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11-18-17 02:39:22 PM

Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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dirbaio
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Posted on 02-26-11 02:10:50 PM Link | Quote
Originally posted by NsmB_PrO
Originally posted by dirbaio
1: Do you *always* get the rom lock when doing that, or only sometimes?
2: Do that again, but after closing, check that there is no nsmbe5.exe running in Task Manager
3: Are you using MDI or not?
4: What windows version?

1: I get it only sometimes
2: next time, when the ROM-lock comes, I will see
3: Dont know?
4: Windows 7 Ultimate


MDI is the thing that has all the windows in a big one. Check in the "tools" tab if you have the "Use MDI" enabled.
ray
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Posted on 02-26-11 08:25:00 PM Link | Quote
Bug Report:

In 5.2, the viewes havent the setting "Progress Path ID" anymore. This belongs to errors with the Bottom Screen progress.
Mario4
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Posted on 03-25-11 10:11:42 PM Link | Quote
The sprite of teleportation: 155
Mario was paralyzed when the sprite is placed over.
NsmB_PrO
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Posted on 03-26-11 03:03:16 AM Link | Quote
Originally posted by Mario4
The sprite of teleportation: 155
Mario was paralyzed when the sprite is placed over.

probably you did something wrong
I never had that problem.
Mario4
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Posted on 03-26-11 11:21:14 AM Link | Quote
Originally posted by NsmB_PrO
Originally posted by Mario4
The sprite of teleportation: 155
Mario was paralyzed when the sprite is placed over.

probably you did something wrong
I never had that problem.

It's true what they say
Sorry xD
luckwii
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Posted on 03-29-11 02:26:37 AM Link | Quote
Is it possible to add a feature to copy and move the objects in the tileset editor? Say I want to take 20-25 and drag them down to 35-40 slots. Any way to do this?

I am still not able to use the new editor revisions due to the object total reduction. Is there some work around you can give me? An easier way to copy the objects and move them in bulk as mentioned above? Something?



NsmB_PrO
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Posted on 03-29-11 12:12:57 PM (last edited by NsmB_PrO at 03-29-11 12:13 PM) Link | Quote
Originally posted by luckwii
Is it possible to add a feature to copy and move the objects in the tileset editor? Say I want to take 20-25 and drag them down to 35-40 slots. Any way to do this?

I am still not able to use the new editor revisions due to the object total reduction. Is there some work around you can give me? An easier way to copy the objects and move them in bulk as mentioned above? Something?


as I know, there is no tool in the tileset editor to drag and drop items
NsmB_PrO
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Posted on 04-20-11 07:46:06 AM Link | Quote
Bug report:

"Import this" and "Export this" Button in the texture editor doesnt work
luckwii
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Posted on 05-19-11 07:19:59 PM Link | Quote
In the view, there is a "none" option for the music. This ends up playing another song instead of none. This also breaks all Castles' sound sets. If this can be restored to the wind blowing real none, we could custom build the castles again. I am sure of this as I have tested it over and over. When you go to assign the progress path a number it reverts to the wrong "none" music option breaking the sound set.

Can this be fixed?



NsmB_PrO
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Posted on 05-22-11 05:50:16 AM Link | Quote
It would be nice, to have a "DELETE ALL" Button, which deletes all i a level.
There is only such a button for objects and sprites. I would prefer a button, which really deletes anything!
luckwii
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Posted on 05-22-11 09:26:02 AM (last edited by luckwii at 05-22-11 09:30 AM) Link | Quote
Really, Dirbaio... fixing the music option in the view so that you can select the real "none" will fix castle editing.

If you notice, music has added data to it. For instance some music will make it so Boos will not work. I tested this over and over. The "sound set" has no bearing on this. Only the true "none" option will allow castle sound effects, and also allow the animations to work properly. You will know it is the right option when there is a "wind sound" as you enter the level. This is a hugely important fix needed to the editor in order to complete castle boss fights.

The way I know for sure that this is an issue is that by default in castle-3 levels, "none" is a default setting. But, as soon as you edit the view, and save, it will go to the other song which is an incorrect "none". All castle sound effects work until you look at the view editor. I have fully edited everything in my castles, everything works fine until it comes time to change the view at all.

