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03-29-24 01:18 PM
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Main - Posts by HEYimHeroic

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HEYimHeroic
Posted on 08-12-18 04:28 AM, in The Legend of Zelda: Breath of the Wild - Wii Port Progress Thread & Recruiting Link | #95432
botw is sorta like one huge map, but under the hood it's just a bunch of parts stuck together. when you cross over through one of these "borders" between sections, the game might freeze for a sec to load the next section.

this is really noticeable with speedrunners, since they have a trick that allows them to go super fast, these quick freezes can turn into upwards of 10 seconds of waiting.

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yeah

HEYimHeroic
Posted on 08-20-18 04:14 PM, in Updates to the uploader and avatar system Link | #95633
will avatars eventually get transparent png support?

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yeah

HEYimHeroic
Posted on 08-20-18 09:00 PM, in Updates to the uploader and avatar system Link | #95636
not for me. whenever i try uploading them, they get a black background.

(like the one i have right now)

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yeah

HEYimHeroic
Posted on 08-20-18 09:32 PM, in New Mario Galaxy - All new Galaxies! Link | #95637

wow!!!!! can hack be finishe dby holiday 2010 instead? also demo on tomorrow 2011?

yeah, cono, please don't just randomly comment on things two years old and long dead. there is a reason you didn't find this thread on page 1 or 2.

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yeah

HEYimHeroic
Posted on 08-21-18 12:33 AM, in New Newer Super Mario Bros 64 65 66 Link | #95639
can some1c plzzzzz!!!!! help mee! ?????????

i tried to join dicrod link but link dont;t worktt!!!! plesaasseeee!!!! help!!! I NEd new invite to server so i ask 4 help!!!!!!!!!q!!!

plzzzzzzZZZZZZZZZZZZZZZZ1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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yeah

HEYimHeroic
Posted on 08-22-18 09:15 PM, in Updates to the uploader and avatar system Link | #95648
welp, that seemed to be the issue. thanks

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yeah

(post in restricted forum)

HEYimHeroic
Posted on 08-22-18 09:38 PM, in the StapleComputer is full Link | #95650
really? i did it and i'm not--

wait

HEYimHeroic
Posted on 08-22-18 09:55 PM, in LeftyGreenMario makes fanart and stuff Link | #95651
these all look super good! i'm surprised i haven't visited this thread before (or at least remember visiting this thread) because these all look super good! a lot of the single-character renders look very professional!

in the last "screenshot" you posted, mario's right foot looks like it's pointed at the side though. if it were turned about -90 degrees it would look more natural, but other than that, that's pretty much my only criticism. again, seriously, nice work!

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yeah

HEYimHeroic
Posted on 08-23-18 07:01 AM, in Super Mario: Red Star Expedition (SM64 ROM Hack) Link | #95667
nice! they all look super good! i'm surprised no one commented on it back in march, it's very impressive!

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yeah

HEYimHeroic
Posted on 08-23-18 07:11 AM, in How to avoid NSFW fan-art from ruining your favorite games. (rev. 2 of 03-12-19 12:35 AM) Link | #95668
better yet, type your name and then add "the hedgehog" and see what you get.

for example, here is Hunter the Hedgehog by sonami201 on DeviantArt

[thumbnail]

(pretty fitting, huh?)

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yeah

HEYimHeroic
Posted on 09-09-18 11:16 PM, in Kuribo64 Mosts 2018 - Results Link | #95854
got second in most creative and best bio. nice

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yeah

HEYimHeroic
Posted on 09-15-18 06:33 PM, in amiibo (rev. 4 of 03-12-19 12:38 AM) Link | #95933
didn't know where to put this, so i thought this would be a good place.

so, this thread will basically be a documentation of amiibo stuff. specifically, bytes 84-91 of amiibo .bin files (or 54-5B in hex. whenever i refer to byte 84, i mean 54 in hex. byte 90, 5A in hex, and so on)

so, to start off, it seems like the wii u, switch, and 3ds all refer to these bytes on a digit-by-digit basis.
[thumbnail]
this example is of the Mario amiibo from the Super Smash Bros. 4 series lineup.

the first three digits (as with most of the rest of them in this example) are 000, signifying the game series the character is from. in this case, that series is Super Mario.

the next digit is 0, meaning this amiibo is the main character of the game series. the game series is Super Mario (000) meaning the character must be Mario himself.

the next two bytes (86 and 87) are both 00. this seems to be an unknown set of bytes as almost every amiibo have these set as 00. keyword: almost. the Super Mario Cereal amiibo (otherwise known as the "Delicious amiibo") has byte 87 set to 01. what does this mean? i have no clue. it likely does nothing, and is simply a "this amiibo came from a cereal box" number.
another exception to these two bytes is the Skylanders amiibo lineup. all Skylanders amiibo (Bowser, Dark Bowser, Donkey Kong, and Dark Donkey Kong) have byte 86 set to FF. this is likely set to FF to show that these amiibo are Skylanders and for another company/set of games entirely.

