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09-09-10 02:21:12 PM
1 user currently in NSMB Hacking: PSI Purple | 2 guests

Jul - NSMB Hacking - NSMB Editor 5 - Latest Version: 5.1 (15th January)
  
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dirbaio
Posts: 621/838
hey, come on!
It's not that hard:


Sticky: NSMB hacking-help/questions [QUESTIONS GO /HERE/! Help threads will be nuked.]
Lokao0
Posts: 30/45
Originally posted by Marc
Originally posted by Marc
I am using nsmb editor 5.1, but I have made a few objects, and I want to set them to invicible, so you can walk trough it, and you can see it.


Is it possible?



I've posted this in the wrong topic :l


Wrong topic, again.
Post here...
http://jul.rustedlogic.net/thread.php?id=8459
Marc
Posts: 8/10
Originally posted by Marc
I am using nsmb editor 5.1, but I have made a few objects, and I want to set them to invicible, so you can walk trough it, and you can see it.


Is it possible?



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 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


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
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...


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 dirbaio
I think the animated lava uses the same palette as the tileset itself... Look at the problem mariofanatic64 is having...

BTW, cool findings
Yes, 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 dirbaio
I think the animated lava uses the same palette as the tileset itself... Look at the problem mariofanatic64 is having...

BTW, cool findings
I 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 figured out identified (they start with the above (d_2d_TEN))

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
Thanks. Got it...

First weird thing i have seen, right when downloading it: Why is it 20 MB?? NSMB Rom is 32 MB. Have you trimmed it? (i'm sorry, i dont have time to look at it now, i have an exam tomorrow and have to study...)

Maybe that's what's causing problems... Try exporting a patch and import it in a non-trimmed rom (32 MB) and let me know if that fixes it... i haven't tested the editor on trimmed roms (i think it should work, though)

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...
This is a long thread. Click here to view it.
Jul - NSMB Hacking - NSMB Editor 5 - Latest Version: 5.1 (15th January)



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