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09-09-10 02:49:29 PM

Jul - NSMB Hacking - Original NSMB Hacking Thread (Archived) New poll - New thread - Thread closed
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Yoshi52
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Posted on 04-16-09 05:01:08 PM Link |
Originally posted by Treeki
There are two reasons I haven't added it yet:

1. In NSMBe2 it used hardcoded offsets within the level file, and didn't index them by blocks.
2. I want to add more detailed editing - being able to see previews of each background/tileset before you choose them, for example.

Once I figure out how to get entrances working, you will be able to edit Mario's start point using them. If I ever figure out enough of the format to get views working as well, that means we can do pretty much anything - create new areas in levels, working pipes, etc.


Ah, OK, I can understand that.

I'd like to point out that some sprites and vines also effect the camera views, if the boundaries aren't programmed not to go higher or lower. Sprites 198 and 199 seem to create more room for camera views.

Though, I bet you people already know that, right?
Treeki

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Posted on 04-19-09 03:38:58 PM Link |
The long-awaited entrance support...


...isn't here. That's because I'm lazy. But still, have an update!

Check page 16 as usual. 4.2 includes a list of sprites. Pirahnaplant (not a board member here as far as I know though) sent me a list of sprites; I went through it and finished off the missing sprites (with some help in IRC from MM200 and Tanks) and added support for it to the editor.

In addition, some levels like water areas now display correctly on all region ROMs.
Kaysakado
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Posted on 04-26-09 07:31:49 PM (last edited by Kaysakado at 04-26-09 08:11 PM) Link |
I've been playing around with Entrances/Exits and Views, and I think I might have found the use of one of the bytes.

The 9th byte (right after the height) in each View structure is the View Number.

The second-to-last (19th) byte in each Entrance structure is which number area to spawn in.

If you take a look at this quick edit of the Extra Life Mushroom house, you'll see that you spawn in a second view I made just to the right of the actual level:
http://kaysakado.googlepages.com/I01_1.bin
If you change the 19th byte in the Entrance structure back to 01, you will spawn on the right edge of the standard view. If you keep the Entrance structure the same and change the View Number in the second View Structure back to 01, the game will crash.

And yeah, it does get messed up. I didn't want to bother with uploading the BGDat, since the standard one works just fine for these purposes.

Also, this is kind of unrelated, but when I added the second view structure, Toadsworth and the Item Boxes dissapeared from the level. I don't know why.
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Posted on 04-26-09 09:30:15 PM Link |
Here's 4.3 with entrance editing and other new features. I'm sleepy and just want to release this, so here's a quote from the changelog:

v4.3 - 26th April 2009:
- The biggest update yet!
- Entrance/exit editing is now supported.
- Views are viewable (sorry for the bad pun) but can't be edited yet.
- Multi-language support is added; Spanish is available.
- Level settings changeable, including tilesets and backgrounds.
- Right-click dragging to move the level field around added.

Download it on page 16 as usual. I will go to bed now. (Or sometime soon..)
Kaysakado
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Posted on 04-26-09 10:01:46 PM (last edited by Kaysakado at 04-26-09 10:08 PM) Link |
Would you mind updating the Entrance/Exit section in that NSMB document? I see a couple of new things in the editor that aren't on there.
Raccoon Sam
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Posted on 04-27-09 02:12:58 PM Link |
I see multiple languages are supported now.
I'd be glad to do a finnish one.
Treeki

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Posted on 04-27-09 05:35:24 PM Link |
Originally posted by Raccoon Sam
I see multiple languages are supported now.
I'd be glad to do a finnish one.

Not sure how much use that would be. I only added the spanish translation because I found a bunch of people hacking NSMB (with brains, amazingly enough) on a spanish forum - and the translation system is also kind of hackish.
Raccoon Sam
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Posted on 04-28-09 02:25:17 AM Link |
I see.
Regardless, you know you can contact me about that if you ever intend on making some kind of 'language files' or whatnot.
Dr. Sophie
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Posted on 04-28-09 09:12:57 AM Link |
Same here if you ever need a German translation Just let me know
I Love Ikachan!
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Posted on 04-28-09 05:18:27 PM Link |
Is it me, or is Warp to level thing a sprite? Shouldn't it be at the entrance/exit mode?
Treeki

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Posted on 04-28-09 05:59:27 PM Link |
Originally posted by The T
Is it me, or is Warp to level thing a sprite? Shouldn't it be at the entrance/exit mode?

Nope - it's used for vines and areas where you can teleport without going through a pipe or door (leaving 1-1's cloud bonus area, for example)
Bob-omb8194
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Posted on 04-30-09 06:07:25 PM Link |
Great editor! Keep up the good work!
Camewel

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Posted on 05-09-09 03:16:14 PM Link |
Hi treeki! Just wanted to ask, does the Mario vs Luigi editor edit the DS Download files too, of do i have to do that manually? If it doesn't do the narc editing, then can you add that into things for the next update, as well as easier sprite controls, or at least another readme with the controls for the 'Sprite Data' for each sprite, as i don't understand the complex data in the slightest, and i'm planning to make a new new super mario bros for a friend.
Treeki

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Posted on 05-09-09 05:01:20 PM Link |
Originally posted by Camewel
Hi treeki! Just wanted to ask, does the Mario vs Luigi editor edit the DS Download files too, of do i have to do that manually? If it doesn't do the narc editing, then can you add that into things for the next update, as well as easier sprite controls, or at least another readme with the controls for the 'Sprite Data' for each sprite, as i don't understand the complex data in the slightest, and i'm planning to make a new new super mario bros for a friend.

