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| 0 users currently in NSMB Hacking. | 4 guests |
| User | Post |
| dirbaio Posts: 621/838 |
hey, come on!
It's not that hard:
|
| Lokao0 Posts: 30/45 |
Originally posted by MarcOriginally posted by Marc Wrong topic, again. Post here... http://jul.rustedlogic.net/thread.php?id=8459 |
| Marc Posts: 8/10 |
Originally posted by Marc I've posted this in the wrong topic :l |
| dirbaio Posts: 611/838 |
Man, that's not a limitation in the editor. That's a limitation in the game.
So... No.
|
| Cafezinho Posts: 1/48 |
Can be done in the next beta a co-op level in multiplayer MvsL levels??? |
| Hiccup Posts: 204/260 |
I was thinking of doing it myself but I'm having trouble making an account so I will leave it for someone else |
| dirbaio Posts: 442/838 |
http://www.romhacking.net/utils/457/
BTW, I think we should post the new version of the editor in ROMHacking.net |
| Hiccup Posts: 203/260 |
Originally posted by jceggbert5 I have nsmb editor 2.2 Treeki would have the rest - I would be interested in the other versions http://www.mediafire.com/?m3tjzgik3jw |
| jceggbert5 Posts: 201/218 |
I can't seem to find a working version of NSMBe 2.x or 1.x, does anyone know where I can get a working one?
(I probably sound like a noob, but I want to compare them, and want them for archival purposes) Thanks ![]() |
| dirbaio Posts: 411/838 |
Yeah, it is, at least on some tilesets:
http://www.youtube.com/watch#v=IZF9SrkpQMc&feature=related It looks quite cool.. |
| gridatttack Posts: 204/253 |
Originally posted by dirbaio The beta lava is animated? I put them on regular levels and its not animated, just still. ![]() |
| dirbaio Posts: 410/838 |
Hmmmm... I looked up the lava on the emulator, and it is a 3d texture ONLY, which means that those files are either unused or used for something else...
wait... Maybe it's the 2d beta lava... I think i remember it was animated... I wish i could find something like an animated tile table It would enable us to do lots of cool stuff... Look at the SMB3 hacks for example... |
| dirbaio Posts: 409/838 |
Yeah...
Maybe then we need what additional graphic files are used with each tileset... As far as I know, there are: - Jyotyu and its animated tiles - Towers and castles, and the lava The animated fire is used with the BGs, so I guess they use the BG's palette... |
| jceggbert5 Posts: 188/218 |
Originally posted by dirbaioYes, they do use the same palettes as their respective tileset... With your previously-stated idea of when exporting a tileset, that it exports every image that uses that palette, it shouldn't be too hard though... |
| Treeki Posts: 1495/1765 |
Originally posted by dirbaioI have known about these for a long time. The TEN files all contain animated tiles for the tilesets and backgrounds. |
| dirbaio Posts: 407/838 |
I think the animated lava uses the same palette as the tileset itself... Look at the problem mariofanatic64 is having...
BTW, cool findings ![]() |
| jceggbert5 Posts: 187/218 |
Small finding on graphics...
Almost to All of the graphics in the bg_ncg folder that start with d_2d_TEN_ are the graphics for some of the different tiles... A couple of them, I have A_J_jyotu_ncg.bin - Animated bricks, ? blocks, and a couple others I_demo_castle_ncg.bin - A small castle with a tiny animated flag I_koopa_boss_ncg.bin - Appears to be the animated torch on the walls of one(or more?) castle background... I_koopa_shiro_ncg.bin - " I_toride_boss_ncg.bin - " I_toride_ncg.bin - " and animated lava I_yakata_ncg.bin - " Some of them just look strange without proper palettes... I might look into them later... |
| jceggbert5 Posts: 185/218 |
Don't trouble yourself by looking through it, because I manually moved all of the files that I modified over to a clean U ROM (non-trimmed) and it worked ![]() |
| dirbaio Posts: 404/838 |
oh, i see...
So that's not the issue... ok... |
| jceggbert5 Posts: 184/218 |
Originally posted by dirbaio I use the trimmed to save space, but the exact same thing happens on a regular (non-trimmed) ROM, although I will test it again... |
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