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10-22-17 05:52:23 AM

Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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Ninji

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Posted on 10-17-09 02:14:24 PM (last edited by Treeki at 10-17-09 02:14 PM) Link | Quote
Originally posted by Link 70222
Aw, that'd be cool.

It'd also be extremely hard to implement.

I know absolutely nothing about 3D stuff. Mario's models are compressed and I don't know how.
If I did add something to do with 3D - it'd be for the level bits that are simply textures, like the moving mushroom platforms and the pipes.
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Posted on 10-17-09 02:47:21 PM Link | Quote
Treeki, on the google code webpage how do you download the editor?, Whitch link is it?
Ninji

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Posted on 10-17-09 03:03:54 PM Link | Quote
Originally posted by Hiccup
Treeki, on the google code webpage how do you download the editor?, Whitch link is it?

There's no release of the latest version yet because it's unfinished. If you really want to try it and put up with unfinished/broken stuff (Most notably the graphics editor - everything else is ready, or almost done) you can check out the code from SVN and compile it.
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Posted on 10-17-09 03:52:43 PM Link | Quote
Just a question Treeki, if the ? block graphic is changed, would it require to change the other graphic of the block since the ? moves, same to other objects like coins, quicksand, etc?
dirbaio
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Posted on 10-17-09 04:03:37 PM Link | Quote
i dont know where animated tiles are stored. If you look at the Jyoytu graphics, you only have 1 frame of the ? block. I really dont know where are the other frames stored. Maybe they are 3D, Maybe Treeki knows.
Ninji

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Posted on 10-17-09 04:33:35 PM (last edited by Treeki at 10-17-09 04:34 PM) Link | Quote
Animated stuff is stored in the d_2d_TEN_name_ncg.bin files in the bg_ncg folder. Not all of these are tilesets, some are backgrounds.

d_2d_TEN_A_J_jyotyu_ncg.bin: Normal tileset
d_2d_TEN_I_demo_castle_ncg.bin: Intro cutscene
d_2d_TEN_I_koopa_boss_ncg.bin: Final boss (?)
d_2d_TEN_I_koopa_shiro_ncg.bin: Final castle (?)
d_2d_TEN_I_kumo_ncg.bin: Sky
d_2d_TEN_I_nohara_ncg.bin: Grassland
d_2d_TEN_I_noharaW1_1_ncg.bin: Grassland 1-1
d_2d_TEN_I_sabaku_ncg.bin: Desert
d_2d_TEN_I_toride_boss_ncg.bin: Bowser Jr battle
d_2d_TEN_I_toride_ncg.bin: Tower
d_2d_TEN_I_yakata_boss_ncg.bin: Boss
d_2d_TEN_I_yakata_ncg.bin: Castle
d_2d_TEN_I_yakata_nise_ncg.bin: Castle (?)
d_2d_TEN_S_obakeyasiki_ncg.bin: Ghost House
d_2d_TEN_W_jungle_ncg.bin: Forest
d_2d_TEN_W_kazan_ncg.bin: Volcano or Beach (?)
d_2d_TEN_W_kazangake2_ncg.bin: Volcano (?)
d_2d_TEN_W_kazangake_ncg.bin: Volcano (?)


edit: Note that if you change the block, it will change the tile, but not the bounced version that shows up when you hit it. That one is in obj/A_block_ncg.bin. Brick shards are in obj/A_block_hahen_ncg.bin.
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Posted on 10-17-09 07:07:32 PM (last edited by TheKinoko at 10-17-09 07:09 PM) Link | Quote
Originally posted by dirbaio
Built-in NARC explorer (Maybe still buggy, havent tested much)


If it can help some of you, I just finished writing a documentation about NARC files.
Yeah, it's a RTF. WordPad is good enough for this kind of stuff.
It may be incomplete or unclear. If it's the case, don't hesitate, tell me
Enjoy!

Edit: I wrote this because I'm preparing a Christmas gift that may interest you...
(it may be out before Christmas, though... but it's still a surprise )
Ninji

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Posted on 10-17-09 10:36:34 PM Link | Quote
Something seems out of place!



Still working out bugs in the GraphicsEditor/TilesetEditor integration. I also need to add palette editing. It's coming along well though!
gridatttack

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Posted on 10-18-09 12:16:04 AM (last edited by gridatttack at 10-18-09 12:17 AM) Link | Quote
Awesome!(oddly I was making a smb3 level when I saw the picture) But those tiles are extra or you changed the X blocks or blank spaces and the jump through brown bridge(the one in the up/left block)?
Ninji

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Posted on 10-18-09 12:51:44 AM Link | Quote
Originally posted by gridatttack
Awesome!(oddly I was making a smb3 level when I saw the picture) But those tiles are extra or you changed the X blocks or blank spaces and the jump through brown bridge?

