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09-25-17 11:30:09 AM

Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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dirbaio
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Posted on 10-04-09 08:08:25 AM Link | Quote
Yes, it would be possible to replace musics. I think NSMB musics are in SSEQ format, you can replace them as long as the other music is SSEQ also.

Apparently there is a method to extract and replace files inside the SDATs:
http://tahaxan.arcnor.com/forums/index.php?topic=68.0

But the editor isn't downloadable in the link there. RapidShare doesnt give me the file!
http://rapidshare.com/files/94351336/editor.rar.html
If you can download it or find it anywhere else please send it to me
dirbaio
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Posted on 10-04-09 08:17:23 AM Link | Quote
I just saw where to download it
You have to register and login at that forum, and you'll see it attached here:
http://tahaxan.arcnor.com/forums/index.php?topic=66.0

I'll give it a try...
Ninji

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Posted on 10-04-09 10:47:51 AM Link | Quote
Yes, it's possible - I did it once. I replaced one of the songs in Yoshi's Island DS with the NSMB title screen music.
However, without a tool to do it (I never tried that NDS Editor one) you'll be going nowhere fast. I had to do mine with a hex editor and update all the offsets myself manually.
dirbaio
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Posted on 10-04-09 11:53:40 AM Link | Quote
Originally posted by Treeki
Yes, it's possible - I did it once. I replaced one of the songs in Yoshi's Island DS with the NSMB title screen music.
However, without a tool to do it (I never tried that NDS Editor one) you'll be going nowhere fast. I had to do mine with a hex editor and update all the offsets myself manually.


wow! and it worked well?? wow!
I'm going to try the NDS editor now, let's see...
Ninji

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Posted on 10-04-09 04:50:31 PM Link | Quote
Originally posted by dirbaio
Originally posted by Treeki
Yes, it's possible - I did it once. I replaced one of the songs in Yoshi's Island DS with the NSMB title screen music.
However, without a tool to do it (I never tried that NDS Editor one) you'll be going nowhere fast. I had to do mine with a hex editor and update all the offsets myself manually.


wow! and it worked well?? wow!
I'm going to try the NDS editor now, let's see...

Keep in mind though that you don't just need to replace the SSEQ files - but also two other types; I forgot which. SWAR and SBNK I think?
dirbaio
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Posted on 10-08-09 02:06:30 PM Link | Quote
Well, the Tileset editor is going very well thanks to Treeki's help And now the slope support is Complete, even in 2-3 and w3 ghost house!!
Pirahnaplant
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Posted on 10-08-09 04:24:52 PM Link | Quote
You guys still need to fix the anchor attribute on the Hex Edit button
dirbaio
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Posted on 10-09-09 01:24:06 PM (last edited by dirbaio at 10-09-09 03:59 PM) Link | Quote
hmm
that's right ill fix it now

EDIT: Fixed! And now the tileset editor has the ability to edit map16 tile solidity. (it's a 4-byte string, yet to figure out the format fully)
EDIT: And now the file browser can view the overlay files.
Ninji

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Posted on 10-11-09 10:37:18 PM Link | Quote
Originally posted by dirbaio
hmm
that's right ill fix it now

EDIT: Fixed! And now the tileset editor has the ability to edit map16 tile solidity. (it's a 4-byte string, yet to figure out the format fully)
EDIT: And now the file browser can view the overlay files.

This is cool! I'm taking a look at it now. I downloaded AnkhSVN which is a really nice plugin for Visual Studio that makes SVN a lot easier to use.

Tile behaviours I've noticed so far - None of these have been tested, are simply from observations/assumptions in the tileset editor, so some may be wrong:


--- BASIC ---
00 00 00 00 - Walkable
00 00 01 00 - Solid
00 00 00 80 - Solid-on-top platform
00 10 01 00 - Icy solid

--- SPECIAL ---
00 60 01 00 - Horizontal rope (Like in W2-Tower)
00 A0 00 00 - Vertical pole (Like in W3-Castle)
04 00 00 10 - Lava - Instant death
02 00 01 10 - Spikes facing up
03 00 01 10 - Spikes facing down
01 70 01 10 - Spikes facing right
00 70 01 10 - Spikes facing left
00 40 01 00 - Conveyor belt (Must check direction/speed)
00 50 01 00 - See above
01 40 01 00 - See above
01 50 01 00 - See above
00 00 00 01 - Door - bottom left tile (Assumed)
01 00 00 01 - Door - bottom right tile (Assumed)
02 00 00 01 - Mini-Mario door
03 00 00 01 - Boss door (3x3) - bottom left tile
04 00 00 01 - Boss door (3x3) - bottom centre tile
05 00 00 01 - Boss door (3x3) - bottom right tile
01 02 00 80 - Falling platform from beach levels - left tile
02 02 00 80 - Falling platform from beach levels - right tile
00 30 00 80 - Quicksand
0X 00 00 08 - Patterns of solid 8x8 blocks.
X is a bitfield: 1 = top left, 2 = top right, 4 = bottom left, 8 = bottom right
Default patterns from the Mini Mario bonus room tileset:
http://treeki.shacknet.nu/screenshots/romhacking/mmblocks.png
00 E0 01 00 - Ground which Mummy-Pokey can come out of

