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07-31-10 06:50:17 AM
fortyfive-antelope

Jul - NSMB Hacking - Original NSMB Hacking Thread (Archived) New poll - New thread - Thread closed
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Tina
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Posted on 03-20-09 05:06:03 PM Link |
*135958 @Tanks> oh shit
*140003 @Tanks> I found out what it is
*140015 @Tanks> it forces mini mario's physics
*140103 @Tanks> mini mario does the same exact thing
*140110 @Tanks> with the feet
*140114 @Tanks> the wide strides...
*140122 @Tanks> I guuuueeeesss...
Treeki
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Posted on 03-20-09 05:27:43 PM Link |
That's interesting.. I knew it seemed familiar somehow but I couldn't figure out exactly why. I wonder why it's part of the level file though - especially in one of the most important parts of it, right at the start.
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Posted on 04-04-09 06:31:26 AM Link |
Originally posted by Shantae
So anyone out there who's not a complete douche want to code us an editor?

Hmm... I can maybe do something. I have some coding knowledge, however I don't know anything about how NSMB works. But the documentation Treeki wrote will surely help a lot.

I'll let you know if I manage to make something.
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Posted on 04-13-09 11:48:33 AM Link |
Something good is about to happen.
Treeki
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Posted on 04-13-09 12:29:04 PM (last edited by Treeki at 07-19-09 04:39 PM) Link |
The editor used to be here, but I moved it into a separate stickied thread for convenience.
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Posted on 04-13-09 12:34:05 PM Link |
WOOO! Time to get hacking guys!
Treeki
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Posted on 04-13-09 02:23:31 PM Link |
4.1 is out. Didn't take too long. It now supports ROMs from different regions.
Raccoon Sam
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Posted on 04-13-09 05:41:54 PM Link |
A Built-in file explorer? Snazzy! Great job yet again :>

However, I can't run it in Mono. If you intend on making it compatible, this was the error I got upon opening it in mono:

Unhandled Exception: System.ArgumentException: The requested FontFamily could not be found [GDI+ status: FontFamilyNotFound]
at System.Drawing.GDIPlus.CheckStatus (Status status) [0x00000]
at System.Drawing.Font.GetHeight (Single dpi) [0x00000]
at System.Drawing.Font.GetHeight () [0x00000]
at System.Drawing.Font.get_Height () [0x00000]
at (wrapper remoting-invoke-with-check) System.Drawing.Font:get_Height ()
at System.Windows.Forms.Label.InternalGetPreferredSize (Size proposed) [0x00000]
at System.Windows.Forms.Label.CalcAutoSize () [0x00000]
at System.Windows.Forms.Label.OnFontChanged (System.EventArgs e) [0x00000]
at System.Windows.Forms.Control.set_Font (System.Drawing.Font ) [0x00000]
at NSMBe4.LevelChooser.InitializeComponent () [0x00000]
at NSMBe4.LevelChooser..ctor () [0x00000]
at (wrapper remoting-invoke-with-check) NSMBe4.LevelChooser:.ctor ()
at NSMBe4.Program.Main () [0x00000]
Treeki
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Posted on 04-13-09 06:59:39 PM Link |
I don't think it would work in Mono in the first place. I use P/Invoke for faster drawing on Windows, since GDI+ is very slow when copying many tiles to the screen at once.

But anyway, I'm not sure that problem is in my code.


Unhandled Exception: System.ArgumentException: The requested FontFamily could not be found [GDI+ status: FontFamilyNotFound]
at System.Drawing.GDIPlus.CheckStatus (Status status) [0x00000]
at System.Drawing.Font.GetHeight (Single dpi) [0x00000]
at System.Drawing.Font.GetHeight () [0x00000]
at System.Drawing.Font.get_Height () [0x00000]
at (wrapper remoting-invoke-with-check) System.Drawing.Font:get_Height ()
at System.Windows.Forms.Label.InternalGetPreferredSize (Size proposed) [0x00000]
at System.Windows.Forms.Label.CalcAutoSize () [0x00000]
at System.Windows.Forms.Label.OnFontChanged (System.EventArgs e) [0x00000]
at System.Windows.Forms.Control.set_Font (System.Drawing.Font ) [0x00000]
at NSMBe4.LevelChooser.InitializeComponent () [0x00000]
at NSMBe4.LevelChooser..ctor () [0x00000]
at (wrapper remoting-invoke-with-check) NSMBe4.LevelChooser:.ctor ()
at NSMBe4.Program.Main () [0x00000]

The bolded part is what makes me think that. Setting a font in a control isn't exactly a problem with my code..

Anyway, here's a preview of what I'm working on: entrance support. It's still under construction and might not be released for a while, because there's still a lot I need to find out about the format.
http://treeki.googlepages.com/entrances.png
Yoshi52
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Posted on 04-14-09 12:11:39 PM Link |
What? So you didn't quit? Sweet, now let's hope it's compatible with my version of Vista.......Survey says...

YES! Now I can finally try and make that hack I'll probably procrastinate on doing. Thanks for a new release, Treeki!

