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| Jul - NSMB Hacking - NSMB Editor 5 - Latest Version: 5.1 (15th January) |
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 | Add to favorites | Next newer thread | Next older thread |
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dirbaio Member Level: 42 Posts: 290/835 EXP: 485856 For next: 35506 Since: 07-28-09 From: Spain Since last post: 5 hours Last activity: 5 hours |
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| you have to put a number on the text box, not in hexadecimal. |
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Dialga Member lol Level: 20 ![]() Posts: 109/149 EXP: 39627 For next: 2812 Since: 05-20-09 Since last post: 219 days Last activity: 58 days |
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| Thank you! I = Stupid
Edit: The game crashes when I use the empty backgrounds... |
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Dialga Member lol Level: 20 ![]() Posts: 110/149 EXP: 39627 For next: 2812 Since: 05-20-09 Since last post: 219 days Last activity: 58 days |
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I fucked up my test ROM
That pink thing is a Fire Flower by the way. |
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dirbaio Member Level: 42 Posts: 292/835 EXP: 485856 For next: 35506 Since: 07-28-09 From: Spain Since last post: 5 hours Last activity: 5 hours |
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| the level full of blocks is because you edited jyotyu's first tile (top left). That tile is tile 0, and it is used to fill all transparent areas. If you put sth in it, all transparent areas become that tile. You should leave it transparent.
The pink fire flower is another thing. i have no idea why is it pink. If restoring tile 0 doesnt help, try sending me a patch and i'll have a look. Does it happen on all levels or only on that one? EDIT: I think i know why... Did you edit Jyotyu with PNG exporting? In that case, everything that uses Jyoytu palette will be terribly screwed up. Try an underground level (jyotyu uses blue palette) and you'll see it screwed up. Probably the fire flower is pink because it uses Jyoytu palette, and when you import stuff, the palette gets reconstructed from scratch, and all unused colors are pink. The fire flower is probably pointing at pink colors in jyotyu palette. Bad news... jyoytu is not that editable... Note: all this will not happen if you edit it with the builtin gfx editor Edit: The game crashes when you use empty slots? In top bg or bottom bg? I've used the empty slots at the end and they work fine. Can you preview the BG correctly in the editor? If you have any problems send me an XDELTA patch. NSMB Editor patches will not export file changes in the bgs... (i'll try to fix it asap) |
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Dialga Member lol Level: 20 ![]() Posts: 111/149 EXP: 39627 For next: 2812 Since: 05-20-09 Since last post: 219 days Last activity: 58 days |
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| Forgot to mention it but coins and some other 3D objects are compleatly screwed up...
It does'nt really matter, it was juat a test ROM where I could test random crap... |
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dirbaio Member Level: 42 Posts: 293/835 EXP: 485856 For next: 35506 Since: 07-28-09 From: Spain Since last post: 5 hours Last activity: 5 hours |
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Originally posted by Dialga yeah, but i want to know why it is screwed up, because its probably some bug in the editor or sth that the editor lets you edit that it shouldnt because it screws up things. I want to minimize the rom-screw-up-ability in the editor, because what'd have happened if that was your main work ROM? |
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Dialga Member lol Level: 20 ![]() Posts: 112/149 EXP: 39627 For next: 2812 Since: 05-20-09 Since last post: 219 days Last activity: 58 days |
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| What I did was replace the blocks and pipes tileset with a compleatly new one I used the PNG Importer.
