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07-18-18 06:21:39 AM

Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply
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Hiccup
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Posted on 06-29-09 08:43:17 AM Link | Quote
Originally posted by Treeki
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)


do you want the rom or the ncg file i going to post the ncg

http://www.mediafire.com/?tkkznzldjmk
Ninji

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Posted on 06-29-09 09:04:17 AM Link | Quote
Originally posted by Hiccup
do you want the rom or the ncg file i going to post the ncg

http://www.mediafire.com/?tkkznzldjmk


... considering that ROMs aren't allowed here I think that would be a better idea.

Anyway, figured out the problem. Apparently I completely messed up the LZ compression code when I was converting it from Python to C#. I'll post a new version once I add Garmichael's UI suggestions.
Ehm
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Posted on 06-29-09 09:30:07 AM Link | Quote
awesome. So, about the intro "World 1-1" things; they're not pictures, so I can't edit them at all? :/
Ninji

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Posted on 06-29-09 09:45:28 AM Link | Quote
Originally posted by m64m
awesome. So, about the intro "World 1-1" things; they're not pictures, so I can't edit them at all? :/

Nope, they're just text.

Anyway, version 4.7 is available on page 16 now. It includes the compression bugfix, resizing using the Shift key, object cloning using the Ctrl key and a few minor object definition updates.
Ehm
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Posted on 06-29-09 10:06:10 AM Link | Quote
excellent! ^^ Thanks a lot =D
PSI Purple
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Posted on 06-29-09 01:03:19 PM Link | Quote
Wow, Treeki, this is turning out great! Thanks to the editor (and the sprite data docs I found), I've managed to get all of World 1 finished in my hack. Will make a thread on that when I get around to making a matching video.

Keep up the sweet work, Treeki!
Garmichael
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Posted on 06-29-09 03:35:36 PM Link | Quote
Originally posted by Treeki
Originally posted by m64m
awesome. So, about the intro "World 1-1" things; they're not pictures, so I can't edit them at all? :/

Nope, they're just text.

Anyway, version 4.7 is available on page 16 now. It includes the compression bugfix, resizing using the Shift key, object cloning using the Ctrl key and a few minor object definition updates.



Ninji

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Posted on 06-29-09 05:06:28 PM Link | Quote
Originally posted by Garmichael
Originally posted by Treeki
Originally posted by m64m
awesome. So, about the intro "World 1-1" things; they're not pictures, so I can't edit them at all? :/

Nope, they're just text.

Anyway, version 4.7 is available on page 16 now. It includes the compression bugfix, resizing using the Shift key, object cloning using the Ctrl key and a few minor object definition updates.





...

I'm not sure whether I should take that as a good thing or a creepy thing.
Kles

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Posted on 06-29-09 07:25:43 PM Link | Quote
They love you! They really love you!
Ehm
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Posted on 06-29-09 09:30:47 PM Link | Quote
well it's just that the duplication and stretch features cuts editing time to about...I dunno... one fifth of what it used to be? It take a lot of time to get exact widths, and then change things so they fit, and make a ton of enemies or pieces of land, and we end up spending more time doing this than actually focusing on level design. So, this gives us a lot more time to think about what we actually want to do with a level. =D
Ninji

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Posted on 06-29-09 10:21:32 PM Link | Quote
Originally posted by m64m
well it's just that the duplication and stretch features cuts editing time to about...I dunno... one fifth of what it used to be? It take a lot of time to get exact widths, and then change things so they fit, and make a ton of enemies or pieces of land, and we end up spending more time doing this than actually focusing on level design. So, this gives us a lot more time to think about what we actually want to do with a level. =D

Hey, at least be glad you're not using this.

No graphics support (well, there was an extremely glitchy and slow mode that showed most things incorrectly and only worked for one tileset), hardcoded object names and previews (which also only worked for 1-1's tileset), extremely painful editing, crashes, etc.


Can you tell I've improved a lot after 2 years?
Hiccup
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Posted on 06-30-09 03:26:28 AM Link | Quote
Treeki, Still those dots no change in ? blocks.

Iv'e Downloaded the new version i did press the lz compress twice that might make it like that it might be tile molster or the rom ive got the EU eurpe
Ninji

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Posted on 06-30-09 06:30:42 AM Link | Quote
Originally posted by Hiccup
Treeki, Still those dots no change in ? blocks.

