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Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply
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dirbaio
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Posted on 06-12-11 01:11:21 PM Link | Quote
It's probably something like that. It uses data from both sprite sets...
I'll add this as a note to the Sprite DB.
Garmichael
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Posted on 06-15-11 05:19:11 PM (last edited by Garmichael at 06-15-11 06:03 PM) Link | Quote
Forgive me if this has been asked, but I can't find the search feature for this forum!!!

Anyway, does anyone know how to change the panning of the background layers? Treeki and I found it once but I cant find where we were posting about it. If anything, does anyone know which Hex Block contains the data for backgrounds? I'm pretty sure it was a field there.


Edit:

Okay, so I found it. It's in Block 5.

Check this out:
XXXX YY00 YY00 FFFF FFFF AA00 BB00 CC00 DD00 0000

The Y's = the pallet.
AA = How fast the top BG scrolls horizontally.
BB = How fast the top BG scrolls vertically.

CC = Vertical Offset for top BG. The value pushes the background up from the point where the lower left of the graphic matches the lower left of the view.
DD = I dunno. Maybe Vertical Offset for Bottom BG, or possible horizontal offset for Top Bg.


I didn't dig into this too far and some of the variables might be wrong, But I did figure out what CC does.
dirbaio
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Posted on 06-16-11 10:15:18 AM Link | Quote
There was also another block that controlled the same but for the bottom BG, i think it was 3, 4 or 6
Which one is it?
NsmB_PrO
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Posted on 06-16-11 11:26:19 AM Link | Quote
Originally posted by Garmichael
XXXX YY00 YY00 FFFF FFFF AA00 BB00 CC00 DD00 0000

The Y's = the pallet.


LOOL
I can change the palette the Top BG is using in such a simple way???
dirbaio told me a very harder way (in the arm9 OV table), but I was able to change the palette in that way anyways^^
But, this makes it much easier. I will try it out soon. Thanks!
dirbaio
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Posted on 06-17-11 12:58:34 PM (last edited by dirbaio at 06-17-11 12:59 PM) Link | Quote
The top BG palette is NOT the same as the tileset 0 (jyotyu) palette.
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Posted on 06-17-11 01:07:55 PM Link | Quote
Hello I am new. I am Italian, I wanted to ask how to change the background levels in those with png format using nsmb
NsmB_PrO
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Posted on 06-17-11 01:09:19 PM Link | Quote
What. Please post in english.
gerry96bros
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Posted on 06-17-11 01:18:01 PM Link | Quote
ok. sorry.compliments to the editor, perhaps in late summer I will put my first hack.volevo congratulate with the creators of the editor.

Could you explain how to create a tileset to another game of super mario es.wii, nes, etc..
luckwii
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Posted on 06-17-11 09:45:45 PM (last edited by luckwii at 06-17-11 09:46 PM) Link | Quote
You have to go tile by tile. You can't just import a whole screenshot of a game. It takes a lot of time. Some tilesets take me over a week.

I can say though, I have already done most of the old retro games that were cool. My release is coming out soon.
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Posted on 06-18-11 01:20:10 AM Link | Quote
ok.With the editor where the background changes in configuration level where it's empty when I import png gives me the error. If I could do a guide on how to change the background
ray
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Posted on 06-18-11 10:10:00 AM Link | Quote
Does anyone know where the file for the animated Object lava in the Castle Tileset is? The nsbtx, without animation pictures is in the polygon unit folder. But where is the animated file?
NsmB_PrO
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Posted on 06-18-11 01:18:11 PM Link | Quote
Originally posted by ray
Does anyone know where the file for the animated Object lava in the Castle Tileset is? The nsbtx, without animation pictures is in the polygon unit folder. But where is the animated file?

They are 2d, so a 3d-animation does not exist
So, search anywhere in the 2d folders...
ray
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Posted on 06-18-11 01:34:11 PM Link | Quote
Originally posted by NsmB_PrO
Originally posted by ray
Does anyone know where the file for the animated Object lava in the Castle Tileset is? The nsbtx, without animation pictures is in the polygon unit folder. But where is the animated file?

They are 2d, so a 3d-animation does not exist
So, search anywhere in the 2d folders...


I searched in the 2d folders. There is nothing In obj and polygon....nothing. Is there another 2D folder without the BG folder?
luckwii
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Posted on 06-18-11 03:13:23 PM Link | Quote
Is there a way to limit the scrolling of a background in a vertical level? You only get 512 pixels tall. I want it to scroll normally up to 512 tall and then stop. Right now it will loop back into the bottom of my background again. So I get to the top, and then I can see my bottom row of tiles again. How can I do this.

