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09-24-17 10:11:08 AM

Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply
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Ninji

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Posted on 06-23-09 05:36:53 PM Link | Quote
Originally posted by m64m
To make it work for DS games:
~~~~~~~~~~~~~~~~~
1. Open tmspec.xml in Notepad.
2. Find .
3. Add this before:

DS ripped _ncl.bin palette


NewSMB ENPG image (8bpp linear)


4. Save it, reopen TM.
~~~~~~~~~~~~~~~~~
^ Originally posted by Treeki

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

to open a DS rom, change "Files of Type:" from "All Supported Files" to "All Files"

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
and I still can't get it to work >.>

NSMB's graphics are compressed - you won't see anything in Tile Molester.

Download Tahaxan. Use it to extract the graphics files (they're in the bg_ncg and obj folders). It will automatically detect which are compressed. Note that Tahaxan's inbuilt graphics viewer won't work for most of NSMB's graphics, so don't bother with it.

The code m64m pasted doesn't do anything for the graphics, but it allows you to use the palettes. Palettes are _ncl.bin files (the ones for backgrounds and tilesets are in bg_ncl).
Ehm
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Posted on 06-23-09 06:15:05 PM Link | Quote
thanks. I'll try this out.
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Posted on 06-25-09 02:41:11 AM (last edited by Hiccup at 06-27-09 01:20 PM) Link | Quote
Thanks Treeki and m64m
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Posted on 06-25-09 05:05:18 AM Link | Quote
I have a couple ideas for an upcoming release of this editor.

Hold SHIFT while clicking and dragging a tile to resize it, as if you clicked and dragged the little square under it.
Hold CONTROL while clicking and dragging a tile to make a clone of it under the cursor, retaining the width, height, and tile properties of it.

I don't know how hard or easy these UI improvements would be, but I feel they would dramatically reduce the time it takes to build a level (especially for those pesky edge/corner tiles)
Ehm
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Posted on 06-25-09 10:50:24 AM Link | Quote
Agreed with Garmichael. A duplication tool, or even copy and paste functions would greatly increase production speed.
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Posted on 06-27-09 01:24:50 PM Link | Quote
Treeki 3 Questions

1. In the obj and BG_ncg do you know what is tileset 0 (? blocks/bricks)

2. Tile molster does not have the file i extracted in surported files

3. I opened the file by pressing all files on tile molster but when opened it it was just a jumble of colours and i set it to 4bpp linear reverse order!
Ninji

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Posted on 06-27-09 01:51:35 PM Link | Quote
Originally posted by Hiccup
Treeki 3 Questions

1. In the obj and BG_ncg do you know what is tileset 0 (? blocks/bricks)

Tileset 0 is d_2d_A_J_jyotyu_ncg.bin. The palette is d_2d_A_J_jyotyu_ncl.bin in the bg_ncl folder (it's also compressed).

Originally posted by Hiccup
2. Tile molster does not have the file i extracted in surported files

... that's why "All Files" exists.

Originally posted by Hiccup
3. I opened the file by pressing all files on tile molster but when opened it it was just a jumble of colours and i set it to 4bpp linear reverse order!

By "jumble of colours" do you mean the palette being wrong, or not being able to see the graphics?

If so, make sure you decompressed the file (extracting it with Tahaxan makes it easy to do)
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Posted on 06-27-09 03:17:52 PM Link | Quote
I got the files to display, but they're in some random order, and I can't get them to align properly. Also, how do I compress the files and put them back in the rom when I'm done?

Ninji

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Posted on 06-27-09 04:28:20 PM Link | Quote
Click on the toolbar buttons with the 3 lines and left/right arrows to adjust the wrapping width. (Not sure how to explain it, they're the 11th and 12th buttons on the toolbar)

To compress them, reinsert them with the editor and click the "Compress LZ" button. (It's not true compression, since I'm not sure how to write a compression algorithm - in fact it makes the file bigger than the uncompressed version. It will work fine in the game though, and NSMB has so much free space that you wouldn't need to worry at all.)

Ehm
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Posted on 06-27-09 07:44:36 PM Link | Quote
@.@ Still can't get everything to align properly using the tool. What codec should I be using? (I have it set to 8bpp linear) I've also been wondering, is there any way of properly editing the characters? I extracted a cap graphic (player --> cap_LZ.bin), but I couldn't get it to display properly in TM. Any idea on where a proper palette for it is? Thanks ^^
Ninji

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Posted on 06-27-09 08:06:46 PM Link | Quote
Originally posted by m64m
@.@ Still can't get everything to align properly using the tool. What codec should I be using? (I have it set to 8bpp linear) I've also been wondering, is there any way of properly editing the characters? I extracted a cap graphic (player --> cap_LZ.bin), but I couldn't get it to display properly in TM. Any idea on where a proper palette for it is? Thanks ^^

The characters are compressed and 3D - you won't be able to edit them in TM.

Aligning has nothing with the codec. The codec defines how bytes and colours are read.

