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09-25-18 01:30:28 PM

Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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Ehm
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Posted on 09-23-09 04:19:25 PM Link | Quote
Originally posted by dirbaio
There are tools that let you extract files from them, i'm not sure if replace...


That's why I was asking if you could make a GUI editor that edits the sound directly on-file, that way, there's no extracting and replacing.
dirbaio
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Posted on 09-24-09 10:55:37 AM (last edited by dirbaio at 09-24-09 11:18 AM) Link | Quote
Originally posted by m64m
Originally posted by dirbaio
There are tools that let you extract files from them, i'm not sure if replace...


That's why I was asking if you could make a GUI editor that edits the sound directly on-file, that way, there's no extracting and replacing.



yes, but that would also mean to have to implement the filesystem extracting and replacing, to get the data the sound editor would work on.
And I don't see why we have to implement a sound editor (which i have no idea of how to do it) if there are excellent sond editors around there. What I would implement is to export the sound to a common format (.wav for example), then edit it in an external sound editor, and then import it, converting it to the ds format and putting it back in the sdat. I'll have a look at the sdat format, and if i see it's doable i'll try to do it

EDIT:
http://kiwi.ds.googlepages.com/sdat.html
puff... seems hard
dirbaio
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Posted on 09-24-09 03:17:01 PM Link | Quote
Bad news...

I get files in edited narcs with NEGATIVE size in Tahaxan, and VERY BIG one in NSMBe4.
Any idea on how to fix it?
The source is in the repo.
Ehm
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Posted on 09-24-09 05:25:16 PM Link | Quote
you don't have to add a sound editor in, I was just wondering if anyone would. It does look hard @.@
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Posted on 09-25-09 08:44:00 AM (last edited by BigBrain at 09-25-09 08:47 AM) Link | Quote
Originally posted by dirbaio
Bad news...

I get files in edited narcs with NEGATIVE size in Tahaxan, and VERY BIG one in NSMBe4.
Any idea on how to fix it?
The source is in the repo.

Can't tell where the problem is, but maybe the size is a very big one in NSMBe4 because it's treating the signed integer as an unsigned one, and/or using a wrong type (char/short/int/etc) for it?

EDIT: Could you give an example of a file size in Tahaxan and how it shows up in NSMBe4?
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Posted on 09-25-09 04:26:27 PM (last edited by dirbaio at 09-26-09 12:13 PM) Link | Quote
hmm.. NSMB editor uses uints for all file-related things, and i suppose Tahaxan uses signed ints. I think that an overflow (set a value in an int greater than the max, so it "jumps around" at the min) is happening...

i can't have a look now for sample sizes, i'm fallng asleep. i'll post tomorrow.

EDIT!!! I got to fix it!! It was an offset bug: in a NitroFS the offsets of files are absolute, but in the NARC they are relative to the file data section. I took it into account, but not when modifying the FAT.... How silly am I... Thnks for the help!
dirbaio
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Posted on 09-26-09 12:14:51 PM Link | Quote
I'm now making a graphics viewer like Tahaxan's but more flexible. It will support the 4bpp format that is used for the UI stuff, and more.
Ehm
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Posted on 09-26-09 02:35:05 PM Link | Quote
will it feature a graphics editor as well, or just a viewer?
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Posted on 09-26-09 03:06:36 PM Link | Quote
Originally posted by m64m
will it feature a graphics editor as well, or just a viewer?

i don't know. Maybe i'll do it, because there aren't good tile editors out there...
Ehm
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Posted on 09-28-09 06:55:52 PM Link | Quote
yea, so far all we have is Tahaxan and Tile Molestor, and even at that, it's hell to put extracted files back into the game.
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Posted on 09-29-09 06:01:12 PM Link | Quote
It is possible to implement a palette editor?
Ehm
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Posted on 09-29-09 06:11:19 PM Link | Quote
yea, that'd be good too XD
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Posted on 09-30-09 01:01:16 PM Link | Quote
I've been thinking about the graphics editor...

I have two solutions:

1. Implement a graphics editor from scratch (which will be very bad, but not necessarily as bad as TM)
2. Export the graphics to a well-known file format such as PNG, which will enable us to edit the graphics in the editor we want, like GIMP or PS. These editors can handle paletted images, convert them to RGB, edit them without limitations in color and then repalette them in 256 colors so we can import them back. This would allow us to edit the graphics in the Wonderful Gimp.

What would you like the best?
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Posted on 09-30-09 04:05:46 PM Link | Quote
Waiting for suggestions...

I'm now doing an object editor.
Ehm
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Posted on 09-30-09 05:59:50 PM Link | Quote
I'm thinking the second option.
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Posted on 09-30-09 08:39:48 PM Link | Quote
Me too, the second option looks better.
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Posted on 09-30-09 09:26:46 PM Link | Quote
I'm voting for option 2, too.

What do you mean by an "Object Editor"?

And, great job so far! The editor is getting sweeter and sweeter.
dirbaio
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Posted on 10-01-09 02:08:15 PM Link | Quote
Well, seems that second option wins. (i was also for the second option)

to Garmichael:

The Mario graphics work like this:

The raw graphics file is a set of 8x8 paletted tiles.
Then, 8x8 tiles are grouped in 16x16 tiles in the Map16. A 16x16 tile is 4 8x8 tiles, that can be flipped. (i'll try to do an editor of this also)
Then, 16x16 tiles are grouped into objects, that are the objects that we actually place on the editor. There is a file on the rom that says an object what 16x16 tiles form it. Its format is confusing, it has a lot of control bytes and that stuff for slopes and repeats that is not fully known... The object editor will enable us to edit this.

This will be useful to add things to the game. If you want to add something, you have to add it to the graphics file, then create some Map16 tiles with your added 8x8 tiles, and then an object using your 16x16 tiles.
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Posted on 10-02-09 04:37:16 PM Link | Quote
I have nearly finished the slope thing.
I've rewritten completely the object rendering. Now all slopes, including the sewer ones (2-3 area 2) display correctly excepting the ones in w3 ghost house going down.

the format is REALLY confusing, but I think i've found it out completely. There is a doc at the beginning of NSMBTileset describing the format.
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Posted on 10-04-09 02:28:26 AM Link | Quote
Is this method is possible in any ways to change the music? Extract th SDAT file of NSMB and other game like M&L PiT. Extract one file from the other game SDAT like the boss fight music and replace it in NSMB boss fight music(if its possible to replace) since they are in the ds format. Is this way is possible?
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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
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