I can view the background in the editor but it crashes the game... It is a top layer background. |
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BastarB Member Level: 9 Posts: 1/34 EXP: 2996 For next: 166 Since: 01-21-10 Since last post: 209 days Last activity: 199 days |
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| What an outstanding editor you guys have created, it's very good, atleast the features I currently have been using =) I'm very impressed^^ Keep up the nice work!^^
Well, I'm very new when it comes to level editing and stuff. I have made my first test level, just the very first part of it. However, how do I make mario so he is in the center of the camera all the time! At first I thought it was the "view option" that was the only thing that had to be changed, but that seems to just affect the area that mario can visit in the level, not how the camera scrolls thru the level (please correct any misunderstandings). In my level, mario dissapear above the tallest hill, and then he comes down again on the other side of the hill, so how do I make the Camera always center Mario? I have not succeded with the camera options either. I also wonder what the "zone-feature" is for? What is a Zone? Lastly I wonder why the game-icon and the header of the game (name of the developer ect.) seems to be destroyed when I apply my changes to the rom-file (E)-version I hope these questions does not sound to n00bish to be worth answering!=P Have a nice day everyone!^^ |
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Dialga Member lol Level: 20 ![]() Posts: 137/149 EXP: 39627 For next: 2812 Since: 05-20-09 Since last post: 219 days Last activity: 58 days |
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Originally posted by BastarB I don't know about your problem with the hill (Never made a level requireing the camera to scroll up). The problem with the Icon/Text dissaperring is because "Banner.bin" got corrupted. |
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jceggbert5 Member again Level: 22 Posts: 138/218 EXP: 53840 For next: 4510 Since: 12-01-09 Since last post: 161 days Last activity: 58 days |
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| @Dialga and Dirbaio:
I have been playing with NSMB all night and have found several files that rely on Jyotyu's palette. They are also the ones that control some of the animated blocks! OBJ Folder: A_block_hahen_ncg.bin - Block crumbles (like when Mega Mario hits something) A_block_ncg.bin - Some of the animated tiles. I_item_ncg.bin - Mushroom, FireFlower, Vine, Vine Chomper, and a few others BG_NCG folder: d_2d_TEN_A_J_jyotyu_ncg.bin - More animated tiles, some are same as A_block_ncg.bin above, they are both used though d_2d_A_J_jyotyu_ncg.bin - Main Jyotyu Tileset AFAIK, all of these images are compressed and use these compressed palettes: d_2d_A_J_jyotyu_ncl.bin - Main Palette - Overworld d_2d_A_J_jyotyu_B_ncl.bin - Underground Palette d_2d_A_J_jyotyu_R_ncl.bin - Looks just like main palette, with a red tint to ? blocks and bricks d_2d_A_J_jyotyu_W_ncl.bin - Ghost House Grey palette Oh, I also tried to figure out what everything is in the OBJ folder: PasteBin Link - 55 lines there are a few unknowns, and I know that the indents are kinda broke, but that's PasteBin's fault edit: just trying to be helpful ![]() |
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dirbaio Member Level: 42 Posts: 302/835 EXP: 485856 For next: 35506 Since: 07-28-09 From: Spain Since last post: 5 hours Last activity: 5 hours |
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Originally posted by jceggbert5 Thats awesome! That's why Dialga got the pink flower: the powerups also use jyotyu palette... That could lead us to make differently-looking powerups depending on if theres an underground level (blue pal.) or overground (brown)... Treeki gave me a great idea that could help us deal with this mess of multiple graphic files and palette files that is to export all files with all palettes at once into a big image, edit them, and import them back. When importing the editor will create all the palettes based on all the images, so jyotyu and powerup graphics will be perfectly editable. I have it implemented for 3d textures, that's what i used to make the blue pipes. You cant see it in the screenshot, but i also made orange and gray pipes. I needed that because the pipes had one texture for each 16x16 tile of the pipes and one palette for each color. Treeki suggested it to me for 3d textures, but today (at physics class ) i realized that it could be applied also to 2d textures.