NSMB isn't restricted so you can make any edited tile behave however you like. I just had to set the tile behaviour for the top tiles to 00 00 00 80 to make them jump-through.

You can also add new objects, lay them out, create new Map16 tiles, draw new tiles and such.


... As for updates? The graphics editor is finished! I just need to add palette editing now. I've also cleared up a few bugs in the tileset editor and its various sub components.

(Also, what does slopeControlButton in TilesetObjectEditor do? It has no code assigned, I can't figure out what it's supposed to do to fix it..)
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Posted on 10-18-09 05:54:48 AM Link | Quote
Originally posted by Treeki
Originally posted by Hiccup
Treeki, on the google code webpage how do you download the editor?, Whitch link is it?

There's no release of the latest version yet because it's unfinished. If you really want to try it and put up with unfinished/broken stuff (Most notably the graphics editor - everything else is ready, or almost done) you can check out the code from SVN and compile it.


So I download the SVN from the updates page and then compile it with visual studio?
(Sorry never used Google code before but I know a bit about compiling with visual studio)
dirbaio
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Posted on 10-18-09 09:16:57 AM (last edited by dirbaio at 10-18-09 09:18 AM) Link | Quote
to Treeki: The slope control button is supposed to add a slope control after the selected tile. Use the InsertTile function, and add a tile with 0x80 control byte

To Hiccup: You must install a SVN client (a program that connects to the SVN server). I suggest you install TortoiseSVN.
With TortoiseSVN you right-click in any folder and select SVN Checkout...
Then put the server URL (what says in the Checkout page).
If you do it well it will download all from the SVN server. Then open the project with visual studio and run it
Edit: Ah, and if we upload new things to the server you don't have to do checkout again. Just right click the folder you did the checkout and then select SVN Update. It will update the files there to the latest version in the SVN.
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Posted on 10-18-09 09:29:30 AM (last edited by Hiccup at 10-18-09 09:42 AM) Link | Quote
Thanks but I'm not going to download visual studio because I remember it taking up too much space and memory but thanks anyway ill just download it when it’s released properly
dirbaio
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Posted on 10-18-09 10:17:08 AM Link | Quote
i think that the EXE in bin/mono debug is compiled up to date. you can try downloading and running it.
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Posted on 10-18-09 11:27:00 AM Link | Quote
Originally posted by dirbaio
i think that the EXE in bin/mono debug is compiled up to date. you can try downloading and running it.


I was expecting them to have the newer features but that’s so as I said before ill just wait for the real release.
Ninji

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Posted on 10-18-09 11:36:07 AM (last edited by Treeki at 10-18-09 01:12 PM) Link | Quote
Originally posted by Hiccup
Originally posted by dirbaio
i think that the EXE in bin/mono debug is compiled up to date. you can try downloading and running it.


I was expecting them to have the newer features but that’s so as I said before ill just wait for the real release.

Not everything will be in it. I use a different SVN client from Dirbaio which doesn't upload the binary folder - only source code files.

The new version already has a LOT of stuff but I'm waiting until we can finish everything.
Here are the things which still need to be done:
- Palette loading in GraphicsViewer Already exists, found that out from Dirbaio
- Mono-compatible background previewing in LevelConfig COMPLETE!
- Palette editing in TilesetEditor
- Editing graphics that aren't part of a tileset
dirbaio
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Posted on 10-18-09 11:38:37 AM Link | Quote
what do you mean with mono compatible background preview?
in version 4.7 bg previews woriked for me in Mono
Ninji

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Posted on 10-18-09 11:41:21 AM Link | Quote
Originally posted by dirbaio
what do you mean with mono compatible background preview?
in version 4.7 bg previews woriked for me in Mono

Do they work completely though? They use the method of a negative width/height to flip tiles, I remember that didn't work in Mono in the main editor.

Right now I'm modifying ShowBackground to use the same method as the map16 drawing.
dirbaio
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Posted on 10-18-09 11:45:04 AM Link | Quote
youre right, they didnt work completely. there were some missing tiles. probably because they were flipped.
Ninji

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Posted on 10-18-09 11:45:57 AM Link | Quote
Originally posted by dirbaio
youre right, they didnt work completely. there were some missing tiles. probably because they were flipped.

That's the same problem that happened with the main level editor in the Mono version back when I first added it - all flipped tiles had pieces missing. I'm fixing it, I think I'm almost done.
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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply




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