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10-22-17 06:21:15 AM

Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply
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luckwii
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Posted on 06-19-11 10:33:31 AM Link | Quote
If you reduce an image down it Photoshop or any similar software will re-render the image inaccurately. I tried that, but it will not work.

How about image quality? Any tricks or workarounds to fix how they are rendered? Maybe lowering the original's quality a little until the import method will accept it? Anything to get it a little better anyway?
dirbaio
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Posted on 06-19-11 11:06:03 AM Link | Quote
Well. BG's are made out of 8x8 tiles, and the total tile number is limited. The editor, when importing, tries to reduce the tile number, by merging similar tiles. For example, if you have a big part of your image filled with a solid color, only ONE tile will be used to fill the whole area.

So, to improve the quailty, you should:

- First, enable the grid in your image editor, and set it to 8x8. That's how the BG is split into tiles.
- Avoid gradients. Especially if they fill a big part of the image. These need lots of unique tiles.
- Align vertical and horizontal objects to tile boundaries.
- Make copies of the same object exactly the same, rather than "a bit similar"
- Make copies of the same object be aligned with tiles the same way. That way the same tiles will be used for both copies. Look at NSMB's clouds in the BGs, for example.
- Make sure BG areas that are always off-screen are filled with a solid color. For example, if your level only scrolls horizontally, fill the rest of the BG with a solid color.

These tricks work if your BG is hand-drawn and you can modify it. If it's a real photograph, then making it look good will be way harder.

These are some tricks that can improve photographs:
- Choose simple photographs. Simple means that it doesn't have a lot of detail, that it has big areas filled with more or less similar colors.
- Split the photograph between the two BG layers. That way you'll have the DOUBLE tile space.
For example: Top BG: 256 transparent pixels, 256 photo pixels. Bottom BG: 256 photo pixels, 256 white pixels. Make the two BG's scroll the same speed, and it will look like they are just one. (BTW, i need to implement this trick into the editor)
luckwii
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Posted on 06-19-11 11:52:51 AM (last edited by luckwii at 06-19-11 01:16 PM) Link | Quote
Thanks, I'll try those methods to fix the quality and report back.

edit....
Okay so block 3 is the bottom layer background. Byte 11 is horizontal scroll. Byte 13 is vertical.
Block 5 is top layer and the bytes are the same.

So.... Thanks guys. My background is working 100% with no corruption whatsoever.
I split the two in half and changed the scrolling in the two blocks to match.
luckwii
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Posted on 06-19-11 04:13:15 PM Link | Quote
Alright, another question.

I am trying to get a combination of activator sprites working. I have a zone marked 1 around the sprites I want to activate.

I am trying to get a 168 sprite to trigger a 286 sprite and then destroy 197 sprites from activator ID 0 up to ID 11.

What order do I create these in? Or how do I do it altogether?
ray
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Posted on 06-20-11 12:35:35 AM Link | Quote
Originally posted by luckwii
Alright, another question.

I am trying to get a combination of activator sprites working. I have a zone marked 1 around the sprites I want to activate.

I am trying to get a 168 sprite to trigger a 286 sprite and then destroy 197 sprites from activator ID 0 up to ID 11.

What order do I create these in? Or how do I do it altogether?


First create your Zone. Then You create Sprite 168 and set the Zone ID. Now place your 197 sprites. When this is done you place sprite 286. Set the START ID to the last activated ID and the END ID to the first. Then you can set a Delay, too. Go again to the Spriite 168 and then set the activator ID to the END ID of sprite 286.
Have fuN
ray
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Posted on 06-25-11 02:48:41 PM Link | Quote
What is reverse hex? Or what is reversed hex of 00 08 00 ?
dirbaio
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Posted on 06-25-11 03:05:29 PM Link | Quote
The NDS is little-endian. See this

This means that if you have a 16-bit integer, like 0xABCD, it has to be represented as two bytes: 0xAB and 0xCD.
Little-endian means that we store the least significant byte (LSB) first. The LSB is 0xCD, so 0xABCD would be CD AB.
Same goes for 4-byte ints: 0x12345678 -> 78 56 34 12.

