Register - Login
Views: 86587705
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
10-22-17 07:03:24 AM

Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 21 22 23 24 25 26 27 28 29 30 31 32 33 34Next newer thread | Next older thread
luckwii
Member
Level: 23


Posts: 31/111
EXP: 58844
For next: 8879

Since: 11-16-10


Since last post: 6.0 years
Last activity: 6.0 years

Posted on 01-07-11 09:01:18 AM Link | Quote
The new revision with the tile editing control/click will be really helpful. Is there any way you can add more objects like in the other revisions as well? I still have my build starting at object 100+. I will just about have to start all tile builds over again without this added.

Thanks again for this editor. This thing is amazing.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1018/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-07-11 09:59:50 AM Link | Quote
Yes, you can add objects.
Select an object that doesn't exist, click Set End (on the toolbar) and all the objects up to that one will be created.
Sir Cink
Member
Level: 21


Posts: 1/96
EXP: 46840
For next: 3103

Since: 01-07-11
From: The Netherlands

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 01-07-11 10:19:43 AM Link | Quote
@Dirbaio

You are still improving nsmb editor on the DS?
I would be very happy if u can create something like that other
sprites also work, you can't change gfx.
Maybe you can create some window.

Thanks in advance.

dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1019/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-07-11 10:51:40 AM Link | Quote
What do you mean?
A sprites GFX editor?
Sir Cink
Member
Level: 21


Posts: 2/96
EXP: 46840
For next: 3103

Since: 01-07-11
From: The Netherlands

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 01-07-11 11:17:33 AM Link | Quote


I'll give an example, I'm in world 1 level 1 (in the editor)
if I tap on a sprite wich looks like a code: example goomba 0148.
If I try to change it to let's say dry bones (which is code: 0053)
and I test the level. It won't come up..
Hope you understand.

Regards,
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1020/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-07-11 11:21:36 AM Link | Quote
Oh, I understand what you mean.

You have to change what is called "sprite sets". Click on Level Configuration, go to the Sprite Sets tab, and select the one that contains the Dry Bones sprite number.
Then it will work.
Sir Cink
Member
Level: 21


Posts: 3/96
EXP: 46840
For next: 3103

Since: 01-07-11
From: The Netherlands

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 01-07-11 11:28:30 AM Link | Quote
@Dirbaio I'm on the ds and have the second version of the "Nsmb-editor-ds" and u only can acess sprites by
selecting a sprite then tap the colours icon.

Regard,
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1021/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-07-11 11:44:02 AM Link | Quote
Oh, sorry
Nope, the DS Editor is still incomplete, and there are some things that can't be changed. (the sprite sets are one of them)

But you can still change the sprite sets on the computer and then edit the level on the DS...

NSMB-editor-ds is not dead, it's just "stopped"... I've many projects to do and I dont have time for everything. For now the computer version of the editor is higher priorty. But i WILL continue working on it. Some time in the future...

There are soo many things I'd like to do... And sooo little time...
luckwii
Member
Level: 23


Posts: 32/111
EXP: 58844
For next: 8879

Since: 11-16-10


Since last post: 6.0 years
Last activity: 6.0 years

Posted on 01-07-11 03:24:31 PM Link | Quote
Originally posted by dirbaio
Yes, you can add objects.
Select an object that doesn't exist, click Set End (on the toolbar) and all the objects up to that one will be created.



I mean I started my tileset objects at object#100. The current build only goes up to object 127. I need it to go up to at least object 200 like the old revisions did. I built the tileset this way because I was getting some object corruption in objects that were used originally in the game.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1024/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-07-11 04:22:14 PM Link | Quote
Oh...
Here's why I changed it:
In a level file, the object number is stored in a byte (8 bits). The max number in a byte is 255. So we (well, Treeki) thought that the object limit was 256.

BUT then I saw that making a tileset bigger than 128 objects crashed the game. Always.

So for some reason the game likes max 128 objects, so I changed it in the editor...
Sir Cink
Member
Level: 21


Posts: 4/96
EXP: 46840
For next: 3103

Since: 01-07-11
From: The Netherlands

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 01-07-11 05:23:46 PM Link | Quote
@Dirbaio but can't you add something simple wich cover, the sprites.
Ps: I think it's a wonderfully editor because you can take it everywhere!

