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09-06-10 09:09:37 PM
fortyfive-antelope

Jul - NSMB Hacking - NSMB Editor 5 - Latest Version: 5.1 (15th January) New poll - New thread - New reply
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dirbaio
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Posted on 12-10-09 07:13:45 AM Link | Quote |
Originally posted by RPM
i make a metroid in the first level
but when i go in the level, it's make a black screen, why ?
( i take Object 82 to do it, so, is it the cause ? )


Hmmm. Object 82 of what tileset? You shouldnt edit tileset 0, it may crash the rom. If not, i have no idea.

Originally posted by RPM

EDIT : i make blue bricks and i replace the object 9, i can walk on it, but there is a bug after 5 sec of playing.



Absolutely no idea. Can you send me a patch so i can look at it?
RPM
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Posted on 12-10-09 08:41:05 AM Link | Quote |

Absolutely no idea. Can you send me a patch so i can look at it?


sure, but i don't know with what lol
and, it work only 5 sec on emu, but don't work at all on a linker.
dirbaio
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Posted on 12-10-09 11:40:05 AM Link | Quote |
Originally posted by RPM

Absolutely no idea. Can you send me a patch so i can look at it?


sure, but i don't know with what lol
and, it work only 5 sec on emu, but don't work at all on a linker.


open your edited rom with nsmb editor, and under tools, select export patch, and select an unedited rom (of the same region) and then save the patch and send it to me
RPM
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Posted on 12-10-09 07:02:45 PM Link | Quote |
the patch ===> http://www.megaupload.com/?d=2V6ONW90
C1H022
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Posted on 12-13-09 07:57:10 AM Link | Quote |
I've found a bug when I edit the coins and pipes tile set and Inport it back into the program,
then my rom is bricked. I've edit the tile set with paint .net. Wat I have to do?

Sorry for my bad English
Camewel

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Posted on 12-13-09 10:05:00 AM Link | Quote |
Originally posted by dirbaio
You shouldnt edit tileset 0, it may crash the rom. If not, i have no idea.

Basically, don't edit it at all yet. Dirbaio broke that bit ;P
dirbaio
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Posted on 12-13-09 11:42:39 AM Link | Quote |
Originally posted by Camewel
Basically, don't edit it at all yet. Dirbaio broke that bit ;P


Yeah, I know. I'm trying to fix it but its shit hard. Basically, the behaviors of tileset 0 are in an overlay file, which is compressed, and we don't know how to recompress it. Treeki told me that setting some bit disabled the compression, but he forgot how exactly and i'm trying to find it out looking at the asm code... Not sure if i will be lucky
Camewel

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Posted on 12-13-09 11:52:18 AM Link | Quote |
If I knew what file you were looking at I could help you :/
dirbaio
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Posted on 12-13-09 03:10:39 PM Link | Quote |
Originally posted by Camewel
If I knew what file you were looking at I could help you :/

its overlay file id 0.
In nsmb source, in ROM.cs there's code to decompress it and (a try to) reinsert without compression.
Camewel

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Posted on 12-13-09 03:50:55 PM Link | Quote |
Wow, that code's a lot more complicated than I thought.
There must be some way to override the decompression, or simply remove it completely.
dirbaio
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Posted on 12-13-09 04:48:24 PM Link | Quote |
Originally posted by Camewel
Wow, that code's a lot more complicated than I thought.
There must be some way to override the decompression, or simply remove it completely.

yeah, thats what treeki and i are looking for.
jceggbert5
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Posted on 12-14-09 09:02:03 PM Link | Quote |
Question: What does the "Multiplayer NARC Patch" button do? And why is it grayed out?
Camewel

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Posted on 12-15-09 05:44:25 PM Link | Quote |
If I'm not mistaken, it's for patching the MvL files and it's grayed out because it's not working.
dirbaio
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Posted on 12-16-09 11:44:38 AM Link | Quote |
Originally posted by jceggbert5
Question: What does the "Multiplayer NARC Patch" button do? And why is it grayed out?

It was meant to replace the multiplayer level files into the narcs automatically (look at the mvsl hacking thread). It is grayed out now because when i rewrote the filesystem code i didnt add support for narcs.
Expect it to work in the next version...

And for the invisible minimushroom block i found out how to do it:

Edit the Tileset 1 of your level. NOT TILESET 0!!!

Go to the map16 editor, select an empty map16 tile, and set its behavior to 05 00 05 00.
Then go to the object editor, select the object right after the last object so it will create a new object. In the middle it will appear a number 0, select it, and then control+click in the map16 tile that you modified before.

Save tileset and enjoy!