--- CLIMBABLE FENCES ---
[Normal Fences]
02 00 00 04 - Top left corner
03 00 00 04 - Top side
04 00 00 04 - Top right corner
05 00 00 04 - Left side
06 00 00 04 - Middle
07 00 00 04 - Right side
08 00 00 04 - Bottom left corner
09 00 00 04 - Bottom side
0A 00 00 04 - Bottom right corner
[Flip Fences]
0B 00 00 04 - Top left corner
0C 00 00 04 - Top side
0D 00 00 04 - Top right corner
0E 00 00 04 - Left side
0F 00 00 04 - Middle
10 00 00 04 - Right side
11 00 00 04 - Bottom left corner
12 00 00 04 - Bottom side
13 00 00 04 - Bottom right corner

--- PATHS ---
These are used for moving platforms. They are all walkable!
01 00 00 00 - Diagonal path, from Bottom Left to Top Right
02 00 00 00 - Diagonal path, from Top Left to Bottom Right
03 00 00 00 - Corner (Place on the top left)
04 00 00 00 - Corner (Combines horizontal + vertical path)
05 00 00 00 - Horizontal path
06 00 00 00 - Vertical path
22 00 00 00 - Reverses direction of the platform/object?

--- SLOPES ---
00 00 20 00 - 1x1 slope, from Bottom Left to Top Right
01 00 20 00 - 1x1 slope, from Top Left to Bottom Right
02 00 20 00 - Left part of 2x1 slope, from Bottom Left to Top Right
03 00 20 00 - Right part of 2x1 slope, from Bottom Left to Top Right
04 00 20 00 - Left part of 2x1 slope, from Top Left to Bottom Right
05 00 20 00 - Left part of 2x1 slope, from Top Left to Bottom Right
06 00 20 00 - Top part of 1x2 slope, from Bottom Left to Top Right
07 00 20 00 - Bottom part of 1x2 slope, from Bottom Left to Top Right
08 00 20 00 - Top part of 1x2 slope, from Top Left to Bottom Right
09 00 20 00 - Bottom part of 1x2 slope, from Top Left to Bottom Right
0A 00 20 00 - Always used directly under any sloped tiles?

--- ICY SLOPES ---
0X 10 20 00 - Seems to be the same as the normal slopes section, but acts like ice.

--- UPSIDE DOWN SLOPES ---
0X 00 40 00 - Seems to be the same as the normal slopes section, but Y flipped.

--- MUSHROOM PLATFORMS ---
0X B0 20 80 - These are a little more complicated to explain so here are images of all the matching tiles:
http://treeki.shacknet.nu/screenshots/romhacking/mplat.png
I'm pretty sure these are mapped in a similar way to the normal slopes, although they have different behaviour bytes. Not sure exactly what the difference is.

--- GHOST HOUSE NORMAL STAIRS ---
0X B0 20 80 - Apparently, the stairs in ghost houses (Normal ones - NOT the collapsing ones) also use the mushroom platform behaviours.
Just refer to the normal slope info.

I also found blocks with these attributes in the ghost house tileset, but I don't know what they do:
0A B0 A0 00, 0A B0 21 00, 00 D0 01 00

--- GHOST HOUSE COLLAPSING STAIRS ---
These are split into two parts.
First off, you have the -top- part of the stairs (The bit you can stand on) which uses:
0X 70 20 00 - Refer to the 1x2 normal slopes for the value of X.
Next up, you have the bottom part of the stairs (which you can't jump through, but is a diagonal roof) which uses the upside down slopes:
0X 00 40 00 - Refer to the 1x2 upside down slopes.


This is incomplete, I still need the extended paths from 7-1 and the cliffs from 6-1. I also need to see if I can find the Jyotyu data somewhere, I'll do that tomorrow. (Making assumptions on what I already know. I remember having seen a hex editor that let me do wildcard search; that will help a lot, I need to find it though. Anyone have an idea which it was? I think it was mentioned somewhere in the Computers forum but I'm not sure..)
Pirahnaplant
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Posted on 10-12-09 05:58:02 PM Link | Quote
I think that when you click on a view or path in the list box, it should become selected. Also the text on the music combo box is editable, change the DropDownStyle to DropDownList.
Ninji

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Posted on 10-13-09 01:09:51 AM (last edited by Treeki at 10-13-09 10:21 PM) Link | Quote
Originally posted by Pirahnaplant
I think that when you click on a view or path in the list box, it should become selected. Also the text on the music combo box is editable, change the DropDownStyle to DropDownList.

The latest SVN version of the editor seems to have fixed both of these bugs.

Here's a bit of an update on what's done so far:

I've just completely redone the translation system for multiple languages, which should make it a lot easier to add new features and have them available in both languages. In addition, all the new features are translated. I've also fixed a few minor bugs in the UI (like cut off button labels) which were driving me crazy.

The tileset editor is close to being finished and works great, thanks to Dirbaio.

