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02-21-18 11:04:45 PM

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

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Posted on 03-06-10 02:42:02 AM Link | Quote
Originally posted by dirbaio
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?
I just looked through my old stuff. Apparently it's in the ARM9 binary, which is compressed (same method as the overlays). You'll probably have to patch the code to fix that There's a bit at the start which -isn't- decompressed. That part has the startup code and all that stuff.

0x38840: some weird table: "J VS....G W7-...H W8-...B W2-...F W6-...E W5-...C W3-...D W4-...A W1-...I KINOKO"
0x388A0: points to each string in the above (entry 0 = "A W1-", entry 1 = "B W2-", entry 3 = "C W3-", etc)
0x388C8: size of entry in each block
0x38900: areas in each level
0x38960: BGdat files
0x38C44: level files

Also, in overlay 0:
0x29BD8: the class ID that's used to create each sprite
Ehm
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Posted on 03-06-10 03:27:05 PM Link | Quote
so I've found 'd_2d_TEN_A_J_jyotyu_ncg.bin' and 'a_block_ncg.bin', but how do I edit the graphics contained?
dirbaio
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Posted on 03-06-10 03:43:37 PM Link | Quote
Tile Molester, man!
Ehm
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Posted on 03-06-10 04:17:17 PM (last edited by m64m at 03-06-10 04:21 PM) Link | Quote
aww, fuck. I deleted it cause I didn't think I'd need it with the new Editor. thanks for teh info.

EDIT: What's the palette file for NSMB called?
dirbaio
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Posted on 03-06-10 04:29:34 PM Link | Quote

Use d_2d_A_J_jyotyu_ncl.bin on BG_NCL folder
Ehm
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Posted on 03-06-10 08:17:00 PM (last edited by m64m at 03-06-10 08:24 PM) Link | Quote
ok, thanks =D

EDIT:Tile Molester: When I go to import the palette, it doesn't recognize it. I go to Palette --> Import From --> Another File. There are 4 supported formats, and I have "All Supported Formats" selected. Help?
dirbaio
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Posted on 03-07-10 09:54:29 AM Link | Quote
you have to edit a config file: http://jul.rustedlogic.net/thread.php?pid=160971#160971
Then it will recognize it
Ehm
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Posted on 03-07-10 10:50:51 AM (last edited by m64m at 03-07-10 11:20 AM) Link | Quote
thanks ^__^ I forgot it needed to be changed.

EDIT: What settings should I use to properly display the .bin files? They show up garbled, even after importing the proper palette.
Ninji

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Posted on 03-07-10 01:56:29 PM Link | Quote
Originally posted by m64m
thanks ^__^ I forgot it needed to be changed.

EDIT: What settings should I use to properly display the .bin files? They show up garbled, even after importing the proper palette.

4bpp linear reverse-order (8bpp linear for the 256-colour graphics)
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Posted on 03-07-10 06:29:25 PM Link | Quote
I've opened 'd_2d_A_J_jyotyu_ncg.bin', and have imported the palette from 'd_2d_A_J_jyotyu_ncl.bin'. I used the 4bpp linear, reverse order, and I still get garble. Help?



Ninji

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Posted on 03-07-10 07:49:30 PM (last edited by Treeki at 03-07-10 07:50 PM) Link | Quote
That's strange.. did you decompress the file before extracting it?


edit: Also, that file is most likely 8bpp linear, so try that. Compression is probably the issue, though.
dirbaio
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Posted on 03-08-10 02:13:23 PM Link | Quote
Jyoytu graphics aren't 4bpp. They are 8bpp.

In nsmb, UI-related stuff is usually 4bpp while in-game graphics such as tilesets, bgs and enemies are 8bpp...
From your screenshot, i think you'll still get garbage when setting the proper format, Like treeki said, LZ decompress both the ncg and ncl files before extracting them...
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Posted on 03-08-10 04:59:49 PM Link | Quote
:/ LZ Decompressed twice by accident --> Jyoutu tileset corrupted; had to replace with a clean one from the original. Lost my four block designs At least I mapped them out on MSPaint XD

Yeah, you're probably right. I never though to decompress, cause I originally ripped graphics with Tahaxan. Thanks guys.
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Posted on 03-10-10 05:29:56 AM (last edited by ottokas at 03-10-10 06:37 AM) Link | Quote
So i'm busy figuring out sow to make 3x1 slope like this:
http://www.hot.ee/ottowillem//slope1.PNG
http://www.hot.ee/ottowillem//slope2.PNG
Iguess i have to give each of 3 tiles different behaviour.
Does anybody have a clue wich tile behaviour should i use? Thanks!

Also, is it possile to add area 2 to world 1-3 ?
Ninji

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Posted on 03-10-10 07:50:17 AM Link | Quote
Originally posted by ottokas
So i'm busy figuring out sow to make 3x1 slope like this:
http://www.hot.ee/ottowillem//slope1.PNG
http://www.hot.ee/ottowillem//slope2.PNG
Iguess i have to give each of 3 tiles different behaviour.
Does anybody have a clue wich tile behaviour should i use? Thanks!
I don't know if this will even be possible - the game has 1x1, 2x1 and 1x2 slopes (and -possibly- 1x4) but I doubt Nintendo bothered coding in 3x1 slopes.

Originally posted by ottokas
Also, is it possile to add area 2 to world 1-3 ?
Yes, but it's not straightforward at all. The data that controls this stuff is in the ARM9 binary, which currently can't be modified.
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Posted on 03-10-10 06:25:25 PM Link | Quote
instead of another area, maybe make a separate view inside 1-3?
sjasogun1
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Posted on 03-11-10 04:14:29 AM Link | Quote
I need help on doors. I have checked the doors on 1-Tower to see how they work, and I've figured this out:
entrance area=area the door/pipe leads to.
entrance id=number of the door itself
destination area=number of connected entrance/exit/entrance+exit
view=view the door itself is in

in level 1-cannon, I created a door which leads to view 1 where i placed some obstacles, but when i enter the door, the screen goes black and stays black. i don't know what i am doing wrong, help nooby me please!
dirbaio
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Posted on 03-11-10 03:02:30 PM Link | Quote
So you've created a new view?
Check that the view is set up correctly, and the entrance id's are set correctly.
Check that in the destination view there are no sprites marked in red.
krutomisi
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Posted on 03-11-10 04:26:56 PM (last edited by krutomisi at 03-11-10 04:27 PM) Link | Quote
Originally posted by sjasogun1
the screen goes black and stays black


I've had that happen to me with a faulty pipeline exit

I believe that there is a key you hold when dragging entrances
that lock them to a grid that prevents misalignment --

I just forget what it is
gridatttack

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Posted on 03-11-10 04:30:59 PM Link | Quote
Originally posted by krutomisi
Originally posted by sjasogun1
the screen goes black and stays black


I've had that happen to me with a faulty pipeline exit

I believe that there is a key you hold when dragging entrances
that lock them to a grid that prevents misalignment --

I just forget what it is

Its the shift key. Its very useful when managing entrances
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Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply




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