Please answer if anyone knows.
dirbaio
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Posted on 06-18-11 05:37:17 PM Link | Quote
I remember there was some thing in blocks 4 or 5 that you could use to make the BG not scroll vertically at all.

If not, there are some BGs that only loop the top half (256 pixels) of the BG when you go up. For example, the bushes+clouds. When you go up, you see only the clouds looping. That could be useful to you

(Also the Peach Castle BG also does this horizontally: the Peach castle is only at the beginning of the level, and then only the bushes loop)
luckwii
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Posted on 06-18-11 10:31:19 PM Link | Quote
Spent all day trying to get one background working. So, I have two problems.

First, the background quality. Most of my other custom backgrounds have more detail and are larger file size. But this one, I keep getting slight corruption, but a lot of quality lost. Any fixes? Lowering quality of original image somehow?

Second, still can't get the image to stop scrolling. Any more detail on how to do it? Anyone track the actual nibbles that control the scroll in the hex blocks?

Super frustrating though...I don't want to give up on this level. It took me a week to do the tileset and level build. Over 50 hours into it total.
NsmB_PrO
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Posted on 06-19-11 03:07:23 AM Link | Quote
I dunno what you WANT exactly. But here is something, dirbaio told me long time ago:
Originally posted by dirbaio
Also, I have something interesting to research, that could help you.
byte 11 of block 5 controls the BG horizontal scrolling. (And byte 13 controls the vertical one, I think in the same format)
Also, bytes 11 and 13 of blocks 3 or 4 (i dont remember which one) control the scroll of the bottom bg layer.

I still dont understand what it does exactly, but i'm telling you because maybe there's a way to make the background not scroll at all, so you'd end up with a "static" rainbow BG. Maybe you want to investigate it further

These are the values i've tried so far:

0x0: Scroll exactly same as level. Used in w2-3 (sewer level) for example
0x1: Scroll slower than level. Used in most levels.
0x2: Scroll slower than level, maybe slower than 0x1?
0x4: Scroll faster than level
0x8: scroll slower than level, again?
0x10: scrool same as level
0x30: Scroll same as level.
0xFF: Makes the BG scroll HYPER CRAZY FAST!

Also, the sewer level 2-3 is weird: It uses 0x0 for byte 11 and 0x30 for byte 13. I dunno what's the difference, but there MUST be a difference?
luckwii
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Posted on 06-19-11 08:19:43 AM (last edited by luckwii at 06-19-11 08:48 AM) Link | Quote
Thanks, I'll mess with these values and variables and see what happens. I have a vertical level that is 690 pixels tall. The backgrounds are 512 tall. So I want the 512 tall background to scroll slow enough to kind of stretch it to 690. What I am getting now is the bottom of the background looping so that you can see it at the top of the level before Mario reaches the top.

Also, still having issues with background quality. I don't get it. I have made other backgrounds with way more detail and not had troubles.

...And one more question. As you know with resizing images you loose quality and Photoshop, (what I use) tries to re-render the image to the new size. So, there are a couple backgrounds I am trying to make that the original images are 512x512, and should be read or looped by the game 4 times. In game they would be read as a 128x128 image that loops. Right now I just made them 512x512 with no looping. So they end up looking bigger than should be by 4 times too much. Can the game loop a smaller image like this?

If there was a way I could make them 512x512 and loop 4 times, or re-size without loosing quality they would be fixed. Maybe your above method with the hex edit will do it with the scroll speed. I'll try and report my findings with that method.

Maybe we are getting closer here to the full editing potential of the backgrounds. If we unlock the hex, that could change up the movement of backgrounds. I know animations is a whole 'nother cup of tea though. Could you imagine being able to edit that though. Especially the volcano one. Image spawning sprites out of the background and into the game.
luckwii
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Posted on 06-19-11 09:07:45 AM (last edited by luckwii at 06-19-11 09:26 AM) Link | Quote
Sorry, for posting again, but my post above is pretty wordy. But NSMB Pro is really onto something here...

So I edited block 5 byte 13 with value 0X2 as NSMB Pro mentioned. And sure enough the background is scrolling slower vertically. It worked perfectly. Horizontal stayed the same and vertical scrolled slower.

Now I just need to find a way to get it to except my original image quality. I don't know how to do this yet.

Another update to the above^

So 0X1 is slower vertical scrolling by 1/2. 0X2 is about 1/4.
dirbaio
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Posted on 06-19-11 10:29:28 AM Link | Quote
BGs are always 512x512.
If you want a 128x128 BG to loop 4 times, just resize it down to 128x128, and make a 512x512 BG by pasting the 128x128 multiple times.

That's the only way to do it ..
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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]
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