Many other features have been added, also thanks to him. It's now an even better and more functional editor than it was before.

I'm most likely going to release a new version soon. I'm unsure though as to whether it should be 4.8 or 5.0 - It's such a huge update that giving it a new major version number might work out better.

Also, some of the translations might be a bit off.. it's 7am, I've been working all day (In between other things) to get the new system done and convert every string.

Tomorrow I want to look into at least some of these things:
- Fixing the two untranslated bits: list of music in ViewEditor, filters for Open/SaveFileDialogs
- Undo/Redo system - might be a pain due to all the different types of edits which can be done
- Making TilesetChooser actually do something, so more tilesets can be edited than just the level-specific tilesets
- Adding an ASM hack that lets you override compression, so you can modify the overlay data - But the problem is that I can't find all my notes on this and I can't remember how it worked..
- Converting the override system to be based directly on Map16 tiles instead of overriding the object definitions - so the object editor won't trash the Jyotyu tileset when saving

Committing revision 32 with the new stuff now!

edit: Here's a progress update: Everything listed above which is strikethrough has been done! Also, I've modified the system it uses to add full support for US, EU and JP ROMs - they will now all load graphics correctly in every level.

I'm considering trashing the GDI version and making the GDI+/Mono version the main build. What do you guys think about it?
I kept the GDI version because it was faster. (GDI+ is a little laggy, although it works FAR better on Windows 7.) However, it makes the code harder to maintain - many graphics operations have to be coded twice in different ways, and right now, it doesn't even work.

I just tried out compiling it. I got two errors - I fixed them and it compiled, but I got an error when running it.
It's such a pain to code for in C# (Since I have to mix both GDI and GDI+) that it might be easier to just remove the GDI version.
Ninji

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Posted on 10-14-09 07:36:40 PM Link | Quote
Progress Updates for the 14th October...

Me and Dirbaio have been doing further updates! Here's what we've got done today...

  • Graphics Support: Now our graphics support is 99.9% accurate to the real game. The only issue is one level with a differing palette (I haven't found out what's wrong there) and cross-tileset imports (which aren't used in the real game, but work there due to the way Nintendo implemented the system).
    - Levels will also now show with the correct palette for blocks and such.

  • Tileset Editing: ... is getting closer to being done! Now the normal tileset is editable. We're trying to make the Jyotyu tileset (Tileset 0) fully editable, but modifying the Overlay data is being a problem - right now, it just crashes the game, I'm trying to figure out why.
    - In addition: I can't get the CRC algorithm to work right, so the DS header CRC isn't updated - trips up No$GBA and makes it think the ROM is a GBA game. Right now I'm having to use ndstool to fix the CRC manually, and even then it still crashes.

  • Key Shortcuts: Now working perfectly!


Once I get the overlay modification working, I'll add a few other things I was thinking of. No promises yet since I can't start on it now..
dirbaio
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Posted on 10-15-09 07:28:48 AM (last edited by dirbaio at 10-15-09 07:33 AM) Link | Quote
i have been thinking about the overlay thing....

what if when we grow an overlay file we allocate it at the end of the filesystem?? that way we wouldnt need to move the fat...

EDIT: that would fix it if the problem is the header... if its the decompression it would still fail...
EDIT2: I see that you fixed it....
Garmichael
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Posted on 10-17-09 01:21:40 PM Link | Quote
You two rock! I can't wait to play with the new release!!!! I might even finish a few levels I've started working on a while go.
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Posted on 10-17-09 01:37:31 PM (last edited by Hiccup at 10-17-09 01:38 PM) Link | Quote
Looks fantastic, ive lost cout of how many things you two have added . Hmm I might even continue with that hack i was doing that i gave up ages ago.
gridatttack

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Posted on 10-17-09 01:41:57 PM (last edited by gridatttack at 10-17-09 01:43 PM) Link | Quote
This is great! The editor has more new features! I cant wait to use it! It will help me in time with my hack, and I think 5.0 fits better in the version since it has more new features.
Ninji

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Posted on 10-17-09 02:04:54 PM Link | Quote
Who said you still needed Tile Molester?



Most of the editing functionality is still in progress, but so far I have zooming and palettes working. Basic drawing is my next priority. (These are the tools I have planned right now: brush, eraser, picker (Also works by holding Ctrl when any other tool is selected), fill, line)

Undo/redo and palette editing will come after this. I can't promise more advanced functionality for now (Copy/paste, selections and such) but the first release containing this should allow you to edit all the tilesets and palettes.

I also plan to allow this to be used for any graphics file in the ROM, not just tilesets.
Link 70222
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Posted on 10-17-09 02:10:34 PM Link | Quote
This thing is getting pretty amazing, but what about editing Mario's texture?
Ninji

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Posted on 10-17-09 02:11:05 PM Link | Quote
Originally posted by Link 70222
This thing is getting pretty amazing, but what about editing Mario's texture?

I'm not planning on adding 3D editing.
Link 70222
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Posted on 10-17-09 02:12:07 PM Link | Quote
Aw, that'd be cool.
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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

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