EDIT: it appears that some Splatoon series amiibo have byte 86 set to 02. again, this is still unknown, but likely another "this is from x series" value.

moving onto bytes 88 and 89 (the second row in this picture), these two signify what type of "character" this amiibo is. the character previously established was Mario, because the series is from Super Mario, so these two bytes tell the system what varient of Mario is this. these bytes in this example are 0000, to show the "default", or normal, character.

byte 90 tells the system what amiibo lineup this amiibo comes from. byte 90 is 00 in this example, showing the Super Smash Bros. 4 amiibo lineup.

and finally, last and certainly least, byte 91. from what i've seen, byte 91 is always 02. even with special amiibo like the Super Mario Cereal amiibo, it is always 02. this does mean that the Super Smash Bros. 4 Mario amiibo is the very first amiibo to be made, despite all box and promotional art showing the Mario Party 10 Mario amiibo.

we should entirely ignore bytes 86, 87, and 91, as i will in the rest of this post.

that example was pretty bland with a lot of zeros, so let me show you another example:
[thumbnail]
this amiibo is the 8-bit Mario - Modern Colors amiibo from the Super Mario Bros. 30th Anniversary lineup.

the first four digits are all 0. the first three showing the game is Super Mario and the fourth showing the character is the protagonist, aka Mario.

however, things start to change on bytes 88 and 89. these two are 0238. earlier, i mentioned this was the variant of the character. 0238 for Mario tells the game that this amiibo is 8-bit Mario - Modern Colors.

byte 90 is now 06. earlier, i mentioned this was the amiibo lineup number, so the Super Mario Bros. 30th Anniversary amiibo lineup has a byte 90 of 06.

one more example, this time from a different game:
[thumbnail]
this is the Waddle Dee amiibo from the Kirby lineup.

the first three digits starting in byte 84 is 1F0, signifying the Kirby games.

the fourth digit is 3, to show that Waddle Dee is the fourth most important character in the Kirby games. Link from the Legend of Zelda is also 0 since he is the protagonist, Luigi and Princess Zelda are both 1 since they're the 2nd most important in their respective games, and so on.

bytes 88 and 89 are 0257. i mentioned earlier that these are to make a variation of the character. so why is Waddle Dee 0257? i have no idea. it could be that this number was used incorrectly by HAL (or whoever made the Kirby amiibo) as Kirby himself has this number set to 0254, King Dedede to 0255, and Meta Knight to 0256. (and yes, their character values are set to 0, 1, and 2 respectively as well) however, we can't know for sure.

and finally, byte 90 is set to 0C, the Kirby series lineup of amiibo.

phew. that's a lot, but it's all done and documented. this is likely how people spoofed amiibo before they were released, by simply changing the bytes to match what was in a game's files. you can use this documentation for that garbage, OR you can do something way cooler and make your very own amiibo. try modding a simple game such as Super Mario Maker to support this brand new amiibo you made with giving the player a costume. something like that would be way more impressive than piracy c; so use at your own digression.

HEYimHeroic
Posted on 09-27-18 03:50 AM, in Kuribo64 Town Square Link | #95994
well i come back to this place the day this happens huh

welp, i can't wait for 80-something days later. revamp of the website? i quite like it the way it is now :P


it's OBVIOUSLY the release date for SMG2.5!!!!!!!


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yeah

HEYimHeroic
Posted on 09-28-18 12:21 AM, in Kuribo64 Town Square Link | #96012
tempted to test that.

hey staple, what's the clock for?

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yeah

HEYimHeroic
Posted on 09-28-18 12:36 AM, in Last games you played? Link | #96013
undertale.

beaten pacifist, true pacifist, and neutral.

i'm at sans on the genocide route.

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yeah

HEYimHeroic
Posted on 09-28-18 12:46 AM, in One-letter swap Link | #96014
*insert oblivious "staple is a dictator" joke here*

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yeah

HEYimHeroic
Posted on 09-28-18 12:49 AM, in ask shit to StapleButter, get answer 3 months later Link | #96015
is?

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yeah

HEYimHeroic
Posted on 09-28-18 01:39 AM, in Mario Kart Toolbox a 3D MKDS Editor by Gericom. Link | #96017
i seem to get this error when trying to open a level:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.TypeLoadException: Could not load type 'System.ValueTuple`3' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at LibNitro.Hardware.DS3D..ctor()
at LibLevelEditor.UI.InteractiveRenderControl.RenderEntities.InteractiveRenderEntity..ctor()
at LibLevelEditor.UI.InteractiveRenderControl.RenderEntities.RenderEntity3D..ctor()
at MarioKartToolbox.Form1.Init3D()
at MarioKartToolbox.Form1.Form1_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1650.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
MarioKartToolbox
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/MarioKartToolbox/MarioKartToolbox.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1099.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1078.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
LibNitro
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/MarioKartToolbox/LibNitro.DLL
----------------------------------------
LibFoundation
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/MarioKartToolbox/LibFoundation.DLL
----------------------------------------
LibEndianBinaryIO
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/MarioKartToolbox/LibEndianBinaryIO.DLL
----------------------------------------
LibLevelEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/MarioKartToolbox/LibLevelEditor.DLL
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1099.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1064.2 built by: NETFXREL3STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
OpenTK.GLControl
Assembly Version: 1.1.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///D:/Downloads/MarioKartToolbox/OpenTK.GLControl.DLL
----------------------------------------
OpenTK
Assembly Version: 1.1.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///D:/Downloads/MarioKartToolbox/OpenTK.DLL
----------------------------------------
OpenTK.Compatibility
Assembly Version: 1.1.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///D:/Downloads/MarioKartToolbox/OpenTK.Compatibility.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


there is also no objects. is it my ROM?

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yeah

HEYimHeroic
Posted on 10-01-18 06:28 PM, in visit parents for Christmas? Link | #96070
everyone seems to be in the right mindset here. i entirely agree that children from abusive parents don't "owe" their parents anything. i think it's perfectly fine and sometimes i encourage it when children suddenly leave and break off all contact with their parent(s).

i don't know how dire and extreme the situation with you is, staple, but honestly, if they really didn't care that much, show that you don't care back. the more attention you feed to abusers the more they will abuse.

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yeah
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Main - Posts by HEYimHeroic

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