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09-25-17 11:26:08 AM

Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply
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gridatttack

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Posted on 03-02-10 07:19:06 PM Link | Quote
Originally posted by Lokao0
Just wanna know, can i edit the Water Top from Jyotyu tileset?

And HOW i edit it?


Yes. You can.

In the main editor window, go to tools>tileset editor>edit jyotyu.

If you want to edit the gfx, when editing the tileset, go to graphics
dirbaio
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Posted on 03-03-10 10:52:39 AM Link | Quote
Nope. The jyoytu water is a 3d texture. It isnt editable yet
Lokao0
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Posted on 03-03-10 12:51:37 PM Link | Quote
So, it isn't possible : (

I wanted to edit this one:



But it will be editable one day?
jceggbert5
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Posted on 03-03-10 12:58:16 PM Link | Quote
Originally posted by Lokao0
So, it isn't possible : (

I wanted to edit this one:



But it will be editable one day?

When Dirbaio completes the 3D texture editing, it should be editable...
dirbaio
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Posted on 03-03-10 01:24:13 PM Link | Quote
Yeah, it will be.
gridatttack

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Posted on 03-03-10 02:09:12 PM Link | Quote
Originally posted by dirbaio
Nope. The jyoytu water is a 3d texture. It isnt editable yet

Oh snap! Forgot it was a 3d texture
Pirahnaplant
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Posted on 03-03-10 06:05:01 PM Link | Quote
Does anyone know how to get the auto scrolls to work? The only sprite data I've identified is byte 3: ID of the path it scrolls on.
Hiccup
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Posted on 03-04-10 03:55:52 AM Link | Quote
Just look at the its sprite data from other levels modified a bit and use that or modify the settings alot and test it and find out how it works!
Ninji

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Posted on 03-04-10 06:52:16 PM Link | Quote
This may help. Here's my info from NSMBW - some of these values might be valid:


AATT 1P22 3455

AA = Autoscroll starts when this event ID is activated
TT = Triggers this event ID when complete (unverified, may not work)
1 = Unknown value 0-1 = possibly means "requires an event to be activated"
22 = Unknown value
3 = Unknown value
4 = Unknown value - initial speed?
55 = Unknown value

Ehm
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Posted on 03-04-10 07:16:09 PM Link | Quote
For the '?' block, since it's animated, would that be considered a 3D tile, therefore making changes in the tileset ineffective?
jceggbert5
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Posted on 03-04-10 11:38:07 PM Link | Quote
Originally posted by m64m
For the '?' block, since it's animated, would that be considered a 3D tile, therefore making changes in the tileset ineffective?

No, it is not a 3D tile. It is a 2D graphic in these two files:

BG_ncg \ d_2d_TEN_a_j_jyotyu_ncg.bin
obj \ A_block_ncg.bin

Both must be changed in order to have the blocks work properly...




I need a bit of help...

I have been looking at the different blocks of different levels trying to find the byte that decides which Jyotyu palette to use (normal, blue, grey, or red), with no success... I am assuming it is only one byte with values from 0x00 to 0x03, but I am probably wrong... If anyone knows what byte it is, please let me know.

Also, what block is the byte for the tileset in?
dirbaio
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Posted on 03-05-10 05:54:01 AM Link | Quote
Nope

The jyoytu palette is determined by the Bottom BG layer. Each bottom bg layer has an associated jyoytu palette. So if you want to change the jyoytu palette change the bottom bg.

There's a way to modify the associations between bgs and jyoytu palettes but it's quite complicated. If you're really interested tell me and i'll explain it here
jceggbert5
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Posted on 03-05-10 11:39:42 AM Link | Quote
Originally posted by dirbaio
Nope

The jyoytu palette is determined by the Bottom BG layer. Each bottom bg layer has an associated jyoytu palette. So if you want to change the jyoytu palette change the bottom bg.

There's a way to modify the associations between bgs and jyoytu palettes but it's quite complicated. If you're really interested tell me and i'll explain it here
Yes, I am very interested. Blue bricks/? Blocks (especially my custom ones) look wierd in the castle and I want the grey ones

If you want, email it to me: jceggbert5@yahoo.com
dirbaio
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Posted on 03-05-10 12:04:44 PM Link | Quote
ok.

I will post it here so anybody can know how to do it.