Also, I have found that you can run over 200 objects without crashing the levels. So I am using the 94 revision which allows more than 200 objects. I have tested this over and over as well and there is never a crash. So, 255 objects can be re-implemented with no adverse effect, only the benefit of more objects for editing.

If you could please implement these changes, or at least the "none" music option. The sound for the castles is the last item I need to finish my hack (which should be done in a few weeks).

dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 05-22-11 11:14:52 AM Link | Quote
Oookay. I will fix these two things now...
dirbaio
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Posted on 05-22-11 11:58:17 AM Link | Quote
Okay, r155 is up now.

Object limit is back to 256.
(BTW, luckwii, in what tileset have you tested more than 128 objects? I think it was tileset 0 which crashed with more than 128 objects. Could you test that for me?)

For the music thing, yeah, you were right. Some music ID's were missing. What was happening is that the editor couldn't find the name for the music ID in the list, and selected "None". Then saving caused the "None" music to be saved.

I looked into the SDAT and these are the music ID's that were msising:
20: MvsL Loop
21: MvsL Win
22: MvsL Loose
50: Castle ambient 1
51: Castle ambient 2
52: Castle ambient 3
53: Castle ambient 4
56: Castle ambient 5

Some more MvsL stuff for bonus
luckwii
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Posted on 05-22-11 07:04:08 PM Link | Quote
Holy crap that was fast. Thanks Dirbaio.

I'll see if I have already used tileset 0. I think I have, I am having trouble finding unused tilesets in my hack. But I can say that out of almost all of them, most of my tilesets have more. I'll report back.
luckwii
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Posted on 05-22-11 09:19:45 PM Link | Quote
So I can confirm that my tileset 0 has more than 128 objects. No crashes.

The new music files helped repair all of my castles except the last one. Still having the issue with the "none" selection. Using rev. 155 and looking at a clean rom, it still lists the W8 final castle as "none". But when you select that and save even with a clean rom, it loses the Bowser sound effects. The same song plays, not sure what it is called of course, but not the real wind sound like other levels.

Could there be one more file somewhere?
dirbaio
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Posted on 05-23-11 08:59:29 AM Link | Quote
FFU. It might be another music ID, but it wasnt listed in the SDAT file (unless I overlooked it )
I'll look at it again this afternoon.
luckwii
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Posted on 05-23-11 07:08:01 PM Link | Quote
So it appears all the castles use the "castle ambient". And some are shared...at least the world 8 1st castle shares with another.

I would image it is another castle ambient because the music is just the wind sound in the clean rom.

Oh, and I found out more on the backgrounds, I think... For some reason some levels do not like the top layer background. But, the bottom layer always seems to work. So if you every add the ability to change background behaviors, this may be a not so apparent issue that arises.

I am still trying to figure out what the 280 sprite does. I still don't know. But, I have been able to successfully edit the castles now that the music option is in place.
luckwii
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Posted on 05-26-11 07:32:27 AM (last edited by luckwii at 05-26-11 07:38 AM) Link | Quote
I know you ask for editing instead of a new post here, but this is a new request not related to the last.

I noticed that in the new revision you have an option to adjust the camera in the entrance options. There are X and Y coordinates. Is it possible to add negative values to those options? Because right now, you can select farther down and left, but cannot adjust up and right.

Also, you have images now for the 197 sprites. Is there a way to implement images to show 276/198/199 camera limit areas? Maybe a "smart line" kind of like Photoshop uses for image editing. Something to show where the sprite will limit the camera.

Or lastly, is there any chance of editing the backgrounds per view instead of per level? I don't know if this is possible, but it would be awesome to be able to have multiple backgrounds in the same area map.
gridatttack

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Posted on 05-26-11 07:03:31 PM Link | Quote
Originally posted by luckwii

Or lastly, is there any chance of editing the backgrounds per view instead of per level? I don't know if this is possible, but it would be awesome to be able to have multiple backgrounds in the same area map.


That might be possible. In the view options, they are 3 unknown values boxes. I remember I randomly changed those values and manage to change the background of the level to just that view (however, it was a black, empty one that showed, instead of the grassland hills)
Garmichael
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Posted on 05-27-11 06:11:06 PM (last edited by Garmichael at 05-27-11 06:11 PM) Link | Quote
How often does 5.2 get updated? I don't want to instal Visual Studio if I don't have to, so if it doesn't get updated frequently, could someone just email me the compiled files?
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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply




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