To be honest, I don't really remember if there's even a way to align the entire A_J_jyotyu graphics file correctly. Editing it will still be fine, though.
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Posted on 06-27-09 08:29:44 PM Link | Quote
yea, edititng's still pretty decent. Glad I got used to using MS Paint XD So how do I put the edited versions back into the rom itself?
Ninji

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Posted on 06-27-09 11:30:38 PM Link | Quote
Originally posted by m64m
yea, edititng's still pretty decent. Glad I got used to using MS Paint XD So how do I put the edited versions back into the rom itself?



Originally posted by Treeki
To compress them, reinsert them with the editor and click the "Compress LZ" button. (It's not true compression, since I'm not sure how to write a compression algorithm - in fact it makes the file bigger than the uncompressed version. It will work fine in the game though, and NSMB has so much free space that you wouldn't need to worry at all.)
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Posted on 06-27-09 11:57:07 PM Link | Quote
Hey Treeki. Do you remember what files that contain the proto tiles? I'm thinking of adding a few to the game just for the sake of seeing how they look.
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Posted on 06-28-09 04:03:54 AM Link | Quote
Originally posted by Treeki

Tileset 0 is d_2d_A_J_jyotyu_ncg.bin. The palette is d_2d_A_J_jyotyu_ncl.bin in the bg_ncl folder (it's also compressed).



I have extracted and de-compressed those files. Then i opened d_2d_A_J_jyotyu_ncg.bin in Tile Molester
and it comes up with this http://img43.imageshack.us/img43/5130/screenhunter01jun280901.jpg,

Do i need to do somthing with the pallete files?
Ninji

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Posted on 06-28-09 09:15:15 AM Link | Quote
Originally posted by Shantae
Hey Treeki. Do you remember what files that contain the proto tiles? I'm thinking of adding a few to the game just for the sake of seeing how they look.

No need. Open the editor, pick tileset 70. That's the only proto tileset sadly.

There are tile behaviour files for others - but they're all blank, and they're not referenced within the game code.

Originally posted by Hiccup
I have extracted and de-compressed those files. Then i opened d_2d_A_J_jyotyu_ncg.bin in Tile Molester
and it comes up with this http://img43.imageshack.us/img43/5130/screenhunter01jun280901.jpg,

Do i need to do somthing with the pallete files?

View => Codec => 4bpp linear reverse-order
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Posted on 06-28-09 12:37:03 PM (last edited by m64m at 06-28-09 12:57 PM) Link | Quote
@ Treeki - Thanks for the compression info. Is there any way to properly read the course intro pictures? (I'm assuming {Course --> A01_1.bin or Course --> A01_1_bgdat.bin} would be the picture saying "World 1-1". Do you know if there are specific palettes for these files? They don't show properly in TM.

@ Hiccup's issue - I opened the NCG file in the editor, set the codec to 8bpp Linear, went to Palette --> Import From --> Another File; selected the NCL file, and it worked fine. Setting it the codec to 4bpp linear reverse-order doesn't work for me :/
Ninji

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Posted on 06-28-09 03:33:59 PM Link | Quote
Originally posted by m64m
@ Treeki - Thanks for the compression info. Is there any way to properly read the course intro pictures? (I'm assuming {Course --> A01_1.bin or Course --> A01_1_bgdat.bin} would be the picture saying "World 1-1". Do you know if there are specific palettes for these files? They don't show properly in TM.

Wait, NSMB has course intro pictures? I thought those were only in SMAS.

The files in the course folder are the actual level files - A01_1_bgdat.bin stores the object data for 1-1, A01_1.bin stores everything else (sprites, entrances, settings, etc).

Don't just assume that every file contains graphics in it. Also, the palette won't magically make a file's graphics show. Without a palette, you'll be able to see and edit them, but the colours will be wrong.

Originally posted by m64m
@ Hiccup's issue - I opened the NCG file in the editor, set the codec to 8bpp Linear, went to Palette --> Import From --> Another File; selected the NCL file, and it worked fine. Setting it the codec to 4bpp linear reverse-order doesn't work for me :/

... yeah that. I'm stupid.
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Posted on 06-29-09 03:21:11 AM (last edited by Hiccup at 06-29-09 03:25 AM) Link | Quote
Ive made it display right on tile molster but when i import the file back into nsmb with the editor and press LZ compress

and when i test it in nocash i get this



weird dots in the background (i didint try to edit the background)

and when i bumped the ? block the what should be the emty block went corupted

(i also changed the coins and ? blocks and bricks but they didnt change)
Ninji

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Posted on 06-29-09 07:44:00 AM Link | Quote
Originally posted by Hiccup
Ive made it display right on tile molster but when i import the file back into nsmb with the editor and press LZ compress

and when i test it in nocash i get this



weird dots in the background (i didint try to edit the background)

and when i bumped the ? block the what should be the emty block went corupted

(i also changed the coins and ? blocks and bricks but they didnt change)

I'm guessing something messed up somewhere. Can you upload the edited file somewhere and post the link or email it to me so I can take a look at the problem? (treeki at gmail dot com)
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Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply




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