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09-26-17 07:02:27 PM

Jul - NSMB Hacking (Archive) - NSMB Editor 5 Downloads New poll - New thread - New reply
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Hiccup
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Posted on 02-14-10 12:22:21 PM Link | Quote
I use xp on a samsung laptop I think its the pc not the editor it has had problems before I was just checking
dirbaio
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Posted on 02-14-10 12:44:57 PM Link | Quote
Yeah, the NSMB logo is quite confusing. (as far as i know) It is the following:

- The logo with and without shadow
- A 3d texture used for the fading (i've already found it, it will be editable in next version)
- The rotated logo jceggbert5 found

Initially, the logo with shadow is displayed on top of the one without shadow.

When doing the animation, first when the "super mario bros" thing falls, it is rotated so it uses the rotated graphics.
When mario kicks it to put it horizontal, it uses the nomal logo without shadow...
When it does the fading, the 3d texture is temporarily shown, probably because it supports transparency. (i think DS's 2d engine doesnt support translucent stuff).
At last the 2d with shadow is shown, but the one without shadow is still below (dont ask me why)


This will make the logo stuff complicated to edit
jceggbert5
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Posted on 02-15-10 03:51:57 AM Link | Quote
A small suggestion for the next version of the editor: Entrances that snap to the (16x16 px) grid when drug with the mouse, but able to be fine tuned with the arrow buttons (in the left-hand-side pane).

That would be very useful for us with small monitors and high resolutions.

Also, could you try to fix the header corruption maybe?
jceggbert5
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Posted on 02-15-10 03:54:46 AM Link | Quote
oh, whoops, I found the solution to the first one in another thread...

I would edit it out, but I can't...
dirbaio
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Posted on 02-15-10 12:59:09 PM Link | Quote
Yeah. The header thing will be fixed in next version. And you can put the entrances by shift-dragging them...

BTW, wouldn't it be easier that it snaps to the 8x8 grid without pressing shift, and when you do press Shift it doesnt snap? Because most of the time you place entrances well aligned... I'll maybe make it like this in the next ver. What do you think?
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Posted on 02-15-10 01:22:36 PM Link | Quote
Originally posted by dirbaio
BTW, wouldn't it be easier that it snaps to the 8x8 grid without pressing shift, and when you do press Shift it doesnt snap? Because most of the time you place entrances well aligned... I'll maybe make it like this in the next ver. What do you think?


Yes it's a good idea. Less thinking equals less problems.
jceggbert5
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Posted on 02-15-10 01:30:17 PM Link | Quote
Originally posted by dirbaio
Yeah. The header thing will be fixed in next version. And you can put the entrances by shift-dragging them...

BTW, wouldn't it be easier that it snaps to the 8x8 grid without pressing shift, and when you do press Shift it doesnt snap? Because most of the time you place entrances well aligned... I'll maybe make it like this in the next ver. What do you think?

That would be great! I hated getting less than two inches from my laptop monitor just to make a pipe work...
jceggbert5
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Posted on 02-15-10 03:19:03 PM Link | Quote
Hmm... In an attempt to modify the logo (the main one, shaded part), it will work in no$gba, but not on a real DS or DeSmuMe...

@Dirbaio: Could you try to figure out what is the cause of this? Is it a RAM overload or something? (because of your fake compress?) I would be am very interested in a solution.

Also, why would it work in no$gba, but not DeSmuMe? (or a real DS)
dirbaio
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Posted on 02-15-10 03:24:59 PM Link | Quote
Strange...
Send me the rom (not a patch, because it might be a filesystem thing or similar that doesnt get exported with patches) to yosoydario@gmail.com and i'll try to investigate it
jceggbert5
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Posted on 02-15-10 03:38:17 PM Link | Quote
Originally posted by dirbaio
Strange...
Send me the rom (not a patch, because it might be a filesystem thing or similar that doesnt get exported with patches) to yosoydario@gmail.com and i'll try to investigate it

mail sent
dirbaio
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Posted on 02-15-10 03:47:35 PM Link | Quote
Thanks. Got it...

