thanks gang
Udongein X2, my open world bullet hell platformer with a Yukkuri raising mini-game, finally has a Steam page!
Check out the demo and wishlist:
store.steampowered.com/app/3520120/...
ngl this looks fire af i may need to hop on this
i am a little bit good at colors, only got a few wrong. i would do better if i didn't have an intense blue light filter on my monitor
At present, I am unsure if this is actually possible anywhere in the game without hacks, but I am planning to develop a quick & dirty tool to check all map hit objects for anything that matches the parameters we need (i.e. 2D flag, slim gap flag) sometime this weekend.
(5/5)
All I did was use a memory hack to make the game recognize the entire wall in front of Mario as a Slim gap (all Slim gaps are marked by HitAttribute flag 0x10) and it allowed this behavior to occur, which, as you can see, is mostly functional. It just slides you thru the wall behind Mario!
(4/5)
In case you're curious, in order to do this, you must be walking with Slim and then switch to holding directly Up when you're in front of a Slim gap in 2D, and you'll just walk right through that wall. Pretty cool feature!... but it's definitely unintuitive, which is probably why it got cut.
(3/5)
Normally, Slim can only walk through specific wall gaps in 3D and through specific floor gaps. However, as you can see, Slim is able to slide through this wall in 2D when it's marked as a Slim gap, which is a feature never seen in vanilla SPM. (2/5)
[SPM] Yesterday, a fellow SPM reverse engineer wanted help naming a function he decompiled that referenced Slim's submotion states, which were all undocumented, so I set out to document them!
In the process, I found what I believe is a **completely unused feature!** See for yourself...
(1/5)
the little guy has a few words to say...
yea
i don't know what this strait of hormuz issue is but that corner looks suspiciously hyper-speed-walkable. i bet if you built enough speed you could get your first quarter step to cross onto the other side of the strait
awwwww man
some time last year, chili's gave me food poisoning and fucked up my sinuses for like 2 full months, so i was never planning on going there again... this kind of solidifies that lmao
:DDDDDD
a picture of me holding a can of Dr Pepper Vanilla Float, a flavor of Dr Pepper with fairly limited and regional distribution in the United States, with my new widescreen monitor in the background. visual studio code can be seen on the monitor, though it is quite blurry
back on the grind
oh my goodness this is fucking disgusting. i hope you and the pape community pull through the aftermath of this youtube dramaslop
these people do nothing but cause pain and trouble for the communities they claim to be helping
HAPPY WAPEACH I MEAN MARIO DAY
Animation posted for MAR10 Day 2016 on Nintendo of America's official social media accounts.
A brown lop-eared bunny wears a red Mario-inspired cap with an "M" logo, laying on a tiled floor.
frisk's undertale sprite redrawn at twice the resolution
the thought of someone making a 2x pixel size texture pack for undertale wormed its way into my brain so instead of sleeping i had to bring faithful texture pack frisk into existence
HAPPY MAR10 DAY!
#indie_anime #Mario_anime
Most accurate portrait of modern culture currently available
🔥🔥🔥🔥🔥🔥🔥
(Also, I don't have a relevant code snippet on me, but the true limit for how many BGM tracks the vanilla game can handle is 149. Adding a 150th track crashes the game to a bad assert even though it can technically store that one just fine. This is definitely a bug, though irrelevant in vanilla)
The brand-new SndPatch patches spsndSFXOn_f_d to loop thru a user-defined # of BGM slots (200 by default) & reallocates the entire BGM entry list to a bigger block of memory on the sound heap. Also, you now add new BGM entries via a function rather than directly editing wiimario_snd.dat!!!
(3/?)
When SPM boots, before the mod REL is loaded into memory, it allocates enough space for 150 BGM entries (143 are used in vanilla) then reads from a file on disc to generate proper structs. Changing this limit directly is, even now, currently not possible.
That was a bit of a PITA...until now!
(2/?)
Finally found some time to work on Lunatic Pit for the first time in a while & got a lot done today. Along w/ some bugfixes, polishing, and new debug features, I created a new library that overrides the game's hardcoded music limit!
(Pit BGM by @zaku1.bsky.social)
youtu.be/iLb3FXOXUb0
(1/?)
that's cool and all but i just really like alina gray and autistic people
this is literally you wdym dawg