Nope, it won't update the NARCs by itself. I'm not even sure whether it would work fully.


As for the sprite data thing, that's impossible - I am not Nintendo, I don't have info about the usable data for every sprite. Right now, this kind of editor is the best I can do - every sprite has a different data format, so I can't just make one that works for everything. We don't know about how every sprite works, just a few.
Camewel

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Posted on 05-10-09 09:10:56 AM Link |
i've found out that if one person has the hacked files and they send them via ds download play, you have the standard levels, but i haven't tested it on multicard play yet. could you add an editor for the sendable data on to the next editor, because i really want to make some new mulltiplayer levels. PS, on a prievew of NSMB editor 3, it showed staff roll editing. where did that go?
Camewel

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Posted on 05-10-09 09:14:07 AM Link |
when i hit the LZ decompress button, i got this

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at NSMBe4.NitroClass.LZ77_Decompress(Byte[] source)
at NSMBe4.LevelChooser.decompressFileButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.onclick(EventArgs e)
at System.Windows.Forms.Button.onclick(EventArgs e)
at System.Windows.Forms.Button.onmouseup(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
NSMBe4
Assembly Version: 4.1.0.0
Win32 Version: 4.1.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Administrator/My%20Documents/mooes/NSMBe4.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


is this an error in my computer, or a glitch?
Camewel

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Posted on 05-10-09 09:33:33 AM Link |
Eureka! I've figured out how to edit the multiplayer files! This is how you do it:
Get NSMB editor 4 and NARC explorer 2
Edit the multiplayer levels normally. Now for the good bit
Extract these files from the ARCHIVE folder:
Dat_Basement.narc
Dat_Field.narc
Dat_Fort.nacc
Dat_Ice.narc
Dat_Pipe.narc
and these files from the course folder:
J01_1.bin
J02_1.bin
J03_1.bin
J04_1.bin
J05_1.bin

Now open Nitro Explorer 2 and open the narcs. put:
J01_1.bin into Dat_Field.narc
J02_1.bin into Dat_Basement.narc
J03_1.bin into Dat_Ice.narc
J04_1.bin into Dat_Pipe.narc
J05_1.bin into Dat_Fort.narc

Now, back into NSMB editor 4 and but the narcs back in. Bingo, 5 new multiplayer levels
Treeki

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Posted on 05-10-09 10:26:06 AM Link |
Originally posted by Camewel
i've found out that if one person has the hacked files and they send them via ds download play, you have the standard levels, but i haven't tested it on multicard play yet. could you add an editor for the sendable data on to the next editor, because i really want to make some new mulltiplayer levels. PS, on a prievew of NSMB editor 3, it showed staff roll editing. where did that go?

I never bothered readding the staff roll editing because I decided having better level editing was more important. (Also, this is a totally different and rewritten editor from that - NSMBe3 never got beyond viewing levels)

Originally posted by Camewel
when i hit the LZ decompress button, i got this

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
[Long stacktrace removed]

is this an error in my computer, or a glitch?

I doubt it's either of those. Are you sure the file you're trying to decompress is actually LZ compressed?


Eureka! I've figured out how to edit the multiplayer files! This is how you do it:
Get NSMB editor 4 and NARC explorer 2
Edit the multiplayer levels normally. Now for the good bit
Extract these files from the ARCHIVE folder:
Dat_Basement.narc
Dat_Field.narc
Dat_Fort.nacc
Dat_Ice.narc
Dat_Pipe.narc
and these files from the course folder:
J01_1.bin
J02_1.bin
J03_1.bin
J04_1.bin
J05_1.bin

Now open Nitro Explorer 2 and open the narcs. put:
J01_1.bin into Dat_Field.narc
J02_1.bin into Dat_Basement.narc
J03_1.bin into Dat_Ice.narc
J04_1.bin into Dat_Pipe.narc
J05_1.bin into Dat_Fort.narc

Now, back into NSMB editor 4 and but the narcs back in. Bingo, 5 new multiplayer levels

Don't forget to change the matching _bgdat.bin files over as well, or you won't see changes in the normal objects.
Camewel

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Posted on 05-10-09 10:59:28 AM Link |
OK then, but have i made that breakthrough or has someone beat me to it?
Tanks

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Posted on 05-10-09 11:37:51 AM Link |
Originally posted by Camewel
OK then, but have i made that breakthrough or has someone beat me to it?


So you're out to get famous eh? Some hacker you are...

Well, no you have not. Treeki and I have known about these for about over a year now... They're normal files just like the rest. They're just in Narc files.

Now, don't be discouraged. Though I do suggest a change in attitude for why you're hacking and discovering new things, I think you're on the right track. I left off with those mulitplayer files where you seem to be now. Best of luck to you.
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Jul - NSMB Hacking - Original NSMB Hacking Thread (Archived) New poll - New thread - Thread closed




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