Also, that's why I changed the way sprite data is stored. NSMB interprets the sprite data as a short (2 bytes) and an int (4 bytes), 6 bytes total, so I reversed the first two bytes and the last four. Some sprites had a value "split" in two nibbles, now they don't.
ray
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Posted on 06-25-11 03:06:30 PM Link | Quote
Originally posted by dirbaio
The NDS is little-endian. See this

This means that if you have a 16-bit integer, like 0xABCD, it has to be represented as two bytes: 0xAB and 0xCD.
Little-endian means that we store the least significant byte (LSB) first. The LSB is 0xCD, so 0xABCD would be CD AB.
Same goes for 4-byte ints: 0x12345678 -> 78 56 34 12.

Also, that's why I changed the way sprite data is stored. NSMB interprets the sprite data as a short (2 bytes) and an int (4 bytes), 6 bytes total, so I reversed the first two bytes and the last four. Some sprites had a value "split" in two nibbles, now they don't.


Uh... thats easy
Thank you =D
dirbaio
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Posted on 06-25-11 03:07:59 PM Link | Quote
Also, important: you have to split them by 2 digits starting from the end.

For example: 0x123 -> 0x01 0x23 -> 23 01
NsmB_PrO
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Posted on 06-26-11 04:37:50 AM Link | Quote
Anyone know, how to make a BG scroll?
I mean, some BGs are scrolling left or right. I want to make a BG scrolling fast left.
Please help!
ray
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Posted on 06-26-11 05:53:11 AM Link | Quote
Originally posted by NsmB_PrO
Anyone know, how to make a BG scroll?
I mean, some BGs are scrolling left or right. I want to make a BG scrolling fast left.
Please help!


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!

Can this help??
NsmB_PrO
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Posted on 06-26-11 05:55:08 AM Link | Quote
No, I want the BG scroll automatically. Although Mario isnt moving.
dirbaio
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Posted on 06-26-11 10:43:51 AM Link | Quote
I don't think that's possible without ASM hacking.
With, it's probably easy.
luckwii
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Posted on 06-26-11 11:27:18 AM Link | Quote
Originally posted by NsmB_PrO
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?



How do you write the 0XFF?
I tried writing it FF in the 11 and 13 spots and it freezes the level with a blackscreen. I want the vertical and horizontal scroll of block 5 to be the hyper speed you mentioned above. I am pretty noob at hex editing. So would the value of the 2 digit byte just be FF? That is how I did both. Or would it be 0 then FF? How would that be written?
gerry96bros
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Posted on 06-27-11 06:32:51 AM Link | Quote
Hello, I modified the sound_data orangefox with the guidance of the music of Super Mario 64 but when I put the sound of water in the game I do not find it. but where is the music with VGMtrans water nsmb sm64 to hear where I went wrong? now I put the link of sound_data ...

http://www.mediafire.com/?p0t96y6gdx14xm3
ray
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Posted on 06-27-11 11:14:26 AM Link | Quote
Originally posted by gerry96bros
Hello, I modified the sound_data orangefox with the guidance of the music of Super Mario 64 but when I put the sound of water in the game I do not find it. but where is the music with VGMtrans water nsmb sm64 to hear where I went wrong? now I put the link of sound_data ...

http://www.mediafire.com/?p0t96y6gdx14xm3


I dont know what you mean... In VGMTrans the water theme is the Water_BGM^^ in Nsmb: Water3
gerry96bros
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Posted on 06-27-11 02:31:44 PM Link | Quote
I'll explain. I modified the sound_data nsmb and I put in the place of music home to sm64 and the same for the water only that the game does not start when the level starts
ray
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Posted on 06-27-11 02:53:08 PM Link | Quote
Originally posted by gerry96bros
I'll explain. I modified the sound_data nsmb and I put in the place of music home to sm64 and the same for the water only that the game does not start when the level starts



You put the water music from SM64 into the sound data from nsmb? Is thar right? And the level does not start because of the sound data? Then you did something wrong You should export all the snbk, swaw, and sequence files, which have to do with the water music. When you exported it from SM64, rename them into the names for NSMB sound data. Than you can make a sdat and import it.
rapidregister
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Posted on 08-22-11 12:32:53 PM Link | Quote
can someone pls make a new nsmb wii ds hack? and realease them on this site
ray
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Posted on 08-22-11 01:57:31 PM Link | Quote
We are all on this site: http://board.dirbaio.net/board.php
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Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply




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