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10-22-17 06:13:12 AM

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

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Posted on 10-22-09 05:45:25 PM Link | Quote
Just a question, since we can create new objects, new Map16 tiles, new tiles and such , it is possible to import/export them so we can share custom ones?
Ehm
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Posted on 10-22-09 08:51:17 PM Link | Quote
hell yes, tile editor! you guys are doing a great job ^__^ can't wait for it to be complete =D
Garmichael
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Posted on 10-22-09 09:49:13 PM Link | Quote
Originally posted by Treeki
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!



SICK!!!!

One of the major design issues I've found with NSMB is that with the packaged tiles, there is no way to make hills that mario can run through and also stand on, like the new ones in this screen shot. SMW is full of these kinds of tiles, and I feel that this is where SMW level editing is more creative. These tiles make it lots easier to make vertical levels. That barrier is now destroyed!
*squee*

Ninji

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Posted on 10-22-09 10:55:08 PM Link | Quote
Originally posted by Garmichael
SICK!!!!

One of the major design issues I've found with NSMB is that with the packaged tiles, there is no way to make hills that mario can run through and also stand on, like the new ones in this screen shot. SMW is full of these kinds of tiles, and I feel that this is where SMW level editing is more creative. These tiles make it lots easier to make vertical levels. That barrier is now destroyed!
*squee*



It's very easily doable and works great in the engine - it's just not used in any of the game's tilesets. But you can create really flexible designs this way. (Mushroom platforms and the stairs in ghost houses are a pretty good example of solid-on-top slopes, which also work perfectly.)

I've been taking a break from coding/hacking for a bit. I've become addicted to Mabinogi which is further going to kill my productivity. The main remaining thing left to do before graphics stuff is completed is palette editing - once that's done, all tilesets will be fully modifiable. (Those SMB3 blocks were made using some blue colours which already existed in the palette.)
dirbaio
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Posted on 10-23-09 06:57:43 AM Link | Quote
yeah, i agree. I'll try to have a look at the palette editor this afternoon
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Posted on 10-25-09 04:10:15 PM Link | Quote
Originally posted by Treeki
Originally posted by Garmichael
SICK!!!!

One of the major design issues I've found with NSMB is that with the packaged tiles, there is no way to make hills that mario can run through and also stand on, like the new ones in this screen shot. SMW is full of these kinds of tiles, and I feel that this is where SMW level editing is more creative. These tiles make it lots easier to make vertical levels. That barrier is now destroyed!
*squee*



It's very easily doable and works great in the engine - it's just not used in any of the game's tilesets. But you can create really flexible designs this way. (Mushroom platforms and the stairs in ghost houses are a pretty good example of solid-on-top slopes, which also work perfectly.)


You're wrong, the possibility of blocks Mario can run through and stand on is used in the game. In the second part of level 2-5, the metal blocks are using it.
dirbaio
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Posted on 10-26-09 10:45:19 AM Link | Quote
I'm now making a background importer. You'll be able to import any image in the background of levels. it is hell to program because the bgs are compressed in 256 colors and tiles... But i already have finished the colors thing and i have some ideas on how to make the tiles compression.

This will be definitely cool. You'll be able to draw your own bgs and then import them, or even photographs!
(but the quality will be a bit low, specially for photographs...)
dirbaio
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Posted on 10-26-09 10:46:14 AM Link | Quote
Originally posted by TheKinoko

You're wrong, the possibility of blocks Mario can run through and stand on is used in the game. In the second part of level 2-5, the metal blocks are using it.

yeah, but Treeki meant that also slopes can be made solid on top these blocks are just flat
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Posted on 10-26-09 12:00:30 PM Link | Quote
Ah, I see... slopes that Mario can run through. Seems pretty cool
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Posted on 10-28-09 01:12:15 PM Link | Quote
I have got an idea which might sound crazy - would it be possible that the editor fetches objects/sprites/etc descriptions from the wiki or some kind of online database? So we can update those descriptions without having to release a new version of the editor.
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Posted on 10-28-09 01:14:32 PM Link | Quote
That would be a bad idea. Wiki goes down; So goes the editor...
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Posted on 10-28-09 02:40:38 PM Link | Quote
We could have a local copy of the descriptions then.

So the editor tries to fetch the description from the wiki/database, and if it fails, it would take the local version, thus the user would have an (older) description.
Ninji

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Posted on 10-28-09 03:34:02 PM Link | Quote
Originally posted by Sucatraps
That would be a bad idea. Wiki goes down; So goes the editor...

Exactly. If this idea is implemented, I'd rather do it by hosting the data file on my server - not on an unreliable/slow wiki. Mine has gone down about 4 times in over a year (that I've noticed) and only for a few minutes at a time - I know nothing is going to happen to it.

In addition, having the data cached and only checking for updates once in a specific period (and/or when a button is clicked on the Tools tab) would make it work better - that way, it won't have to fetch the data every single time it starts.
dirbaio
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Posted on 10-28-09 03:42:02 PM Link | Quote
yeah. In the next version the sprite data will be stored locally, and if you select a sprite with known sprite data you'll get automatically the boxes to edit it, not the raw sprite data box. For example, if you select a Koopa, you'll get a box that says Color and you'll be able to select Red, Green or Blue. This has been already done.

The data is stored in an easy to edit text file. It would be a great idea to have the editor check for new versions of it and download them automatically... It would also be easy to do, just download the text file
gridatttack

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Posted on 10-28-09 04:13:25 PM Link | Quote
That some nice feature of sprite data! It will make the editor more friendly. But the sprites list will be updated since some unused sprites and data has been found?
dirbaio
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Posted on 10-28-09 04:27:07 PM Link | Quote
Originally posted by gridatttack
That some nice feature of sprite data! It will make the editor more friendly. But the sprites list will be updated since some unused sprites and data has been found?


yeah, if we implement that. I think i will.
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Posted on 10-28-09 05:08:38 PM Link | Quote
That sounds pretty cool. Indeed, it would be more user friendly to have the appropriate boxes instead of the "sprite data: 00 00 00 00 00 00" thing. It would also make hacking easier, since you wouldn't have to remember what which byte does or consult the wiki for every sprite.
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Posted on 10-28-09 09:55:00 PM Link | Quote
it'd also be awesome if we could get some grapic previews for sprites, like we have for objects.
dirbaio
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Posted on 10-29-09 08:00:58 AM Link | Quote
Originally posted by m64m
it'd also be awesome if we could get some grapic previews for sprites, like we have for objects.

yeah... but that'd be hard. because most sprites are 3d, and the 3d format of the ds is not very known... and then we would have to code each sprite how is displayed...

Objects are easier because they are all 2d and in the same places, and tilesets are all the same format. but theres no tables in the rom that specify how the sprites are displayed. they are hard-coded.
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Posted on 10-29-09 08:07:40 AM Link | Quote
Right.

The 2D ones (Goombas and Koopas) could be done easily enough. But for the 3D ones... not to mention the transformations applied to them may be hardcoded and not present in the 3D model files.

And there's a third category of sprites: non-graphical ones, like markers, events, etc...
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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply




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