Iv'e Downloaded the new version i did press the lz compress twice that might make it like that it might be tile molster or the rom ive got the EU eurpe

... Compressing the file twice will just break it. Replace the file then click LZ Compress once and open the ROM.

To change the animated tiles like the ? blocks, edit the file d_2d_TEN_A_J_jyotyu_ncg.bin in the bg_ncg folder.
Ehm
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Posted on 06-30-09 11:03:28 PM Link | Quote
Originally posted by Treeki
Originally posted by m64m
well it's just that the duplication and stretch features cuts editing time to about...I dunno... one fifth of what it used to be? It take a lot of time to get exact widths, and then change things so they fit, and make a ton of enemies or pieces of land, and we end up spending more time doing this than actually focusing on level design. So, this gives us a lot more time to think about what we actually want to do with a level. =D

Hey, at least be glad you're not using this.

No graphics support (well, there was an extremely glitchy and slow mode that showed most things incorrectly and only worked for one tileset), hardcoded object names and previews (which also only worked for 1-1's tileset), extremely painful editing, crashes, etc.


Can you tell I've improved a lot after 2 years?


Yea, that's the editor I was originally using, up until the time I found these forums and version 4 =D Congrats on your drastic improvement ^___^
Hiccup
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Posted on 07-01-09 03:25:13 AM Link | Quote
Ive pressed lz button once on a new rom when i play it in nocash agian nothing there is no dots in the background but the ? blocks are not changed the bricks are not changed and the coins are not changed i dont think the empty blocks are changed
Ninji

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Posted on 07-01-09 06:59:09 AM Link | Quote
Originally posted by Hiccup
Ive pressed lz button once on a new rom when i play it in nocash agian nothing there is no dots in the background but the ? blocks are not changed the bricks are not changed and the coins are not changed i dont think the empty blocks are changed

...

The animated objects like the blocks, bricks and coins are in another file. Editing d_2d_A_J_jyotyu_ncg.bin won't change those. Edit the file d_2d_TEN_A_J_jyotyu_ncg.bin in the bg_ncg folder.

Also note that question blocks and bricks won't change in the editor: the editor overrides them with custom graphics (to add the small icons that show which powerup a block contains).
Hiccup
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Posted on 07-01-09 11:03:56 AM (last edited by Hiccup at 07-01-09 12:18 PM) Link | Quote
Thanks Sorry

Some questions about tiles and stuff

Ive sucsesfully edited coins, ? blocks and bricks

but what file are pipes in? and other things in things in tileset 0

and do you know what file is each tile set is in (like world 1 grassland,world 4 jungle,world 6 canyon ect...)

and 2d sprites and enemies

also what about text editing how does that work?

can i make the 3d sprites 2d so i can edit them and vise versa
Ehm
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Posted on 07-01-09 03:18:01 PM Link | Quote
another suggestion for the editor - can you make a hotkey for the deletion of a highlighted item? For example, the highlighted item would be deleted when I press "delete". This isn't super important, it's just for laziness XD
Ninji

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Posted on 07-01-09 04:16:59 PM Link | Quote
Originally posted by Hiccup
but what file are pipes in? and other things in things in tileset 0

Pipes are in 3D texture files because of how the game treats them. If something isn't in d_2d_A_J_jyotyu_ncg.bin and it's in tileset 0, it's most likely stored this way. I don't know how to edit them (the editor simply uses hardcoded graphics for these)

Originally posted by Hiccup
and do you know what file is each tile set is in (like world 1 grassland,world 4 jungle,world 6 canyon ect...)

Too many to list.

Originally posted by Hiccup
and 2d sprites and enemies

2D sprites are in the obj folder.

Originally posted by Hiccup
also what about text editing how does that work?

Which text?

Originally posted by Hiccup
can i make the 3d sprites 2d so i can edit them and vise versa

No.

Originally posted by m64m
another suggestion for the editor - can you make a hotkey for the deletion of a highlighted item? For example, the highlighted item would be deleted when I press "delete". This isn't super important, it's just for laziness XD

Not sure how easy this is to do; key handling with custom controls is a pain (at least for me) but I'll look into it next time I work on an update.
Ehm
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Posted on 07-01-09 07:51:44 PM Link | Quote
thanks ^^ like I said it's not a priority, so don't kill yourself over it XD
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Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

30 database queries, 14 query cache hits.
Query execution time: 0.250498 seconds
Script execution time: 0.031340 seconds
Total render time: 0.281838 seconds
Memory used: 1310720