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Posted on 08-24-15, 10:04 pm in Red Hat's Dining Cafe
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Burn RVL in a fire, pretty much.
The main reason for me was because it would be too hard to start a successful NSMBU hacking community at RVLution. Its bad reputation keeps people away. Starting fresh will give us a chance to grow this new community into something great.
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Posted on 09-07-15, 08:46 pm in Merging boards?
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This board was announced 15 days ago. We have accumulated 41 users in that time, which is an average of 2.733 per day.
Both of the owners (shibboleet and I) are actively hacking the games we support here, and many of the users here who are on Wii U system version 5.3.2 are, as well. I don't consider that a bad start at all.

Regarding low activity, both of us were unable to use Cafiine for a while, until it was ported to system version 5.5.0. That finally happened a few days ago, so we can start hacking again now.

Also, as Team Fail said, the point of starting a new board was to start fresh. The option to move NSMBU hacking from RVLution to Kuribo64 was originally discussed, but we decided to start the Cafe instead.

I'm not in favor of a merger at all. Since StapleButter isn't either, I'm closing this.
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Posted on 09-08-15, 01:05 am in The Introductions Thread
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Hello, I'm here too. I made my first hacking-related account at RVLution, so I suppose I'm "from" there. I also have accounts at lots of other places now.

Also, to everyone else above, welcome!
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Posted on 09-16-15, 02:50 am in A Virtual Console Hacking/Injection Section?
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I don't think we need an entire section for that; a thread or two in the General Wii U Hacking forum should work.
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Posted on 09-20-15, 03:41 am in .Net Domain?
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I think this thread is done now. Thanks for all your suggestions and opinions. We the staff will get a .net domain when we feel it's time.
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Posted on 09-21-15, 09:51 pm in Upcoming Server Maintenance & Downtime
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The Red Hat Café will experience some downtime soon as server issues are being fixed. We apologize for any inconvenience.
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Posted on 09-24-15, 03:37 am in The one and final fight: Mario Maker vs ROM hacking (rev. 1 by RoadrunnerWMC on 09-24-15, 04:45 am)
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Here are some things that ROM hacking allows that Super Mario Maker doesn't. (Click the picture to see it in full size.)



Super Mario Maker has some strengths and unique aspects, but in my opinion, it's far less flexible overall than ROM hacking.


StapleButter, you can also add to your chart that New Super Mario Bros. U has well over 600 sprites to choose from, whereas Super Mario Maker has fewer than 70. New Super Mario Bros. U also includes entrances, objects, locations and paths, while Super Mario Maker includes only one item type (which I call "sprites" because it's most similar to that).
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Posted on 09-25-15, 03:36 am in The one and final fight: Mario Maker vs ROM hacking (rev. 1 by RoadrunnerWMC on 09-25-15, 03:39 am)
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Super Mario Maker includes only one item type (which I call "sprites" because it's most similar to that).
Can you post your/NWPlayer123's current data on the level format? Or just post something about it?

Treeki did some great reverse-engineering today: https://github.com/Treeki/MarioUnmaker/blob/master/FormatNotes.md

Reznor, Tanooking Suit, and Frog Suit are in NSMBU?
No; the image is listing things from all four games SMM has modes for.
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Posted on 09-27-15, 04:52 am in erm, hot threads and closed threads?
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I'll look into it; thanks for reporting the bug.
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Posted on 09-30-15, 10:03 pm in MarioUnmaker: A SMM Level Viewer
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MarioUnmaker

By Treeki

GitHub Repo





MarioUnmaker is a "simple viewer for level files from Super Mario Maker." It's useful for browsing sample courses and researching sprite data. It can't edit or save, though.
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Posted on 09-30-15, 11:11 pm in Metamaker: A SMM Level Editor (rev. 1 by RoadrunnerWMC on 01-04-16, 10:00 pm)
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Metamaker

By RoadrunnerWMC

Metamaker is a fork of the Reggie Next Level Editor that adds support for Super Mario Maker (and drops support for other games, for simplicity). It has the ability to save, supports sprite images, and includes some new things like an improved Overview dock. My goal is to make a fully-featured editor that doesn't enforce arbitrary restrictions like Super Mario Maker's does, such as limiting you to only three Bowsers per level.

I plan to set up a GitHub repo for it soon.

Downloads

Coming soon!

