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05-04-22 05:46:26 PM
Jul - NSMB Hacking (Archive) - Views tutorial, please? New poll - New thread - New reply
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Ehm
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Posted on 02-15-10 12:12:08 AM Link | Quote
Can someone please make a tutorial on how to manage views? I can't seem to get them going properly T.T
jceggbert5
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Posted on 02-15-10 06:39:27 AM Link | Quote
If you describe your problem better, I might be able to help.

Are they crashing the ROM, music not working, or what?

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dirbaio
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Posted on 02-15-10 03:50:06 PM Link | Quote
Views are quite simple.

You can create/move/resize views in the editor.
When you select one, you can change settings like music on the left panel
You can create more views on a level. Just remember to put the VIEW ID of the entrance to the id of the view you put it in...

That's it
Ehm
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Posted on 02-15-10 05:25:21 PM Link | Quote
my main issue is that I stretch a view upwards, as to make more level space, the camera doesn't follow. It stays from the base of the view to the maximum height it was originally set to.
dirbaio
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Posted on 02-15-10 05:30:58 PM Link | Quote
Hex edit any level that does have the vertical camera free (for example w1-2)
Copy all its BLock 2
Hex edit your level
Paste all the block 2, in place of what you had before
Ehm
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Posted on 02-15-10 05:36:34 PM (last edited by m64m at 02-15-10 02:43 PM) Link | Quote
well that makes sense. (dur) Thanks, I'll try it out now.

EDIT: Epic success. Thanks a bunch dirbaio!
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Posted on 02-15-10 07:26:40 PM Link | Quote
Originally posted by dirbaio
Hex edit any level that does have the vertical camera free (for example w1-2)
Copy all its BLock 2
Hex edit your level
Paste all the block 2, in place of what you had before


Greate! have been looking for this.

My conclution so far:
Hex Block 2:
W1-2: Camera keep mario in middel of picture.
W1-5: Camera follow mario.
Hiccup
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Posted on 02-15-10 07:31:51 PM Link | Quote
I don't get what you are saying about those two but I'm sure 2-5 has the free-est camera I use it in all my levels
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Posted on 02-15-10 08:34:58 PM (last edited by frjd at 02-15-10 05:37 PM) Link | Quote
Using different CAM settings for same level:

W1-5, W1-2, W2-5 CAM setting:


Video:
<object width="425" height="344"><embed src="http://www.youtube.com/v/J3fw5PF6uEM&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
jceggbert5
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Posted on 02-15-10 08:37:40 PM Link | Quote
Um, how did you manage to make the pipes half-transparent?

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Posted on 02-15-10 08:40:39 PM (last edited by krutomisi at 02-15-10 05:42 PM) Link | Quote
Originally posted by frjd
Using different CAM settings for same level: W1-5, W1-2, W2-5 CAM setting: PICTURES



Is it me, or can I see through your pipes there? And the water?

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Posted on 02-15-10 08:44:05 PM (last edited by gridatttack at 02-15-10 05:44 PM) Link | Quote
Originally posted by jceggbert5
Um, how did you manage to make the pipes half-transparent?


That happens when the water object is on the screen. It seems that it makes transparent the 3d textures.

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frjd
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Posted on 02-15-10 08:45:05 PM (last edited by frjd at 02-15-10 06:33 PM) Link | Quote
Originally posted by jceggbert5
Um, how did you manage to make the pipes half-transparent?


Thats unintentional... but I belive it is due to the near water object.
But it does looks kind of cool when you got "enemy in pipe" or when mario uses the pipes.

<object width="640" height="505"><embed src="http://www.youtube.com/v/oh3wa3DYXKc&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="505"></embed></object>
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Posted on 02-15-10 09:11:39 PM Link | Quote
Originally posted by frjd
Originally posted by jceggbert5
Um, how did you manage to make the pipes half-transparent?


Thats unintentional... but I belive it is due to the near water object.
But it does looks kind of cool when you got "enemy in pipe" or when mario uses the pipes.

<object width="425" height="344"><embed src="http://www.youtube.com/v/H3UzYq6gdHk&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

It was strange at first when I saw them sometime ago I thought the rom cottupted but came to see it was the water. But seeing them now, they look cool using them, thought it look strange when you put them near the castle, since it shows mario get stuck in the transparent castle wall

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dirbaio
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Posted on 02-17-10 02:44:07 PM Link | Quote
Wow! I didn't notice that the water made pipes transparent! I just thought it made the pipes darker, becaus no$gba doesnt emulate 3d transparency properly...

For the block 2 thing... It is more or less known what it does: it specifies camera settings. Take a look at the archived thread (it's old, but has really nice info) for example Here...

I sometimes think about making it ediable in the editor...
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Posted on 02-17-10 03:07:57 PM Link | Quote
Originally posted by dirbaio
For the block 2 thing... It is more or less known what it does: it specifies camera settings. Take a look at the archived thread (it's old, but has really nice info) for example Here...

I sometimes think about making it ediable in the editor...

Why not use the same method Reggie uses?

Each view has its own settings for block 2 (and the others which are view-specific - I don't remember which). When you load the level, the view gets whatever settings it's using from those blocks.

When you save the level, the editor creates a separate entry in each block for each of those views. This means that you can use different settings for views without having to set up the separate blocks and entry IDs in the editor.

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dirbaio
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Posted on 02-17-10 03:39:59 PM Link | Quote
Oh, wow!
That's a nice idea... Will try to implement it at some time...
Ehm
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Posted on 02-18-10 12:08:56 AM Link | Quote
that'd be super useful =D
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Posted on 02-19-10 02:00:17 AM Link | Quote

Originally posted by dirbaio


I sometimes think about making it ediable in the editor...



yesssss

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