Note: the behavior is the same as the ? block with mini mushroom, it will not behave exactly as an invisible block: it will show for a moment as a ? block while you're bumping it, but that's the closest thing to an invisible block that can be made in nsmb (i think)
Orengefox
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Posted on 12-18-09 10:11:33 AM (last edited by Orengefox at 12-18-09 10:41 AM) Link | Quote |
When replacing the original sound_data.sdat file with one that was hacked (byte size of the hacked file must be larger than original; a good example is something I released recently), it doesn't replace the original sdat file; instead it adds the hacked sdat file right next to the orignal sdat file (thus the NSMB rom now has 3 separate sdat files instead of 2 technically). This even applies to patch files containing this hacked sdat file. I'm not quite sure if that's the programs intention or not where as if this was done on version 4.7; it actually replaces the original sdat file with the hacked one instead of adding it in (regardless of the hacked file's byte size).

I didn't take much notice to this during my sdat research because I thought it was something I was doing on my end until now. Mind you, it doesn't seem to harm the actual game when playing it. You guys might of encountered this already but thought I'd bring it up just in case.

Note: This was found using a (U) rom.
dirbaio
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Posted on 12-18-09 12:08:50 PM Link | Quote |
Originally posted by Orengefox
When replacing the original sound_data.sdat file with one that was hacked (byte size of the hacked file must be larger than original; a good example is something I released recently), it doesn't replace the original sdat file; instead it adds the hacked sdat file right next to the orignal sdat file (thus the NSMB rom now has 3 separate sdat files instead of 2 technically). This even applies to patch files containing this hacked sdat file. I'm not quite sure if that's the programs intention or not where as if this was done on version 4.7; it actually replaces the original sdat file with the hacked one instead of adding it in (regardless of the hacked file's byte size).

I didn't take much notice to this during my sdat research because I thought it was something I was doing on my end until now. Mind you, it doesn't seem to harm the actual game when playing it. You guys might of encountered this already but thought I'd bring it up just in case.

Note: This was found using a (U) rom.



yeah, that's the new behavior of the new filesystem code. It is like that on purpose. I'll explain why:

With NSMBe4 when you replaced a file bigger than the original, it moved ALL files after it. That's why saving levels was slow.
But now, when you insert a new file, if its smaller or equal in size, it will put it there. If it is bigger, it will put it somewhere else, so it doesnt have to move any file. Then it updates the file table so it points to the NEW location of the file, so NSMB will read the new sdat file.
The data of the old one is still there, but no files in the file table point to it, so it is unused, NSMB will NEVER read it. There's more. When you replace another file that has to be placed elsewhere, it will look for unused space, and put it there. So the space the files leave back when moved is profited.

It's a more intelligent approach to handling files. It is faster to replace files, and it is also PPF-friendly (and similars), because moved data made ppf think it is modified data, so it includes it all, and resulting patches were huge.
jceggbert5
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Posted on 12-18-09 12:11:20 PM (last edited by jceggbert5 at 12-18-09 12:11 PM) Link | Quote |
Originally posted by dirbaio
Go to the map16 editor, select an empty map16 tile, and set its behavior to 05 00 05 00.
Then go to the object editor, select the object right after the last object so it will create a new object. In the middle it will appear a number 0, select it, and then control+click in the map16 tile that you modified before.

Save tileset and enjoy!

Note: the behavior is the same as the ? block with mini mushroom, it will not behave exactly as an invisible block: it will show for a moment as a ? block while you're bumping it, but that's the closest thing to an invisible block that can be made in nsmb (i think)


You thought wrong... I made one that is exactly like an invisible one, and I can't stand on it like I could yours...
Behavior: 05 00 04 20

Edit: typo
dirbaio
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Posted on 12-18-09 12:47:28 PM Link | Quote |
Originally posted by jceggbert5

You thought wrong... I made one that is exactly like an invisible one, and I can't stand on it like I could yours...
Behavior: 05 00 04 20

Edit: typo


OH, man! you're right. I just copied the VISIBLE ? block behavior, thinking of contents, not of solidity, and i tested it only from below (lol) so i didnt notice
Thanks!
jceggbert5
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Posted on 12-18-09 01:08:33 PM (last edited by jceggbert5 at 12-18-09 01:10 PM) Link | Quote |
Originally posted by dirbaio
Originally posted by jceggbert5

You thought wrong... I made one that is exactly like an invisible one, and I can't stand on it like I could yours...
Behavior: 05 00 04 20

Edit: typo


OH, man! you're right. I just copied the VISIBLE ? block behavior, thinking of contents, not of solidity, and i tested it only from below (lol) so i didnt notice
Thanks!


You're welcome...

I looked at what was common between the ? blocks and the invisible blocks and then mixed them until I got what I wanted

EDIT: I just noticed that it still appears as a ? block for a split second while you're hitting it, though...
(seriously, who cares?)
jceggbert5
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Posted on 12-19-09 01:10:15 AM Link | Quote |
Hey Dirbaio:

Is there a way that I can add a line of 8x8 blocks to the Nohara set? I would like to add more custom blocks to it, but don't know how to add lines for more graphics... (Brick containing Mini-Mushroom ) I know how to code the new block (thanks to you )
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Jul - NSMB Hacking - NSMB Editor 5 - Latest Version: 5.1 (15th January) New poll - New thread - New reply




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