Screenshots


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Posted on 09-30-15, 11:16 pm in Metamaker: A SMM Level Editor
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Not exactly. MarioUnmaker is a basic level viewer created from scratch; this is an editor built off Reggie. MarioUnmaker currently displays only a few of the options available for sprites and levels, whereas this will support editing all known settings. This also has a much easier-to-use UI.
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Posted on 09-30-15, 11:32 pm in Metamaker: A SMM Level Editor
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I'm assuming at a point it'll be merged with the rest of RN, to make it more unified?
Not exactly.

The current Reggie Next code is a mess, and adding support for yet another game -- especially one that is completely different from the other games supported by Reggie Next -- would be a bad idea. I'd like to make this a relatively-simple, easy-to-maintain editor that only supports the SMM level format, which is much simpler than level formats from NSMB games.

I started a Reggie Next rewrite a while ago, which would have, among other things, proper, non-hacky support for multiple games. However, I haven't touched it in a while. If and when I work on that again, it will support SMM levels, too (in which case I'd cancel this project and recommend using that instead).


This also has a much easier-to-use UI.
MarioUnmaker is unfinished, so I wouldn't boast that too fast.
True, but I don't think it will ever be improved much.
<Ninji> MarioUnmaker probably isn't going to go far <Ninji> but I figured I'd post it on github anyway

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I have to hand it to Exzap et al. for making an emulator that works this well. Nice job!

While I disagree with its closed-source status, that's the developers' decision to make. Remember, Dolphin wasn't initially open-source, either.

I'm also eagerly following the currently-unnamed open source emulator, which has been making extremely good progress recently as well.

This is either very good at 3D rendering, or that yoshi is pre-rendered

Cemu uses OpenGL; that Baby Yoshi isn't pre-rendered.
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I agree, but to be fair, empty placeholder repositories aren't strictly against GitHub's terms of service. Regardless, though, they might take issue with people using the site solely as a file host like Exzap does (though it's not explicitly forbidden).
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Posted on 10-21-15, 06:56 pm in Happy Halloween..and more spooky to come!
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it's okay but the question switch animation was a bit annoying. at first i thought the site died
The site did die. This is an undead website now; can't you tell?

maybe give it cursor:pointer; to make it more obvious that you can click it
Done; thanks for the suggestion.
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Posted on 10-21-15, 08:36 pm in Decaf: The first open-source Wii U emulator (rev. 7 by RoadrunnerWMC on 08-17-16, 04:14 am)
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Decaf

GitHub Repo
IRC: #wiiu-emu on Freenode







Decaf by exjam and brett19 (and others) is the first open-source (GPLv2+) Wii U emulator. It can play a few games fairly well, and compatibility is constantly improving. Development is very active, too: it has over 2500 commits since May 2015. The code is very clean and well-written, which is not true of Cemu, according to those who have reverse-engineered it. Many believe that from a technical standpoint, as well as from a licensing-strategy one, this is the more promising emulator in the long term.
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Posted on 10-25-15, 05:53 pm in Loadiine; the first backup loader for wiiu
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As I understand it, Marionumber1 only releases exploits when:
  • Nintendo patches the exploit in a Wii U update, or
  • Another equivalent exploit is developed.
I don't think anyone on the team is researching Cafe OS userspace exploits right now, so the 5.4.0/5.5.0 userspace exploit will probably not be released until it's patched. The most recent Cafe OS kernel exploit is in the same situation, but from what I've heard, it's unlikely that Nintendo will find it unless it's leaked.


I believe MN1 isn't releasing any exploits until he has found a bug that Nintendo cannot patch.
Finding an unfixable bug is impossible without somehow exploiting boot0, which even fail0verflow has been unable to do.
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Posted on 10-28-15, 04:03 am in Super Mario Maker Update Information (rev. 10 by RoadrunnerWMC on 01-03-16, 09:50 pm)
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I've moved the information from this post to this page on the Red Hat Café Wiki.
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Posted on 10-28-15, 09:01 pm in Super Mario Maker Update Information (rev. 1 by RoadrunnerWMC on 11-15-15, 04:52 am)
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What's this about CDT versions? Does SMM have unused support for older level formats or something?
CDTs begin with a version number; the current version is 11. Unfortunately, there is no hidden support for older CDT versions -- currently, the game immediately stops loading the level if the version is anything other than 11. I expect that future updates (especially 1.20) will add support for more versions, so I'm keeping track of which updates support which versions.

EDIT: Now that it's released, I can confirm that 1.20 actually supports only version 11.
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