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09-26-17 05:45:39 PM

Jul - NSMB Hacking (Archive) - NSMB Editor 5 Downloads New poll - New thread - New reply
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BastarB
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Posted on 01-29-10 06:36:45 AM (last edited by BastarB at 01-29-10 06:42 AM) Link | Quote
Well, there is another "little" thing I'm wonder about!

When I started the creation of my level I added some "Koopa Paratroopas" into my level, it was then very easy and simple to change it's color and flying direction ect. which I was able to choose easily without manually edit the sprite-data (There was in other words a more user-friendly function added fot that sprite). But now when I'm edit the koopa paratroopas, there is no such options anymore available and you can only configuring their behaviour by manually enter the sprite-data. The same goes for the Bullet-Bill Launchers, before there was a user-friendly way to edit them, but it is not anymore. Is there a option I mistakely have turned off?

However, I have redownloading the editor to my computer since I started the creation of my level. The first version I downloaded of this editor was the one where dirbaio forgot to include the "Be.Windows.Forms.HexBox.dll" into the zip-file. In the first version I used of this fantastic editor, I remember I was able to use the more user-friendly way to edit the sprite-data.


When I saw he had updated the download with the "Be.Windows.Forms.HexBox.dll" into the zip-achive, I just redownloaded that updated Zip-file and unzipped it and overwrote it over my old Editor-files.
I cannot remember if was able to use the more user-friendly sprite-editing method after that, but maybe dirbaio included another version of the editor when he updated the zip-file with the Be.Windows.Forms.HexBox.dll, or maybe not. Correct me if I'm wrong!=P

EDIT: The version I got installed at the moment is version 5.1=P And if I'm not wrong I extracted it from the Zip-file called. "NSMBe5.1b.zip"
dirbaio
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Posted on 01-29-10 07:41:50 AM Link | Quote
that function is related to spritedata.txt
That file contains all data for all sprites. Check that you have it in the same dir than your editor, and that it is not empty. If that does not help, you can try downloading the old version that worked for you (you can find it on the google code thing, under deprecated downloads) and get its spritedata.txt.

Dont know if i missed it in the new zip. will try to look at it...
BastarB
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Posted on 01-29-10 01:36:59 PM (last edited by BastarB at 01-29-10 01:37 PM) Link | Quote
Originally posted by dirbaio
that function is related to spritedata.txt
That file contains all data for all sprites. Check that you have it in the same dir than your editor, and that it is not empty. If that does not help, you can try downloading the old version that worked for you (you can find it on the google code thing, under deprecated downloads) and get its spritedata.txt.

Dont know if i missed it in the new zip. will try to look at it...


Well, thanks! Of course the problem was related to spritedata.txt, that file was missing, I must mistakely deleted it when I was about to delete some other exported levels that I stored in the same main directory. =P
dirbaio
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Posted on 01-29-10 02:30:16 PM Link | Quote
i'll have to upload it AGAIN!!!
bad
I'll do it right now.
jceggbert5
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Posted on 01-29-10 03:54:41 PM Link | Quote
@Dirbaio:
I have added some of the information from the Sprite Data thread in my SpriteData.txt file... (as well as fix a few things like the extra blue koopa, etc)
Jceggbert5's SpriteData.txt
dirbaio
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Posted on 01-29-10 04:28:43 PM Link | Quote
cool!
thanks...

Maybe i've been thinking that to better organise the sprite data stuff. Maybe sth like he has done with NSMBWii: an online sprite database where people can intuitively put in all sprite data, and then it can export automatically to the spritedata.txt file (well, in Reggie it's an XML, but its the same).

Maybe I'll ask him for the php script. but then i'd have to adapt it to NSMBe
BastarB
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Posted on 01-29-10 05:14:29 PM (last edited by BastarB at 01-29-10 05:17 PM) Link | Quote
Well, I'm sorry to bother you guys with another n00b question. It's related to how the entrances work.
I can't manage to get down into my green pipe even when I have prepared it nicely to take me to area 3 of my level with a correct target ID(area 3 which is still unmodified from the original level by nintendo, and yes I have checked the entrance settings in that area too!)

there is some things I wonder about:

- Why do the entrances (like the ones for the pipes) in the officially levels have THREE entrances instead of just one?=S

- Does it matter where on the pipe I put the entrance sign, will it work in any case?

- Does it matter if I use Tile number 102 or tile number 53 to create a green pipe that will be able to support the ability to add a entrance so you can enter it? Is there any differences beetween tile 102 and 53? Does it have something to do if the player will be able to destroy it as a gigant mario or not maybe!? In the official levels they have often combied those two tiles when making just one pipe!?

- What does the "entranceSetting16" mean?

Thanks for all your help you have gived me, I really appriceate it!^^
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Posted on 01-29-10 05:29:25 PM Link | Quote
Originally posted by BastarB
Well, I'm sorry to bother you guys with another n00b question. It's related to how the entrances work.
I can't manage to get down into my green pipe even when I have prepared it nicely to take me to area 3 of my level with a correct target ID(area 3 which is still unmodified from the original level by nintendo, and yes I have checked the entrance settings in that area too!)

there is some things I wonder about:

- Why do the entrances (like the ones for the pipes) in the officially levels have THREE entrances instead of just one?=S

- Does it matter where on the pipe I put the entrance sign, will it work in any case?

