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12-13-17 08:45:47 AM

Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply
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udlras
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Posted on 06-29-08 12:41:41 PM Link | Quote
Hi,

I am trying to modify the vs multiplayer levels using the editor, i have saved the levels to the rom and uploaded on two flash cards. When multiplayer is started the orriginal levels appear. Do i have to edit the narc files (e.g dat_field) in the rom archive to point to the edited levels somehow?

Thanks

Apache Thunder
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Posted on 06-30-08 02:40:18 AM (last edited by Apache Thunder at 06-30-08 02:48 AM) Link | Quote
Originally posted by Paula
Quit while you are ahead, Nintendo just released a patch to all known NSMB ROMs and if you downloaded it withen the last three months then you can't use it with this editor.


Please elaborate on that statement as I see this to be a extremely minor inconvience.

Nintendo can't "patch" existing roms on the internet, since obviously has no control over the internet whatsoever.

As for updating the ROM on the retail carts, this can happen, since this has been known to occur in the past with other/older games (does Zelda OoT v1.0 and then v1.2 come to mind?) However since the "rom uploaders" have already distributed the first version, it is VERY unlikely that someone would reupload the same cartridge rom again and not mention that its a newer version and then the internet gets proliferated with the new version. Most likely a NSMB rom v1.1 (or v1.2, v2.0 etc, depending on how nintendo number the version series) will more then likely be mentioned in the file name of the rom (for example, you can go and find Zelda Ocarina of Time v1.2 and the file name will mention that version, so its easily possible to know if you are downloading v1.0 or v1.2), and as a result, more people will download that instead, simply because of the "newness effect" that a larger version number will have. If the new version gets uploaded but is not mentioned to be a new version or anything, then most likely it will not proliferate into torrent sites and P2P programs as well as if it had a filename change. Also, the new version would have to have something that would produce a noticable difference in gameplay or graphics/audio display if its to be noticed at all by the "rom uploader".

The only other NDS game I know of right now that has different versions is Mario 64 DS, I know for a fact that there was new version of that rom released since Nintendo appears to have fixed a few bugs/glitches, since they can't be reproduced in the new rom verison. Thus uploaders notice this and mention it as a different version and as a result, can be easily determined by the file name. Now its still possible that who ever hosts some of files might rename it and the version number would be lost. But generally most "sources" leave the version number strings intact.

This could only become an issue for people who get their roms through the only legal way....actually dumping it themselves from the game cartridge they bought from a store. However we all know most people don't do that, and just go out and find it on the internet. Heck, I own a physical Mario 64 game, but when I got my flash cart, I used the internet to get the rom to put on the cart, simply because it takes the hassle out of dumping it myself.

I just fail to see how this can be REMOTELY possible for this to become a problem for the majority of the people who will be using this editor.

Unless you were joking, then just ignore me.
BMF54123

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Posted on 06-30-08 03:58:38 AM Link | Quote
Originally posted by Apache Thunder
*words*
Uh, yeah, wow. It was a joke.
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Posted on 07-11-08 02:24:54 PM Link | Quote
Originally posted by Neko54123
Originally posted by Apache Thunder
*words*
Uh, yeah, wow. It was a joke.

Haha, I've been around the ROM hacking community and been deep in "the scene". Of course it was a joke. I even had a hidden comment tag that said "I bet $5 he buys it".
Way2Evil
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Posted on 09-03-08 06:09:33 AM Link | Quote
I made a level with your editor and it works pretty well.
Can't wait for the next version ,with hopefully less bugs and more object defs. ^^

Keep up the good work.

Greetz Way2Evil
Ninji

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Posted on 09-03-08 08:26:50 PM (last edited by Treeki at 09-03-08 08:28 PM) Link | Quote
Originally posted by Way2Evil
Can't wait for the next version ,with hopefully less bugs and more object defs. ^^

Sadly there won't be one. Until sometime in a few months when I can get done with some of my projects and maybe have some time to get back into ROM hacking, when I'm bored, I might try and make a new version. For now I'm done with it. Too much stuff I already need to finish, I don't need a huge editor project on top. If I do make one though, it won't suck as much as this one

And I also got driven crazy by everything, especially when not that many people cared about it other than the "OMG I WANT EDIT LEVEL PLS" people who don't know anything about proper hacking and just think it's a piece of cake. I still get random Youtube messages and emails about hacking, when I don't even remember half the stuff.

