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11-18-17 01:51:41 PM

Jul - NSMB Hacking (Archive) - NSMB Editor 5 Downloads New poll - New thread - New reply
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Link 70222
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Posted on 02-07-10 01:06:57 PM Link | Quote
Ok, I sent an email.
dirbaio
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Posted on 02-07-10 01:10:56 PM Link | Quote
weird...
It's the second time it happens to me: it works for me...
Could you give me more details, like:
- Your OS, and whether you're using Mono
- The error it gives when you import. All the text when you click details...
BastarB
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Posted on 02-07-10 01:16:23 PM Link | Quote
Originally posted by dirbaio
well...
I wonder why the game doesnt like a 00 of top BG...
But the other byte is even stranger... Why did it change to 00? Or it was already 00 but it is incompatible with one of the newer settings?


Well I'm really trying to remember what I did in the level, I'm going to try to reproduce this crash, I think my memory is quite clear, it's intresting if something similiar is going to happen again if I try to.

BUT, wouldn't it be nice if the level editor saved any changes that you made in a level to some sort of txt logfile? In that way, even if your level crashed, you can atleast see which actions was involved to made the crash possible, and it would be even nicer if the level-editor even wrote down the value of these problematic byte data(in block 1 and 5, and other known problematic bytes too ofcourse) to the logfile after every single little change of the level. Is this too hard to make maybe? Would it be helpful?

Well, I don't like all these sad smiley faces recently posted by you developers, the editor may got it's bugs, but I still think it rocks and you have still done a brilliant job, it's nice of you to keep it up^^
Link 70222
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Posted on 02-07-10 01:16:28 PM Link | Quote
The error message so a bit much, so I'll email that too.

dirbaio
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Posted on 02-07-10 01:25:11 PM Link | Quote
Thanks. Got it...
Unfortunately it doesnt give out the line numbers, but i'll try to figure out what's going on...
Ninji

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Posted on 02-07-10 01:34:59 PM Link | Quote
Originally posted by dirbaio
well...
I wonder why the game doesnt like a 00 of top BG...
But the other byte is even stranger... Why did it change to 00? Or it was already 00 but it is incompatible with one of the newer settings?
I think I may know what's wrong!

It's byte 0x13 from block 1. Notice this code:

Level.Blocks[0][0x12] = (byte)FGIndex; // ncg
Level.Blocks[4][4] = (byte)FGIndex; // ncl
Level.Blocks[4][2] = (byte)FGIndex; // nsc

What if the original level used 0xFFFF ("none") for the NCG but the editor changed it to something like 0xFF02 and caused the level to screw up? Maybe it's stored as a short instead of as a byte.

I can't test it right now, but it seems possible enough..
dirbaio
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Posted on 02-07-10 01:38:15 PM (last edited by dirbaio at 02-07-10 01:39 PM) Link | Quote
Yeah, i think it's that...
Probably the same with the block 5 thing.

I remember seeing in the debugger when i was trying to figure out how worked the BG effects that NSMB loaded those values using LDRH opcodes, so they are ushorts... Will be fixed in next release ^^

@Link: I'll mail you right now an edited version of the editor that pops up lots of message boxes when importing. Run it to import that image, and tell me what's the last message box before the error... so i can see where's the error happening...
Ninji

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Posted on 02-07-10 01:40:07 PM Link | Quote
Originally posted by dirbaio
Yeah, i think it's that...
Probably the same with the block 5 thing.

I remember seeing in the debugger when i was trying to figure out how worked the BG effects that NSMB loaded those values using LDRH opcodes, so they are ushorts... Will be fixed in next release ^^
Awesome

Some day it would be cool to try disassembling NSMB DS like I'm doing with NSMB Wii, but it would be a lot harder because there are so few strings (no filenames, object names etc) in the game
dirbaio
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Posted on 02-07-10 04:45:56 PM Link | Quote
Well. All those little bugs you told me have been fixed (i hope)
When I finish the 3d texture importing, i'll release the next version
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Posted on 02-07-10 05:06:26 PM (last edited by Link 70222 at 02-07-10 05:08 PM) Link | Quote
Cool. Those import/export buttons really help. There's no errors, if that's what you meant.
dirbaio
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Posted on 02-08-10 02:51:46 PM Link | Quote
Yeah. I did change something that made it work OK on the version i sent you... I changed it to add the 3d texture importing feature, and it had the side-effect of fixing that nasty bug. (I still havent very clear why it was happening. I think it was sth related to alpha...)

