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04-18-24 10:06 PM
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Main - Posts by RoadrunnerWMC


RoadrunnerWMC
Posted on 05-16-15 02:44 AM, in The Introductions Thread Link | #59847
Hi, I'm RoadrunnerWMC. You probably know me from this place. I haven't tried much Super Mario Galaxy (2) hacking, but SMG1 is my favorite 3D Mario game. I've been viewing this site for a few years as a guest. I don't know if I'll post much here or not, but at least I have an account now. I like this place.

So hi. :)

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RoadrunnerWMC
Posted on 09-22-15 10:42 PM, in ask shit to StapleButter, get answer 3 months later Link | #64346
α. I'm making a mobile website and need to pick a frontend. I'm leaning toward Bootstrap. Any suggestions?
β. Are you going to rename this thread again?
γ. Why does time only go in one direction?
δ. What's your opinion of me?
ε. Can you copy-and-paste this question, which uses HTML tricks to hide secret text, into Notepad, please? Thanks!
ζ. When's the the Kuribo65® update coming?
η. Have you contributed anything to The Cutting Room Floor?
θ. Are there any backdoors in this board?
ι. If you could give a piece of advice that would be seen by every person on Earth, what would it be?
κ. Any suggestions for The Red Hat Café?
λ. Who made the Kuribo64 logo?
μ. What's the most fun project you've ever worked on?
ν. Was that too many questions?

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RoadrunnerWMC
Posted on 09-23-15 03:21 AM, in The suggestions thread (rev. 2 of 09-23-15 03:29 AM) Link | #64352
Can the file size limit for minipics be raised?

Right now it's at 4 KB. I'd like to use the same minipic here as on RVLution, but even this dedicated APNG compressor can't compress it beyond 8.59 KB.

I suggest a limit of 10 or 15 KB. This wouldn't affect page load time at all, relative to other factors — the background image for the Blarg City theme, for example, is 167 KB, and 10 KB minipics would be a whole order of magnitude smaller than that.



Unrelatedly, "but we also enjoy discussing about whatever" on the homepage should be "but we also enjoy discussing whatever."

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RoadrunnerWMC
Posted on 09-23-15 09:35 PM, in ask shit to StapleButter, get answer 3 months later Link | #64380
What type of computer (desktop/laptop/tablet/phone/etc) are you using right now?

What's its screen resolution?

Are you satisfied with that resolution?

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RoadrunnerWMC
Posted on 09-29-15 09:09 PM, in NSMB2 Sprite Images Link | #64530
Posted by StapleButter
The best, but dunno if it's possible: take a snapshot of the sprite against a fixed background of one color, then another identical snapshot against another color. That way we could completely recover transparency by looking at the differences between the two (and writing some good code to do that).
I wrote a program to do exactly that, for NSMBW. I used it to get perfect semitransparent water images for Reggie Next, among other things.

I don't think NSMB2 sprites are antialiased, so all of this is probably unnecessary. However, I can put the code on GitHub if I'm wrong and it would be useful for NSMB2.

Posted by Hiccup
This is how I would do it (example from NSMBds):
--snip--

I use a technique similar to that, but I usually put a stone block directly below the sprite and another directly to the left or right of it. That way, it's easy to find the sprite's exact position: just stretch the blocks in an image editor and look at where they cross.


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RoadrunnerWMC
Posted on 10-17-15 10:03 PM, in CoinKiller -- NSMB2 editor upcoming Link | #65100
Posted by Hiccup
He said "they came directly from the games files."

I was wondering, does the game apply those overlays before displaying them (and how does it apply them exactly?)? And does it do anything before displaying tiles?

The overlays are used to create 3D effects. They're drawn on top of the main tiles, but with a different z-value so that they appear "above" them.

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RoadrunnerWMC
Posted on 11-06-15 10:47 PM, in CoinKiller -- NSMB2 editor upcoming Link | #65510
Posted by Hiccup
Don't think the lighting settings are documented yet, so stick with 1-1 for now.

Zone lighting in NSMB2 is determined by each zone's background. The information for which backgrounds trigger which lighting conditions is hardcoded, unfortunately.

Here's a list of all of the hardcoded background/lighting data. "1-1 lighting" is actually "Basic_Player00", and any zones with backgrounds that trigger that lighting according to the list should be fine to use for sprite images.

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RoadrunnerWMC
Posted on 09-12-16 08:16 AM, in New Super Mario Bros. U - Unused Stuff Link | #77156
This is indeed another iteration of the engine used in NSMBW, but it's different enough that porting anything like that is impossible. If someone were to make a Hammer Suit for NSMBU, they'd have to start over. The code from Newer would only be useful as a guide on what needs to be done.

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RoadrunnerWMC
Posted on 09-12-16 08:19 AM, in WiiU gamepad haxing Link | #77157
If it had the same hardware as the DS, it would be able to play DS games, because it would, in fact, be a DS.

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RoadrunnerWMC
Posted on 09-12-16 09:37 AM, in New Super Mario Bros. U - Unused Stuff Link | #77169
Hiccup: As far as I can tell, NSMB2 and NSMBU were both developed as a single codebase for a while after NSMBW was released, since they both share a lot of the same changes. So despite what the assets would suggest, NSMB2 is more similar to NSMBU than NSMBW.

With that said, it's a completely different architecture (ARM vs PPC), so code porting is out of the question. And the difference in endianness means that copypasting files will never, ever work: you'll always need a converter of some sort.

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RoadrunnerWMC
Posted on 09-14-16 03:55 AM, in RVLution gets nowhere. Link | #77276
Posted by StapleButter
Did I mention I've been taking a stroll through the RVL staff clown car forum earlier today?

If anyone's still unaware why the site's down: it has something to do with this. Hint: he did more than just take a stroll through the staff forum.


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RoadrunnerWMC
Posted on 10-15-16 12:06 AM, in RVLution gets nowhere. Link | #78744
Posted by StapleButter
RHCafe isn't down here.

It was for a short time earlier today; you must have missed it. Fixed now (thanks, Rean).

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RoadrunnerWMC
Posted on 11-04-16 12:12 AM, in RVLution gets nowhere. Link | #79459
I could indeed easily bring it back up as-is, but I still want to rework it first.

RE'ing can be done with interruptions. In contrast, I'm waiting for a solid free day to spend on bringing RVLution back. I think this weekend will do.

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Main - Posts by RoadrunnerWMC

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