Spontaneous Madness
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Posted on 04-14-09 12:49:51 PM Link |
Thanks for the new release, Treeki!
This might actually bring me back into the rom hacking scene.
Raccoon Sam
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Posted on 04-14-09 01:01:17 PM Link |
Looks really amazing! Can't wait 'til it's done.
Also, now that I look at my post, maybe I worded it badly. I can run it, just not with Mono.
Good job.
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Posted on 04-14-09 07:14:55 PM Link |
Fantastic job Treeki. The editor works great. Now I know you said you're working on entrance support, but I was hoping you could implement some simple little features that would make the editor much more user friendly.

I don't know the reason you can't display enemies, but you can obviously differentiate them since you are displaying those sprite numbers. A simple little tooltip with the sprite's name would be awesome. That way I don't need to keep a separate notepad open with a list of the sprite numbers and their corresponding names.

Also, having to go up to the height/width boxes to resize blocks is a bit clunky. Editing would be much more fluid if you could stretch blocks in the main window with the mouse like lunar magic does.

I would like think these features are at least simpler to implement than entrance support, if instead they require major rocket surgery, roll our eyes and call me a noob and do what ya want cuze its your program.

Again, great work here man.
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Posted on 04-14-09 07:22:18 PM Link |
Originally posted by AlexAR
Fantastic job Treeki. The editor works great. Now I know you said you're working on entrance support, but I was hoping you could implement some simple little features that would make the editor much more user friendly.

I don't know the reason you can't display enemies, but you can obviously differentiate them since you are displaying those sprite numbers. A simple little tooltip with the sprite's name would be awesome. That way I don't need to keep a separate notepad open with a list of the sprite numbers and their corresponding names.

Most enemies are 3D, which is why I can't display them. There's also no way to show them exactly as the game does.
I don't know what every sprite does, but I might consider adding tooltips for known sprites to a later version.

Originally posted by AlexAR
Also, having to go up to the height/width boxes to resize blocks is a bit clunky. Editing would be much more fluid if you could stretch blocks in the main window with the mouse like lunar magic does.

Already exists; you can use the small white dots at the bottom right of each object to resize it. I'm not sure if I should change this though, it's kind of hard to target it accurately sometimes. Maybe making it bigger would work better.

Originally posted by AlexAR
Again, great work here man.

Thanks!
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Posted on 04-14-09 07:48:33 PM Link |
Wow, fast reply.. anyways I was gonna edit my post with this..



if sprite number is marked as known
then display its tooltip
else display unkown sprite

And yeah that white square resizing thing is so small I would have never seen it if you hadn't mentioned it. Works great though.

Question, the map 16 window is just for show for now? Can it do anything?

Also, if I open the mini map, close it and scroll down with my wheel mouse I get this error every time:

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at NSMBe4.LevelEditor.objXPosUpDown_ValueChanged(Object sender, EventArgs e)
at System.Windows.Forms.NumericUpDown.OnValueChanged(EventArgs e)
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
at System.Windows.Forms.NumericUpDown.DownButton()
at System.Windows.Forms.UpDownBase.OnMouseWheel(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseWheel(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.UpDownBase.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Raccoon Sam
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Posted on 04-15-09 10:34:26 AM Link |
Originally posted by Treeki
Most enemies are 3D, which is why I can't display them.

You could use external image files that are taken screenshots of the enemies, like SMILE.
Yoshi52
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Posted on 04-15-09 12:35:53 PM Link |
Say, what happened to the level header thing? You know, that window that lets one edit the level's time, Mario's Start Point, and the foreground/background stuff? Where'd that go? I can understand taking out Mario's Start Point for editing, as that does mess up some levels, but what was wrong with the Time Limit?

Or, is it still there, but l missed it somehow?
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Posted on 04-15-09 12:37:47 PM Link |
Originally posted by Yoshi52
Say, what happened to the level header thing? You know, that window that lets one edit the level's time, Mario's Start Point, and the foreground/background stuff? Where'd that go? I can understand taking out Mario's Start Point for editing, as that does mess up some levels, but what was wrong with the Time Limit?

Or, is it still there, but l missed it somehow?


This is all being added in due time. Please bear with us. Treeki's working on entrances as we speak in hopes of getting some of the bigger things out the way. You can always use the early editor to do those things if you must.
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Posted on 04-15-09 12:40:49 PM Link |
Originally posted by Yoshi52
Say, what happened to the level header thing? You know, that window that lets one edit the level's time, Mario's Start Point, and the foreground/background stuff? Where'd that go? I can understand taking out Mario's Start Point for editing, as that does mess up some levels, but what was wrong with the Time Limit?

Or, is it still there, but l missed it somehow?

There are two reasons I haven't added it yet:

1. In NSMBe2 it used hardcoded offsets within the level file, and didn't index them by blocks.
2. I want to add more detailed editing - being able to see previews of each background/tileset before you choose them, for example.

Once I figure out how to get entrances working, you will be able to edit Mario's start point using them. If I ever figure out enough of the format to get views working as well, that means we can do pretty much anything - create new areas in levels, working pipes, etc.
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Posted on 04-16-09 07:16:07 AM Link |
Originally posted by Raccoon Sam
Originally posted by Treeki
Most enemies are 3D, which is why I can't display them.

You could use external image files that are taken screenshots of the enemies, like SMILE.

I second this idea. SMILE has an external folder filled with gif images of all the sprites in the game. The editor uses those images instead of the actual graphic to display them.
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Jul - NSMB Hacking - Original NSMB Hacking Thread (Archived) New poll - New thread - Thread closed




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