There's a table in the Overlay file 0 that associates bottom BGs to Jyoytu palettes. How to change it:

- First off, as the overlay 0 is compressed, you have to decompress it. The editor does it automatically when you edit stuff in it, for example the jyoytu behaviors, which are stored there. So go to Tileset Editor, open jyoytu and save it, without changing anything.

- Ok, Now your overlay 0 is decompressed. Take note of what Bottom BG your level has (the number).

- Extract the overlay 0 file: Go to the file browser, to ARM9 overlay table, and extract the first file, that should be named "ID 0 loaded into blahblahblah..."

- Calculate the offset in the overlay file.
-- Open the calculator, put it in scientific mode, put it in Hexadecimal mode.
-- Enter the table offset, which is for each ROM region:
U: 30CD8
E: 304EC
Jap: 300D8
Kor: 30198
-- Put the calculator in decimal mode and add the Bottom BG number.
-- Put it back in hex mode to get the offset in hex

- Open the overlay file with an hex editor. (No, the built-in hex editor in NSMB wont work because there you can't seek to an offset directly). I recommend XVI32.

- Go to the offset you calculated before. In XVI32 it is Addres -> Goto... (Control+G)

- There is the byte you need to change.

00 - Brown
01 - Blue
02 - Red
03 - Gray
Don't put other values, it wont do anything special.

- Save the file and insert it back to the ROM.

- That's it. You may need to restart the editor to see your cool gray blocks in your castle level...

Easy, right?
jceggbert5
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Posted on 03-05-10 01:10:25 PM Link | Quote
I am wondering if I should ask how you found out how to do that...

Anyway, I used HxD (my personal favorite hex editor), and did that (and to others that want to do it, Ctrl+G works in HxD too) stuff on 3 different backgrounds, and it worked!!! Thank you sooooo much, Dirbaio Now my castles look 'proper'.

(and, for the record, it was easy)
dirbaio
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Posted on 03-05-10 01:23:34 PM (last edited by dirbaio at 03-05-10 01:23 PM) Link | Quote
Thanks. I'm glad it worked ok...

It's Treeki who found that table (like all other tables in overlay 0)... I dont know how, probably tracing through the game's code
Ninji

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Posted on 03-05-10 01:59:17 PM Link | Quote
Originally posted by dirbaio
Thanks. I'm glad it worked ok...

It's Treeki who found that table (like all other tables in overlay 0)... I dont know how, probably tracing through the game's code
Guesswork actually

There are also tables which contain the number of areas in each level and other fun stuff like that. I don't remember if I ever added them to ROM.cs or not..
jceggbert5
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Posted on 03-05-10 02:03:59 PM Link | Quote
Originally posted by Treeki
Originally posted by dirbaio
Thanks. I'm glad it worked ok...

It's Treeki who found that table (like all other tables in overlay 0)... I dont know how, probably tracing through the game's code
Guesswork actually

There are also tables which contain the number of areas in each level and other fun stuff like that. I don't remember if I ever added them to ROM.cs or not..

I wonder if it would be possible to exploit that and make more areas? or at least re-arrange them?
dirbaio
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Posted on 03-05-10 03:04:01 PM Link | Quote
Originally posted by Treeki
Originally posted by dirbaio
Thanks. I'm glad it worked ok...

It's Treeki who found that table (like all other tables in overlay 0)... I dont know how, probably tracing through the game's code
Guesswork actually

There are also tables which contain the number of areas in each level and other fun stuff like that. I don't remember if I ever added them to ROM.cs or not..


No, you didnt' put them... Could you put them please? Maybe they are useful...
Have you found a table that maps level numbers to file IDs? I'd like to have it because the DS editor (BTW, i'm uploading a small proof of concept video right now to youtube) loads files based on their ID. It doesnt even know about file names and folders, so a file ID table for levels would be cool.
It's because I dont want to deal with the file tree, which will be rather useless because most likely I wont make a file browser. What would it be useful for?
jceggbert5
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Posted on 03-06-10 12:35:54 AM Link | Quote
@Dirbaio: I have a question for you:

I've been working on more stuff in my ROM, and I want to re-insert my icon (it got corrupted from NSMBe 5.0a), and I was wondering if there was a way to restore my icon without: overwriting game data, increasing the size of my ROM, and without making a NMP or something to move my stuff to a new ROM. (NMP won't catch everything that I have edited...)

Or, if you know of a way I can use a NMP (or something) to copy everything (including my overlay table) to a new ROM without messing up the logo in the new ROM, please let me know
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Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

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