Thanks regards,
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1025/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-07-11 05:25:32 PM Link | Quote
Well.. Due to how NSMB handles sprites, a level can't contain all the sprites at once.

I will add, of course, a sprite set selector, like in the computer version, but nothing simpler can be made.

Sir Cink
Member
Level: 21


Posts: 5/96
EXP: 46840
For next: 3103

Since: 01-07-11
From: The Netherlands

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 01-07-11 05:29:04 PM Link | Quote
Hank you very much by replying so fast;-)
and your cooperation!

Thanks in advance!
luckwii
Member
Level: 23


Posts: 33/111
EXP: 58844
For next: 8879

Since: 11-16-10


Since last post: 6.0 years
Last activity: 6.0 years

Posted on 01-07-11 06:29:01 PM Link | Quote
Originally posted by dirbaio
Oh...
Here's why I changed it:
In a level file, the object number is stored in a byte (8 bits). The max number in a byte is 255. So we (well, Treeki) thought that the object limit was 256.

BUT then I saw that making a tileset bigger than 128 objects crashed the game. Always.

So for some reason the game likes max 128 objects, so I changed it in the editor...



I am not getting crashes in the higher object numbers. Is it possible to re-add the 256 limit? I think it is a cumulative 128 objects that will crash it. Again, I was getting corruption below 100. What would happen was that some tiles would look right in the editor. But, in a real DS they were different tiles altogether. The fix at that time for me was to assign them to higher numbers than what the original tileset objects had.

I really want to use the new editor, as its additional content is very useful. But I have built a lot of my game based on the above mentioned. So, I would basically have to start all over to use the new editor revisions. I am surprised there haven't been many others with the corruption issue. SKJmin had the same corruption problem as well in his NSMB3 build. I had talked to him a while back about the corruption problem, and that is how I came to fix it.


Sir Cink
Member
Level: 21


Posts: 6/96
EXP: 46840
For next: 3103

Since: 01-07-11
From: The Netherlands

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 01-07-11 06:32:32 PM Link | Quote
@Dirbaio

I got another question, because I have a MacBook
air and there isn't any nsmb editor for the mac..
Even when I use an exe file on winebottler and X11 it doesn't work..
Is it possible to make one for mac?

Thanks anyway.

Regard,
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1026/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-08-11 07:57:09 AM Link | Quote
I can't help you much, as I don't have a Mac

but some people have reported that running NSMBe under Mono in mac works.

I've tested it on Mono on Linux and it works, so it should work on Mac too.
Sir Cink
Member
Level: 21


Posts: 7/96
EXP: 46840
For next: 3103

Since: 01-07-11
From: The Netherlands

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 01-08-11 08:00:57 AM Link | Quote
I see, and when can we suspect a (little update) for nsmb editor ds?
I'll try with mono do I need a certain mono version because, when I go up dowload there u have more mono versions...

Thanks,
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1027/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-08-11 08:10:54 AM Link | Quote
Download the one on the left: "Mono" (not MonoDevelop or whatever else)
I suggest you get the latest version, not the long term support one.
Sir Cink
Member
Level: 21


Posts: 8/96
EXP: 46840
For next: 3103

Since: 01-07-11
From: The Netherlands

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 01-08-11 08:27:26 AM Link | Quote
And then just open with Wine?
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 1028/-1288
EXP: NaN
For next: 0

Since: 07-28-09
From: Spain

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-08-11 08:35:22 AM Link | Quote
Nope... You don't have to use wine.

Mono is similar to Wine, but for .net applications.
Download Mono for Mac, install it, and then open NSMBe with Mono.
Pages: 1 2 3 4 5 6 7 8 9 10 ... 21 22 23 24 25 26 27 28 29 30 31 32 33 34Next newer thread | Next older thread
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.

27 database queries, 9 query cache hits.
Query execution time: 0.208617 seconds
Script execution time: 0.014108 seconds
Total render time: 0.222726 seconds