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10-22-17 06:02:59 AM

Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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ray
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Posted on 06-08-11 03:21:49 PM Link | Quote
Could you add a Selection for the koopa sprite, when its in a shell? It's annoying to open always a other revision to change the sprite data
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 06-08-11 04:37:18 PM Link | Quote
Yeah, you're talking about adding support for sprite data in 5.2 again.

That's next in my to-do list. Now, having finished my homebrew bounty entry (check it out if you want )

So one of these days I'll probably have time to do it
krutomisi
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Posted on 06-08-11 08:56:30 PM Link | Quote
Originally posted by dirbaio
Now, having finished my homebrew bounty entry

woah that looks awesome

totally deserves its own thread  


ray
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Posted on 06-09-11 12:42:29 AM Link | Quote
Originally posted by dirbaio

That's next in my to-do list. Now, having finished my homebrew bounty entry (check it out if you want )


Amazing! That very nice!
NsmB_PrO
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Posted on 06-13-11 10:12:30 AM (last edited by NsmB_PrO at 06-13-11 10:13 AM) Link | Quote
I and ray figured out, that you can link from Tiles in the Tileset you are currently working in to Tiles in the jyotyu Tileset and the Nohara Tileset. Just set the Tile Byte of the Tile to 60 - 70 (or higher) and look into the game. There are tiles in the game, what are not in the Tileset.
If you link to blocks from the obj folder, they are also animated
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 06-13-11 04:36:44 PM Link | Quote
Yeah, I know. That's because of the way tilesets are loaded.
There is an "absolute tile number" which contains the whole range from tilesets 0, 1, 2. Then the tileset number is the absolute one + an offset. The editor automatically does that for you.

If you set the tile number in the editor higher than what is allowed, it gets into the tiles from the other tilesets.

So nothing special here.
luckwii
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Posted on 06-13-11 09:28:09 PM Link | Quote
Dirbaio, in the UI studio file there is a file called UI_O_ud_ncl.bin. When trying to open it in the texture editor it gives an out of bounds array. Is there a way you can make a new NSMBe revision so that this palette can be opened? I believe this will unlock a lot of things to edit.
ray
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Posted on 06-14-11 12:40:14 AM Link | Quote
Originally posted by luckwii
Dirbaio, in the UI studio file there is a file called UI_O_ud_ncl.bin. When trying to open it in the texture editor it gives an out of bounds array. Is there a way you can make a new NSMBe revision so that this palette can be opened? I believe this will unlock a lot of things to edit.


Hmmmm.... I can't find the file in my rom
limon
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Posted on 06-14-11 02:28:49 AM Link | Quote
I want to edit jyotyu_tilesets which include pipes. BUT I can only edit blocks and coins.
So, is there a way to edit pipes?
NsmB_PrO
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Posted on 06-14-11 06:15:59 AM Link | Quote
Originally posted by luckwii
Dirbaio, in the UI studio file there is a file called UI_O_ud_ncl.bin. When trying to open it in the texture editor it gives an out of bounds array. Is there a way you can make a new NSMBe revision so that this palette can be opened? I believe this will unlock a lot of things to edit.

Try to decompress or compress the File. I realized that this unlocks som files

Originally posted by limon
I want to edit jyotyu_tilesets which include pipes. BUT I can only edit blocks and coins.
So, is there a way to edit pipes?

It is a file in the poligon unit folder. There are the Pipes stored as 3d textures. I think the name was I_dokan.nsbtx ^^
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 06-14-11 12:50:59 PM Link | Quote
I_dokan: Pipes
I_dokan_tome: Pipe joints

I_mamedokan: Minipipes
I_mamedokan_tome: Minipipe joints

The names might be a little different, I dont remember exactly.
luckwii
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Posted on 06-14-11 09:27:53 PM Link | Quote
Originally posted by NsmB_PrO
Originally posted by luckwii
Dirbaio, in the UI studio file there is a file called UI_O_ud_ncl.bin. When trying to open it in the texture editor it gives an out of bounds array. Is there a way you can make a new NSMBe revision so that this palette can be opened? I believe this will unlock a lot of things to edit.

Try to decompress or compress the File. I realized that this unlocks som files


It unlocked that file. But damn, I was hoping that was the palette. Anyone know what palette goes with the above ncg.bin?
limon
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Posted on 06-16-11 09:12:46 AM Link | Quote
@NsmB_PrO & dirbaio


Thank you for your advice.
NsmB_PrO
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Posted on 06-28-11 10:01:11 AM Link | Quote
There is one Tileset, what uses 4 .ncl files:

d_2d_W_M_tikei_kaigan_ncg.bin
Could the editor get adapted to that?
S
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Posted on 07-26-11 05:20:23 PM Link | Quote
Is there a plan to support a Japanese version of "NSMB DS Editor"?
ray
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Posted on 07-26-11 06:53:16 PM Link | Quote
Originally posted by S
Is there a plan to support a Japanese version of "NSMB DS Editor"?

I dont think so, and you should ask your questions on the NEW board: http://board.dirbaio.net/
S
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Posted on 07-26-11 11:45:59 PM Link | Quote
Originally posted by ray
Originally posted by S
Is there a plan to support a Japanese version of "NSMB DS Editor"?

I dont think so, and you should ask your questions on the NEW board: http://board.dirbaio.net/


I did not know there was NEW board, Thank you.
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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply




Rusted Logic

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