I expect to finish the 3d texture editing soon, and the new version will come out. Hopefully this wednesday, if not this week-end.
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Posted on 02-09-10 01:12:00 PM Link | Quote
Originally posted by dirbaio
Yeah. I did change something that made it work OK on the version i sent you... I changed it to add the 3d texture importing feature, and it had the side-effect of fixing that nasty bug. (I still havent very clear why it was happening. I think it was sth related to alpha...)

I expect to finish the 3d texture editing soon, and the new version will come out. Hopefully this wednesday, if not this week-end.


Awesome, I'm really looking forward to that version=D Keep up the good work=D
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Posted on 02-10-10 08:48:20 PM Link | Quote
Just made an interesting find...

I found this in the UI_STUDIO folder...


Note the Bowser Jr. and Castle images... As well as the half boo head, and the 3 big connected circles...

Look familiar?
dirbaio
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Posted on 02-11-10 07:38:24 AM Link | Quote
Yeah, of course. It is al the UI items on the touch screen... What's the palette file you used? I couldn't find one for it. And it would be nice if you could also find the correct palette for the NSMB logo.
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Posted on 02-11-10 01:07:01 PM (last edited by jceggbert5 at 02-11-10 08:51 PM) Link | Quote
Originally posted by dirbaio
Yeah, of course. It is al the UI items on the touch screen... What's the palette file you used? I couldn't find one for it. And it would be nice if you could also find the correct palette for the NSMB logo.

The one I posted was:


Image: d_2d_UI_O_1P_game_in_b_d_ncg.bin
Palette: d_2d_UI_O_1P_game_in_b_d_ncl.bin





I have also found this:


Yes, it is tiled, but there are two slightly different angles there...
That file is:

d_2d_UI_O_menu_title_logo2_o_u_ncg.bin



Oh, BTW.....

I have found the palette for the logo!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It is:

d_2d_UI_O_menu_title_logo_o_u_ncl.bin


The main part of the logo relies on the first palette inside the file, and the ☼NEW☼ relies on the second part of the palette!
(4BPP - Linear, Reverse-Order)
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Posted on 02-11-10 04:42:01 PM Link | Quote
I think you should make it so you can open a new ROM without exiting the editor.
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Posted on 02-11-10 08:53:30 PM (last edited by jceggbert5 at 02-11-10 08:53 PM) Link | Quote
Originally posted by Pirahnaplant
I think you should make it so you can open a new ROM without exiting the editor.
+1
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Posted on 02-12-10 05:49:12 AM Link | Quote
I have found a bug where you try to open the editor from a shortcut it gives the sorry but nsmb editor has to close send error measage to Microsoft
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Posted on 02-13-10 08:37:26 PM Link | Quote
Hmm... It seems that the logo of NSMB has a 3D texture also...

The reason that I make this statement is because I have modified the logo file with new graphics and during the intro animation, when the shaded part of the NSMB logo flashes onto the screen, the original logo is used, and when the flash animation is over, it changes to the modified logo again...

Also, I have noticed that when the logo is displayed, the bottom part of the image (the shaded one) is put on top of the top part of the image (non-shaded) and they remain like that for the entire time the logo is displayed...

I have a screenshot: (sorry about all of the clutter...) (linked because of size)
Screenshot on Imageshack (1360x768)

I have the logo image opened with NSMBe on the left and NO$GBA in the middle, along with a few other things that may or may not be related...

If you look at NO$GBA, you can see that the original NSMB logo is shown behind the NRMB logo that I made...
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Posted on 02-14-10 11:56:30 AM (last edited by krutomisi at 02-14-10 12:00 PM) Link | Quote
Originally posted by Hiccup
I have found a bug where you try to open the editor from a shortcut it gives the sorry but nsmb editor has to close send error measage to Microsoft

My shortcut works all fine and non-crashing in XP
What are you using to run it?

Originally posted by jceggbert5
If you look at NO$GBA, you can see that the original NSMB logo is shown behind the NRMB logo that I made...

Have you tried it on an actual DS? It might be the emulator doing that thing right there.
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Jul - NSMB Hacking (Archive) - NSMB Editor 5 Downloads New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
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