I'll make some sort of generic "texture editor" where you can open multiple textures and palettes (2d and 3d), and import/export them all together... This will be able to handle pipes, jyotyu tileset, koopas (they have 3 colors, so 3 palettes), and much more... Yay! |
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jceggbert5 Member again Level: 22 Posts: 139/218 EXP: 53840 For next: 4510 Since: 12-01-09 Since last post: 161 days Last activity: 58 days |
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Originally posted by dirbaioOriginally posted by jceggbert5 Glad I could help! |
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dirbaio Member Level: 42 Posts: 303/835 EXP: 485856 For next: 35506 Since: 07-28-09 From: Spain Since last post: 5 hours Last activity: 5 hours |
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| @BastarB
For the hill, these are issues related to block 2. That block determines whether the camera in a level is stuck to the bottom of the view or not, among other things. Do this to solve it: - Make sure the view is big enough to cover all the hill. The camera will never pan out of the view. - If that doesnt solve it, select a level where the camera is free (for example 2-3), and click Hex Edit. Select block 2, and copy the bunch of numbers. - Go to your level, hex edit it, go to block 2, delete everything in it, paste the contents of the other block 2 and save. - Delete any scroll control sprites in your level if you havent put it, they are limits in the camera that probably you dont want. That way the camera in that level will be free. |
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BastarB Member Level: 9 Posts: 2/34 EXP: 2996 For next: 166 Since: 01-21-10 Since last post: 209 days Last activity: 199 days |
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Originally posted by dirbaio Hi Dirbaio! Thanks for your very detailed description of how to make things work for me, =) however, I have not yet have a chance to try it out since there is a crash in the level editor when I hit the hex editor button on the level that you specified for me. here is the error code, i wonder if my computer is missing a component or something, I already .NET framework 2.0 sevicepack 2 installed: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IO.FileNotFoundException: Could not load file or assembly 'Be.Windows.Forms.HexBox, Version=1.3.0.21615, Culture=neutral, PublicKeyToken=e0e5adf0ebc99863' or one of its dependencies. The system cannot find the file specified. File name: 'Be.Windows.Forms.HexBox, Version=1.3.0.21615, Culture=neutral, PublicKeyToken=e0e5adf0ebc99863' at NSMBe4.LevelHexEditor.InitializeComponent() at NSMBe4.LevelHexEditor..ctor(String LevelFilename) at NSMBe4.LevelChooser.hexEditLevelButton_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.oncl at System.Windows.Forms.Button.oncl at System.Windows.Forms.Button.onmou at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog]. ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3603 (GDR.050727-3600) CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- NSMBe5 Assembly Version: 5.1.0.0 Win32 Version: 5.1.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Administrator/Desktop/Mario%20Kul/NSMBe5.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3082 (QFE.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
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jceggbert5 Member again Level: 22 Posts: 141/218 EXP: 53840 For next: 4510 Since: 12-01-09 Since last post: 161 days Last activity: 58 days |
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| @BastarB
You are missing the HexBox DLL file. Download 5.0a and extract the Be.Windows.Forms.HexBox.dll file from the archive to the directory that NSMBe is in. That should solve your problem |
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Pirahnaplant Member Level: 9 Posts: 14/26 EXP: 2904 For next: 258 Since: 05-14-09 Since last post: 22 days Last activity: 2 days |
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| Question: With some 3D models, the textures are stored in the same file as the models. Will those be editable? |
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BastarB Member Level: 9 Posts: 3/34 EXP: 2996 For next: 166 Since: 01-21-10 Since last post: 209 days Last activity: 199 days |
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Originally posted by jceggbert5 Thanks alot for the help Jceggbert5, and also great thanks to dirbaio, you two have made my levelediting life alot easier ^^ |
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jceggbert5 Member again Level: 22 Posts: 142/218 EXP: 53840 For next: 4510 Since: 12-01-09 Since last post: 161 days Last activity: 58 days |
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| @Dirbaio: You forgot the HexBox DLL with 5.1 |
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Dialga Member lol Level: 20 ![]() Posts: 138/149 EXP: 39627 For next: 2812 Since: 05-20-09 Since last post: 219 days Last activity: 58 days |
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Originally posted by jceggbert5 Good thing I store all NSMBe versions in the same folder... Therefore, no such problem for me... |
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dirbaio Member Level: 42 Posts: 306/835 EXP: 485856 For next: 35506 Since: 07-28-09 From: Spain Since last post: 5 hours Last activity: 5 hours |
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| Oh! I'm idiot. will include the DLL right now. |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 | Add to favorites | Next newer thread | Next older thread |
| Jul - NSMB Hacking - NSMB Editor 5 - Latest Version: 5.1 (15th January) |
- - ![]() |