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Jul - NSMB Hacking (Archive) - NSMB Editor 5 Downloads New poll - New thread - New reply
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Dialga
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Posted on 01-16-10 07:28:34 AM (last edited by Dialga at 01-16-10 07:42 AM) Link | Quote
Thank you! I = Stupid
Edit: The game crashes when I use the empty backgrounds...
Dialga
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Posted on 01-16-10 08:06:24 AM Link | Quote
I fucked up my test ROM

That pink thing is a Fire Flower by the way.
dirbaio
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Posted on 01-16-10 09:15:12 AM (last edited by dirbaio at 01-16-10 09:23 AM) Link | Quote
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)
Dialga
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Posted on 01-16-10 09:24:20 AM Link | Quote
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...
dirbaio
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Posted on 01-16-10 09:27:32 AM Link | Quote
Originally posted by Dialga
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...


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?
Dialga
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Posted on 01-16-10 09:40:33 AM Link | Quote
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.
BastarB
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Posted on 01-21-10 11:06:08 AM Link | Quote
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!^^
Dialga
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Posted on 01-21-10 11:11:59 AM Link | Quote
Originally posted by BastarB
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!^^

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.
jceggbert5
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Posted on 01-21-10 01:01:20 PM (last edited by jceggbert5 at 01-21-10 02:44 PM) Link | Quote
@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
dirbaio
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Posted on 01-21-10 02:45:15 PM Link | Quote
Originally posted by jceggbert5
big post


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!
jceggbert5
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Posted on 01-21-10 02:49:05 PM Link | Quote
Originally posted by dirbaio
Originally posted by jceggbert5
big post

not as big of a post


Glad I could help!
dirbaio
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Posted on 01-21-10 02:50:12 PM Link | Quote
@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.
BastarB
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Posted on 01-21-10 04:33:36 PM Link | Quote
Originally posted by dirbaio
@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.



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.onclick(EventArgs e)
at System.Windows.Forms.Button.onclick(EventArgs e)
at System.Windows.Forms.Button.onmouseup(MouseEventArgs mevent)
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.






jceggbert5
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Posted on 01-21-10 04:37:48 PM (last edited by jceggbert5 at 01-21-10 04:39 PM) Link | Quote
@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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Posted on 01-21-10 04:53:19 PM Link | Quote
Question: With some 3D models, the textures are stored in the same file as the models. Will those be editable?
BastarB
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Posted on 01-21-10 05:40:05 PM Link | Quote
Originally posted by jceggbert5
@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



Thanks alot for the help Jceggbert5, and also great thanks to dirbaio, you two have made my levelediting life alot easier^^
jceggbert5
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Posted on 01-21-10 06:05:10 PM Link | Quote
@Dirbaio: You forgot the HexBox DLL with 5.1
Dialga
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Posted on 01-22-10 03:43:55 AM Link | Quote
Originally posted by jceggbert5
@Dirbaio: You forgot the HexBox DLL with 5.1

Good thing I store all NSMBe versions in the same folder...
Therefore, no such problem for me...
dirbaio
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Posted on 01-22-10 01:07:53 PM Link | Quote
Oh! I'm idiot. will include the DLL right now.
dirbaio
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Posted on 01-22-10 01:11:40 PM Link | Quote
done!
I have corrected my typo in the readme in "jyotju" btw
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Jul - NSMB Hacking (Archive) - NSMB Editor 5 Downloads New poll - New thread - New reply




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