Explos

Just curious, but if I extracted the Romfs from an EU version of NSMB2 could I name my Romfs the US title ID and use it with the US version of the game?

explos
Posted on 08-02-16 07:59 PM, in NSMB2 Sprite Database Link | #75596
Explos

If anyone is interested, I am going to start posting weird/unusual sprite behaviors I find to YouTube.

I did some testing with the Spiked Balls and found some strange behaviors:




explos
Posted on 08-03-16 08:35 PM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 08-03-16 08:36 PM) Link | #75621
Explos

Posted by luigigamer
Can anyone provide me a compiled version for Linux? I get build error... :(


I'm not sure there is a Linux version(Or know how to compile a version for it)
Can't you use wine for Linux and run the pre-compiled .exe

explos
Posted on 08-04-16 12:48 AM, in NSMB2 Custom Content (rev. 3 of 08-04-16 01:52 AM) Link | #75640
Explos

Posted by poudink
Why is the 5 smaller?

I created this in 15/20 min and only did it to test replacing the logo, I just started an updated version that is entirely 3d modeled and looks much better, I fixed the 5 being smaller in the new version.

Update: Here is a preview at the progress I have made on the 3d modeled version
[image]
It is still a WIP but already looks much better than the previous version

explos
Posted on 08-04-16 02:26 AM, in NSMB2 Sprite Database (rev. 4 of 08-04-16 01:36 PM) Link | #75643
Explos

Posted by Hiccup
I'm interested. Are any
of these settings used?

The frozen setting and the remain at one height setting both are used, they seem to only be used when the spike ball is placed on snakeblocks.

The frozen setting is used multiple times throughout 7-8 and 4-16
The setting to remain at one height is used once in 4-16

The setting to pass through walls remains unused.

explos
Posted on 08-04-16 08:58 PM, in NSMB2 Custom Content Link | #75668
Explos

Posted by MusiMasta
The logo looks good for now, but it looks a bit "uncreative" if you know what I mean. Try adding gradients and sparkles to the letters or something, especially on the 2.5 to emphasize it. Same with the "New" text and spark.


Thanks for the feedback.
The next thing I plan to do is add texturing to the logo, Hopefully some gradients and textures will help it look less plain and uncreative.

explos
Posted on 08-05-16 12:02 PM, in NSMB2 Custom Content Link | #75696
Explos

Posted by NoThisIsStupider
I'd suggest adjusting the angle to make it look more like the vanilla logo and adjusting the font of the "New" to whatever the original used (I've seen it on the internet before).

I tried to find the font for the "new" text but so far have been unable to find it. If I end up finding it I will change it.

explos
Posted on 08-06-16 06:48 PM, in NSMB2 Sprite Database (rev. 2 of 08-06-16 06:49 PM) Link | #75749
Explos

I want to recommend that everyone updates their spritedata.xml file within CoinKiller.

Me and Imnotstaple(And some other people too) have been testing sprite behaviors over the last week, multiple sprites now have more known about them and 31 sprites now have complete data(Only 19 sprites had complete data this time last week).

We will continue to test sprites and add information to the database, so remember to occasionally update your spritedata.xml file.

explos
Posted on 08-06-16 07:50 PM, in NSMB2 Sprite Database (rev. 4 of 08-06-16 08:51 PM) Link | #75759
Explos

Here is an Update Log

Update Log

explos
Posted on 08-06-16 08:59 PM, in Alternative RomFS builder to "RomFS Builder"? Link | #75767
Explos

You could use NTR with a LayeredFS plugin so you don't have to build your romFS

explos
Posted on 08-06-16 09:57 PM, in Alternative RomFS builder to "RomFS Builder"? (rev. 2 of 08-06-16 09:58 PM) Link | #75774
Explos

Oh Oops, I forgot NTR required CFW to be used, Still a viable alternative for those who can use it though.

explos
Posted on 08-14-16 04:50 PM, in NSMB2 Custom Content Link | #76120
Explos

Wow, that tileset looks really nice in NSMB2
Pages: 1 2 3 4

Main - Posts by explos

Page rendered in 0.376 seconds. (2048KB of memory used)
MySQL - queries: 22, rows: 228/228, time: 0.012 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.