- Does it matter if I use Tile number 102 or tile number 53 to create a green pipe that will be able to support the ability to add a entrance so you can enter it? Is there any differences beetween tile 102 and 53? Does it have something to do if the player will be able to destroy it as a gigant mario or not maybe!? In the official levels they have often combied those two tiles when making just one pipe!?

- What does the "entranceSetting16" mean?

Thanks for all your help you have gived me, I really appriceate it!^^

Be sure to check if not exit only is enabled. You must put the entrance at the top left part of the pipe leaving nothing of the pipe to show.(if its facing up)

And me too, its strange that there are 3 entrances together
dirbaio
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Posted on 01-29-10 05:32:52 PM Link | Quote
- The official levels (for example 1-1) have three entrances because of Mega Mario. Get Mega Mario in world 1-1 and jump on a pipe from THE TOP. it will not break, but it will be pushed down a bit. Same if you jump again. It is done like that so you can still enter the pipe after pushing it down.

- No. You have to put it in the top / left of the pipe end, to the pixel exactitude. Hold shift and drag the entrance to make it snap to a 8x8 pixel grid so it's easier to place.

- Pipes at 53 and around are unbreakable with Mega Mario. The 102 ones are breakable.
If you combine two pipes of both types, only the 102 part will be breakable, and the other will stay with the broken pipe look.

- I used to know what the entranceSetting16 was, but somehow the name got lost in the language file and it doesnt show up anymore. (in old versions it did) I'll try to remember what it was and put it back...

Hope i make it clear...
BastarB
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Posted on 01-29-10 05:47:12 PM (last edited by BastarB at 01-29-10 05:47 PM) Link | Quote
Thanks for your help both of you, it makes things more clearly for me! It was really useful to know about the use of the shift-key since the reason why things didn't worked for me was because a badly placed entrance, but now it works perfectly.=)
So the differences about 102 and 53 was just as I thought it was=)

BastarB
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Posted on 01-30-10 10:52:51 AM Link | Quote
Well, are there any documentation about how to use midway points correctly? I get a confirmation when I played the level that I have reached the midway point, and I had also added a new normal entrance just before the midway point, but when I die and restart the level I'm just starting from the beginning again?=P
dirbaio
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Posted on 01-30-10 11:21:07 AM Link | Quote
Check that in Level Config you have put midway entrance to the ID of the entrance you put next to the midway point.
Check that the view of the entrance is set correctly...
BastarB
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Posted on 01-30-10 01:41:23 PM (last edited by BastarB at 01-30-10 01:52 PM) Link | Quote
Originally posted by dirbaio
Check that in Level Config you have put midway entrance to the ID of the entrance you put next to the midway point.
Check that the view of the entrance is set correctly...


Thanks for the help, the solution as you described was so embarrassing simple =S

Well, I don't really know if this is already discovered or not, but I would like to share my findings anyway since the editor state the affected settings as "Unknown":

"Unknown 6" setting of a "Path":
Specifies in which way mario will leave a pipe if the entrance and the target entrance(the one that mario will be leaving) are connected together in the same Area using the "Connected pipe" setting under the entrance options.
The ID of the path must match the "Connected Pipe ID" of the two entrances.

0 = Down(like mario came from a pipe that facing downwards)
1 = Right(Right facing pipe)
2 = UP (up facing pipe)
3 = Left(Leftfacing pipe)

I don't know if there are more values available for this setting

The officially Level 7-A is a good one to see how it works.
jceggbert5
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Posted on 01-30-10 02:20:07 PM Link | Quote
Entrance Setting 16: "Use Fading Screen Transition"

I checked it in 4.7...
Link 70222
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Posted on 01-31-10 05:29:52 PM (last edited by Link 70222 at 01-31-10 05:39 PM) Link | Quote
Um, noobish question but why can I export the backgrounds with no problems but not tilesets? Also if it's the "WRONG SIZE, FUCK YOU" then what IS the right size?
gridatttack

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Posted on 01-31-10 08:56:55 PM Link | Quote
Originally posted by Link 70222
Um, noobish question but why can I export the backgrounds with no problems but not tilesets? Also if it's the "WRONG SIZE, FUCK YOU" then what IS the right size?

The size is 512x512
Link 70222
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Posted on 01-31-10 09:01:22 PM Link | Quote
Thanks, but what about that other question?
gridatttack

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Posted on 01-31-10 09:04:34 PM Link | Quote
Originally posted by Link 70222
Thanks, but what about that other question?

What kind of problems does it gives you when trying to import tilesets?
Link 70222
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Posted on 01-31-10 09:36:40 PM Link | Quote
It's not importing, it's exporting. I accidentally imported something that looks like crap as tiles and i'm trying to replace it with the original by taking it from a clean ROM. But I can't seem to do that...
jceggbert5
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Posted on 02-01-10 04:39:22 AM Link | Quote
Why is it that when I LZ77 Compress a file, it gets bigger?
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Jul - NSMB Hacking (Archive) - NSMB Editor 5 Downloads New poll - New thread - New reply




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