First weird thing i have seen, right when downloading it: Why is it 20 MB?? NSMB Rom is 32 MB. Have you trimmed it? (i'm sorry, i dont have time to look at it now, i have an exam tomorrow and have to study...)

Maybe that's what's causing problems... Try exporting a patch and import it in a non-trimmed rom (32 MB) and let me know if that fixes it... i haven't tested the editor on trimmed roms (i think it should work, though)
jceggbert5
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Posted on 02-15-10 03:49:14 PM Link | Quote
Originally posted by dirbaio
Thanks. Got it...

First weird thing i have seen, right when downloading it: Why is it 20 MB?? NSMB Rom is 32 MB. Have you trimmed it? (i'm sorry, i dont have time to look at it now, i have an exam tomorrow and have to study...)

Maybe that's what's causing problems... Try exporting a patch and import it in a non-trimmed rom (32 MB) and let me know if that fixes it... i haven't tested the editor on trimmed roms (i think it should work, though)

I use the trimmed to save space, but the exact same thing happens on a regular (non-trimmed) ROM, although I will test it again...
dirbaio
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Posted on 02-15-10 03:50:57 PM Link | Quote
oh, i see...
So that's not the issue... ok...
jceggbert5
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Posted on 02-15-10 04:40:43 PM Link | Quote
Don't trouble yourself by looking through it, because I manually moved all of the files that I modified over to a clean U ROM (non-trimmed) and it worked
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Posted on 02-16-10 05:35:10 PM Link | Quote
Small finding on graphics...
Almost to All of the graphics in the bg_ncg folder that start with d_2d_TEN_ are the graphics for some of the different tiles...

A couple of them, I have figured out identified (they start with the above (d_2d_TEN))

A_J_jyotu_ncg.bin - Animated bricks, ? blocks, and a couple others
I_demo_castle_ncg.bin - A small castle with a tiny animated flag
I_koopa_boss_ncg.bin - Appears to be the animated torch on the walls of one(or more?) castle background...
I_koopa_shiro_ncg.bin - "
I_toride_boss_ncg.bin - "
I_toride_ncg.bin - " and animated lava
I_yakata_ncg.bin - "

Some of them just look strange without proper palettes... I might look into them later...
dirbaio
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Posted on 02-17-10 11:46:12 AM Link | Quote
I think the animated lava uses the same palette as the tileset itself... Look at the problem mariofanatic64 is having...

BTW, cool findings
Ninji

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Posted on 02-17-10 12:09:11 PM Link | Quote
Originally posted by dirbaio
I think the animated lava uses the same palette as the tileset itself... Look at the problem mariofanatic64 is having...

BTW, cool findings
I have known about these for a long time. The TEN files all contain animated tiles for the tilesets and backgrounds.
jceggbert5
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Posted on 02-17-10 01:14:51 PM Link | Quote
Originally posted by dirbaio
I think the animated lava uses the same palette as the tileset itself... Look at the problem mariofanatic64 is having...

BTW, cool findings
Yes, they do use the same palettes as their respective tileset...

With your previously-stated idea of when exporting a tileset, that it exports every image that uses that palette, it shouldn't be too hard though...
dirbaio
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Posted on 02-17-10 01:56:27 PM Link | Quote
Yeah...
Maybe then we need what additional graphic files are used with each tileset...
As far as I know, there are:
- Jyotyu and its animated tiles
- Towers and castles, and the lava

The animated fire is used with the BGs, so I guess they use the BG's palette...
dirbaio
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Posted on 02-17-10 03:11:16 PM Link | Quote
Hmmmm... I looked up the lava on the emulator, and it is a 3d texture ONLY, which means that those files are either unused or used for something else...

wait... Maybe it's the 2d beta lava... I think i remember it was animated...
I wish i could find something like an animated tile table It would enable us to do lots of cool stuff... Look at the SMB3 hacks for example...
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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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