So that's it, the story of where my editor went. Hopefully people will post less of "new verzun plz" now.

edit: If you REALLY need something that isn't a hacking question or a "wat is dis comctl ocx" PM me. I still check the boards regularly, I just don't post.
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Posted on 09-05-08 05:52:05 PM Link | Quote
Why not release the source code then? Maybe someone else will continue the project.
Tanks

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Posted on 09-05-08 06:11:21 PM Link | Quote
Originally posted by wowfunhappy
Why not release the source code then? Maybe someone else will continue the project.


Because Treeki has admitted to the fact that the program is pretty poor, plus it's HIS project. If someone want's to make a new editor, that's all fine and dandy, but Treeki seems to have expressed interest in continuing, just... not right now... It's amazing that he made an editor with the language he was using. Now that he's working with C#, he'll probably start from scratch looking only at his old notes.
Ninji

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Posted on 09-05-08 07:32:48 PM (last edited by Treeki at 09-05-08 08:28 PM) Link | Quote
Originally posted by wowfunhappy
Why not release the source code then? Maybe someone else will continue the project.

In fact, the source code is there already, and has been since the first release. But no one would want to touch it. It's horribly coded, a mess, full of bugs, and SLOW (a test level viewer I did in C# a few months ago was lightning fast compared). It was unmaintainable even for me back then, and I'm the person who wrote it
Feel free to take a look at it and the mess it became. (An example, one of the worst subs in the graphics loading code)

I don't mind anyone making a new editor, I'd even be willing to send them notes on a lot of the stuff I have (most of it unreleased) and the source code for NSMBe3 (didn't get far, but it had great graphics support (although slow as usual for VB6)). That editor wouldn't really be useful to base a redone one on, but probably a good reference for the various formats.

Sometime around next year I might try this again, if I can figure it out better, and perhaps get someone to help me with the formats and such

I tried to get some screenshots of what was to be NSMBe3, but was never finished. They date back to around October-November.
Unfortunately though I couldn't get it to compile :/ I don't have VB6 any more, except inside a Vista virtual machine (bad choice, I know) so I can't try it here. Inside the VM it breaks horribly, refuses to load the controls it uses and throws up registry errors. I might try installing VB6 in an XP VM, not sure.

Edit: So here, the promised screenshots of NSMBe3.
I can't double post so I must edit it
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Posted on 09-06-08 07:47:01 AM (last edited by Mega-Mario at 09-06-08 02:08 PM) Link | Quote
Who edited my post and put me this stupid "n00b" label ??? I was just saying I think the editor is great !!! You're bad !!!
Tanks

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Posted on 09-06-08 03:47:03 PM (last edited by Tanks at 09-06-08 05:00 PM) Link | Quote
I edited it mostly because you restated everything Treeki said above for no reason, and then rudely went on to contradict what the CREATOR of the editor had stated about his coding. It's tough to admit that your code sucks sometimes. When someone humbles themselves like that, you shouldn't post right after it saying it's "perfect" when you know for a fact there are flaws. I admit the editor is "useful," but right now there are too many flaws to make it as great as you'd like it to be. :/

Anyway, Treeki's brainstorming ideas for the next editor, but he's still busy doing "other" projects so please keep off his back for a while. (This message is meant for the general public.)

______________________________

I edited the thread title so that those who do have an interest in hacking can make this as sort of a general screen and patch thread along with a possible editor update thread.
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Posted on 09-06-08 04:24:36 PM Link | Quote
Can someone send me a link to the original thread this started in if it has one and also, if you have like a doc explaining some of the hex addresses and stuff like that, to post that as well. This editor doesnt work on a mac thats why I'm asking.
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Posted on 09-06-08 04:53:04 PM Link | Quote
Tanks : OK, my sincere apologies for my mistake.

Anyway, I'm trying to do an editor in C/C++, just for fun. For the moment I can only view palettes and tilesets, but I can view more tilesets than Treeki's editor can. My goal is having perfect graphics support and having the right tileset for each level (and even the backgrounds, maybe) without having to hardcode the tileset filename in the editor.
Ninji

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Posted on 09-06-08 05:14:58 PM Link | Quote
Originally posted by Mega-Mario
Tanks : OK, my sincere apologies for my mistake.

Anyway, I'm trying to do an editor in C/C++, just for fun. For the moment I can only view palettes and tilesets, but I can view more tilesets than Treeki's editor can. My goal is having perfect graphics support and having the right tileset for each level (and even the backgrounds, maybe) without having to hardcode the tileset filename in the editor.

I already can load every tileset, it's just a matter of adding the tileset's filename to the code.

And, I don't mean to sound like I'm insulting you or whatever.. but it will probably take you quite a while to even get to the level I did, especially if you want perfect graphics support. It took me hours of work reverse engineering formats and trying out different things just to get what I have in NSMBe3, all of which you would have to replicate, seeing as I haven't released my docs for that.

