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11-21-18 01:18:59 PM

Jul - NSMB Hacking (Archive) - Is there a way to delete an object from a tileset? New poll - New thread - New reply
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jceggbert5
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Posted on 01-15-10 12:05:54 AM (last edited by jceggbert5 at 01-15-10 01:18 AM) Link | Quote
I am trying to delete an object from a tileset, but cannot get it to go completely away...

I can get it to show as a blank tile, but I can't get it to say "This tile does not exist in the current tileset" again... I believe that this is part of the problem of one of my hacks...

Is it possible to retrieve the original files for tilesets 0 and 12? (the two grasslands) including graphics, objects, map16, and anything else related to those... If possible, I don't want to modify any other tilesets...

[more clear]
I want to restore tilesets 0 and 12 to their original states without modifying any other tilesets, unless it's inevitable...
[/more clear]
Dialga
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Posted on 01-15-10 02:00:05 AM Link | Quote
I don't know, I have quite a few ****ed up objects in my Gressland tileset.
Just don't mind it.
dirbaio
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Posted on 01-15-10 07:05:14 AM Link | Quote
right now it is not possible. Just dont care about it. It shouldnt crash the game.

If you want to copy tilesets, you have to copy files in the BG_sth folder. For example, the Grassland tileset is all files whose name contains I_M_nohara

Maybe next versions will support tileset export/import (like levels) and obj deleting
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Posted on 01-15-10 11:14:11 AM Link | Quote
Originally posted by dirbaio
right now it is not possible. Just dont care about it. It shouldnt crash the game.

If you want to copy tilesets, you have to copy files in the BG_sth folder. For example, the Grassland tileset is all files whose name contains I_M_nohara

Maybe next versions will support tileset export/import (like levels) and obj deleting

It corrupts the graphics when running on a DSTT... I do not want to re-start all my work since Dec 17... But, if I have to, I have to...
dirbaio
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Posted on 01-15-10 12:37:58 PM Link | Quote
weird...
Does that happen too in no$gba and/or desmume?

try not leaving the object empty. put at least one tile in it... Maybe that's the problem...
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Posted on 01-15-10 01:02:36 PM Link | Quote
Originally posted by dirbaio
weird...
Does that happen too in no$gba and/or desmume?

try not leaving the object empty. put at least one tile in it... Maybe that's the problem...

Tried it... It appears that some custom tilesets appear corrupted, and some don't.... I know this because I had custom tiles in Grassland and Underground tilesets, and the Underground worked fine, but the Grassland tileset was completely corrupted...

To see what I mean, go to my New Retro Mario Bros. thread, and download Demo 2.01... The first level has the corrupted tiles, but 1-2, the underground area, looks fine...

This only happens on DSTT Firmware, DSTT fake/clone firmware, and YSMenu... (AFAIK, anyway)
dirbaio
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Posted on 01-15-10 01:22:58 PM Link | Quote
downloading...
probably its fixable, so dont worry
dirbaio
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Posted on 01-15-10 01:26:37 PM Link | Quote
xdelta3: target window checksum mismatch: XD3_INVALID_INPUT

Why is everybody using XDELTA patches??? They dont work for me!!
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Posted on 01-15-10 01:34:13 PM (last edited by jceggbert5 at 01-15-10 01:38 PM) Link | Quote
Originally posted by dirbaio
xdelta3: target window checksum mismatch: XD3_INVALID_INPUT

Why is everybody using XDELTA patches??? They dont work for me!!

Did you use the GUI as instructed in the Readme? Are you setting the input and output files as the same? If you're setting them as same file, it won't work...

edit: here's a nmp
http://www.mediafire.com/download.php?wwu2eynytzt
edit2: It's for a clean U ROM (non-trimmed)
dirbaio
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Posted on 01-15-10 02:05:15 PM Link | Quote
oh, thx.
anyway, i fixed it. i didnt have a clean rom.
Looking at the problem...
dirbaio
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Posted on 01-15-10 02:09:45 PM Link | Quote
Oh! I know whats happening.
NSMB Editor is not compatible with TTDS. It will be in the next version. I have already fixed it, thanks to gridattack who told me that it didnt work on the TTDS.

I'm finishing up the new version right now...
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Posted on 01-15-10 02:13:13 PM (last edited by jceggbert5 at 01-15-10 02:14 PM) Link | Quote
Originally posted by dirbaio
Oh! I know whats happening.
NSMB Editor is not compatible with TTDS. It will be in the next version. I have already fixed it, thanks to gridattack who told me that it didnt work on the TTDS.

I'm finishing up the new version right now...

You mean the version with Jyotyu editing?!?!?!??!
If so, Yay!!!!!

What will be it's version number? 5.1? 6.0? 5.5?

edit: Would it be possible for me to help you test it? I will be pushing the tileset editing to the limits (almost )...
dirbaio
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Posted on 01-15-10 02:15:00 PM Link | Quote
5.1 i think.
there's not much new things:

-jyotju editing.
-Bg importing (including ability to create new bgs, not replace)
-TTDS (and possibly other flashcarts) compatibility
jceggbert5
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Posted on 01-15-10 02:17:24 PM (last edited by jceggbert5 at 01-15-10 02:20 PM) Link | Quote
If I may ask, why/how is it incompatible with only DSTT/it's clones?

edit: Offtopic: Do you like my mini-avatar?
dirbaio
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Posted on 01-15-10 02:22:04 PM Link | Quote
In the ROM header there's a value that says how much of the ROM is used. (Not all of the 32 mb of NSMB are used). If you add stuff it will use more rom than the original. The TTDS (and possibly other flashcarts) use that value and load only the used part, to speed up loading.
If you change some files, they get moved to the end of the rom, beyond the "used rom" marker, so they dont get loaded. Thats what happens with your tileset files.

The new version does update that value, so it works OK.
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Posted on 01-15-10 02:23:53 PM (last edited by jceggbert5 at 01-15-10 02:27 PM) Link | Quote
Originally posted by dirbaio
In the ROM header there's a value that says how much of the ROM is used. (Not all of the 32 mb of NSMB are used). If you add stuff it will use more rom than the original. The TTDS (and possibly other flashcarts) use that value and load only the used part, to speed up loading.
If you change some files, they get moved to the end of the rom, beyond the "used rom" marker, so they dont get loaded. Thats what happens with your tileset files.

The new version does update that value, so it works OK.

That actually makes sense (to me)!
edit: Thanks for the info.
edit: So, if I open my current ROM with the new editor and then save it, will it automatically change the ROM header for my custom data or do I have to start over (again)?
Dialga
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Posted on 01-15-10 02:30:56 PM Link | Quote
Originally posted by jceggbert5
Originally posted by dirbaio
In the ROM header there's a value that says how much of the ROM is used. (Not all of the 32 mb of NSMB are used). If you add stuff it will use more rom than the original. The TTDS (and possibly other flashcarts) use that value and load only the used part, to speed up loading.
If you change some files, they get moved to the end of the rom, beyond the "used rom" marker, so they dont get loaded. Thats what happens with your tileset files.

The new version does update that value, so it works OK.

That actually makes sense (to me)!
edit: Thanks for the info.
edit: So, if I open my current ROM with the new editor and then save it, will it automatically change the ROM header for my custom data or do I have to start over (again)?

Try it and see what happens...
dirbaio
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Posted on 01-15-10 02:47:23 PM Link | Quote
the new editor updates that value every time you save a file. so you open it and save anything and it'll be OK.
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Jul - NSMB Hacking (Archive) - Is there a way to delete an object from a tileset? New poll - New thread - New reply




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