The reason I never did (and I'm not planning to add) backgrounds was because they use parallax scrolling. Which means that they don't scroll 1:1 with the level, so drawing them would be a pain. Try playing NSMB yourself and looking at them, you will notice how the backgrounds (well, each level has two layers which are technically separate) scroll at different speeds, which would make the editor look more inaccurate.
It's all fine if I want to show their positions for Mario standing at the top left corner of the level, for example - but here there's no "centre" position.
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Posted on 09-06-08 05:37:34 PM (last edited by Mega-Mario at 09-07-08 06:30 AM) Link | Quote
Yes, I know that the backgrounds use parallax scrolling. I think I won't display them in the main window, but instead I'll give sort of a preview in the level header editor (I mean displaying the whole background image, which is 512*512).

Drawing backgrounds in the main window would not be hard only for that reason, but also because I'm using a grid with 16*16 squares to display tiles (I'm not yet at this point, I've just the grid), and so I would also have to divide the background image into 16*16 squares.

Originally posted by GameSetWatch

GSW: When did you start work on the editor?

T: I started shortly after I started hacking - back in August 2007, when I was 12 years old.

[/QUOTE]

And, think what you want about your editor, but it's amazing you're doing this at your age. I don't know many guys that are 12/13 years old and that release ROM hacking tools

EDIT : for my tileset viewer, I mean I can select a lot of tilesets without having to hardcode their filenames in my editor. I use some arrays to avoid a hell of switch statements.

EDIT2 : I've found the purpose of the 4th bit in the "other bytes" of the TSA entries. This bit defines the palette used. To be sure, I changed all the "other bytes" of the TSA entries that represent bricks from 0x00 to 0x10, and the bricks became green
kurosakinaruto
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Posted on 09-07-08 06:21:41 PM Link | Quote
Hey treeki how'd you move the levels when you did the hidden levels part? cause i need to move a level a bit to the right so i can make a level just to get lives at the beginning.
Ninji

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Posted on 09-07-08 06:32:47 PM Link | Quote
Originally posted by kurosakinaruto
Hey treeki how'd you move the levels when you did the hidden levels part? cause i need to move a level a bit to the right so i can make a level just to get lives at the beginning.

Get Nitro Explorer: http://jul.rustedlogic.net/thread.php?id=1968
Then open the ROM, go into the "course" folder, and the level files will be there. Extract/replace files to change around stuff.
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Posted on 09-08-08 02:38:14 PM Link | Quote
Treeki :

What did you discover about the TSAs ? I discovered some stuff but my TSAs will appear somehow "strange", like the TSAs in your editor.
udlras
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Posted on 09-10-08 04:23:15 AM Link | Quote
Hi again,

Sorry to bring up this question again, looking at the file structure for a NSMB rom the mulitplayer data for both the mini games and the Mario vs Luigi levels are held in the same archive. I assume that download play and multicart multiplayer options are both held in the same narc file. Do two dses need to be flashed in order to run what would be a modification of code or should they work if two flash cards are used?

Thanks
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Posted on 09-10-08 07:11:27 AM Link | Quote
Originally posted by udlras
Hi again,

Sorry to bring up this question again, looking at the file structure for a NSMB rom the mulitplayer data for both the mini games and the Mario vs Luigi levels are held in the same archive. I assume that download play and multicart multiplayer options are both held in the same narc file. Do two dses need to be flashed in order to run what would be a modification of code or should they work if two flash cards are used?

Thanks


Here's what I remember from a brief experience with DLP NSMB.


the Mario vs Luigi levels are held in the same archive.


Not archive, but rather, in the ARCHIVE file.


I assume that download play and multicart multiplayer options are both held in the same narc file.


No, in fact, multicart pulls directly from the main NSMB files. DLP files are all within the ARCHIVE file as said before. So no, they're not really together.


Do two dses need to be flashed in order to run what would be a modification of code or should they work if two flash cards are used?


Due to newer firmware, DS flashing is no longer needed. So yes, a flash cart would do fine to send modified material to another DS. The modified files shouldn't affect the download part at all as long as they're not "massive."

On a side note, I found that the inability to add anything to the nARC files hinders DLP hacking by a lot. You should easily be able to make a custom level and play it, but working within the restrictions that are set due to the contents of the narc is a pain.

Since the nARC's contain not only the level data, but also the objects/model files needed to display stuff, you're limited to those objects. I'm sure with further research, we'll one day be able to add more files to an nARC, but until then, good luck with DLP hacking.





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




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