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05-04-22 05:42:30 PM
Jul - NSMB Hacking (Archive) - I suggest creating a wiki to organize all the info here New poll - New thread - New reply
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dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 08-24-09 04:58:36 PM Link | Quote
ok. Thank you veri much. I'm going to have a look at it now, when the visual studio installs. its very slow
BigBrain
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Posted on 08-25-09 09:14:20 AM (last edited by BigBrain at 08-25-09 06:30 AM) Link | Quote
Originally posted by dirbaio
what you are certainly not allowed to do is to post it because you say that your project is in GPL license and the hex editor is NOT in GPL...

Not necessarily. I can't figure out which license that hex editor uses, but its homepage states that it's "free" (which can mean everything without the "as in free speech" or the "as in free beer" suffixes...). Might be possible that redistribution of the editor is legal then, as long as you clearly state that the hex editor is not part of your nsmb editor and give credits to its author.

Just downloading mono and stuff to try to run the hex editor in Wine (huge download for me...), so can anyone tell me what license the hex editor is licensed under (if that info is provided somewhere at all..)? - at least someone could write an e-mail to the author and ask explicitely...

I can't run the NSBM editor right now either, but what is the hex editor used for exactly? Depending on the usage the functionality should just be stripped out or replaced with a tailored one or you just add an option to let the user specify what hex editor to use.

EDIT: Just read dirbaio's last post on page 2 and I second what he said. I still don't know C# (surprise , but I'm sure we'll soon find someone to port the editor to Linux, that's the great about being open-source - after the GC emulator dolphin was open-sourced it gained a great increase of activity and was quickly ported to Linux, too.

On another note, I found the license (it's in sources/Be.HexEditor/Resources/License.rtf). As far as I understand it ("You may use the Software for any [...] noncommercial purpose, including distributing derivative works") you are allowed to include it into your project.


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dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 08-25-09 02:54:11 PM Link | Quote
Treeki, the problem you have with paths is that you read all the nodes, but not the paths. I am trying to implement them. I read all the paths, and for each path I read its nodes and store them in the path's node list...

wish me luck
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Posted on 08-25-09 04:21:29 PM Link | Quote
Originally posted by dirbaio
Treeki, the problem you have with paths is that you read all the nodes, but not the paths. I am trying to implement them. I read all the paths, and for each path I read its nodes and store them in the path's node list...

wish me luck


... I feel so stupid now. Why didn't I just store path points in a list for each path like you suggested.. Originally I wanted to store them in memory in the same way the game does, I didn't think about doing it that way.

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[00:17:56] <+XkeeperSucks> treeki the spoiled brat go get speakers · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 08-25-09 04:53:29 PM (last edited by dirbaio at 08-25-09 02:11 PM) Link | Quote
good news! I read the paths correctly now. I will upload a screenshot...

EDIT: The screenshot:


I'm trying to make the paths editable now...
I Love Ikachan!
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Posted on 08-25-09 06:08:33 PM Link | Quote
Wait, is that the new version of the editor?

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Posted on 08-25-09 06:30:42 PM Link | Quote
Looks pretty good

If you have any trouble figuring out the code or where to add something, feel free to ask - I can explain mostly everything in it, some stuff isn't 100% clear but I can check and see how it works.

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[00:17:56] <+XkeeperSucks> treeki the spoiled brat go get speakers · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
PSI Purple
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Posted on 08-25-09 07:24:06 PM Link | Quote
That looks pretty rad, but... It looks like it's showing the camera pans and not where Mario goes... I thought connected pipes involved moving Mario with the camera just focusing on him?


@ The T: It could be the new version of the editor if Treeki decides to implement it.

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Posted on 08-25-09 08:40:47 PM (last edited by Treeki at 08-25-09 05:48 PM) Link | Quote
Originally posted by PSI Purple
That looks pretty rad, but... It looks like it's showing the camera pans and not where Mario goes... I thought connected pipes involved moving Mario with the camera just focusing on him?

I just did a little testing for this. You're right.
It seems that Mario is moved - for example, the position where Mario leaves the pipe depends on the last point in the path. (However, how do you know it's just showing the "camera pans"? These would happen anyway..)

Originally posted by PSI Purple
@ The T: It could be the new version of the editor if Treeki decides to implement it.

If dirbaio sends me his changes, I'll look over them and happily add them. I don't have the motivation to add stuff to the editor myself much (especially things like paths and editing features which are especially tedious), but I'll still help with releases and discovering things every so often.

edit: Also, here's a suggestion - change the rendering code so the path point and lines are centred on the actual X/Y. I noticed that each point is drawn directly under the position where it should be. I realised that this makes sense - if Mario's origin is based off the middle of his feet, centring the points would show it accurately. Here's a screenshot of my editor version to prove it: http://treeki.shacknet.nu/pathpoints2.png
Just subtract 8 from the X/Y position and it should work fine.

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[00:17:56] <+XkeeperSucks> treeki the spoiled brat go get speakers · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
Garmichael
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Posted on 08-26-09 12:22:23 AM Link | Quote

Hey! Lookin great!!

I can't wait for another release!


I agree with Treeki's suggestion to offset the pth nodes by 8 pixels, since they're really just references to an exact x/y with no width or height.




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Posted on 08-26-09 03:22:42 PM Link | Quote
Originally posted by Treeki
(However, how do you know it's just showing the "camera pans"? These would happen anyway..)


It just looks that way to me. The location the paths start and end seem consistent with how the camera would move. I thought it was gonna show the exact parts where Mario goes, being in the middle of the pipe, 'cause that's where Mario would be. (That way it'd seem simple for me)

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Posted on 08-26-09 03:32:49 PM Link | Quote
Originally posted by PSI Purple
Originally posted by Treeki
(However, how do you know it's just showing the "camera pans"? These would happen anyway..)


It just looks that way to me. The location the paths start and end seem consistent with how the camera would move. I thought it was gonna show the exact parts where Mario goes, being in the middle of the pipe, 'cause that's where Mario would be. (That way it'd seem simple for me)

If you look at my edit to the last post, I added an explanation that makes sense for this.

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[00:17:56] <+XkeeperSucks> treeki the spoiled brat go get speakers · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
Ehm
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Posted on 08-26-09 04:25:11 PM Link | Quote
is there any way to apply the basic theory of the pipe paths to create a makeshift camera path editor? ^__^
PSI Purple
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Posted on 08-26-09 04:48:14 PM Link | Quote
Originally posted by Treeki
If you look at my edit to the last post, I added an explanation that makes sense for this.


I saw that before, but didn't fully grasp what you were saying... Your smart words are too technical for my little brain.

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Posted on 08-26-09 04:52:46 PM Link | Quote
Originally posted by m64m
is there any way to apply the basic theory of the pipe paths to create a makeshift camera path editor? ^__^

The format is all the same, all paths should work with it (like Dorrie and such).

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[00:17:56] <+XkeeperSucks> treeki the spoiled brat go get speakers · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 08-26-09 05:00:06 PM Link | Quote
hmmm.. good suggestion. you're right
Now i'm trying to make the paths editable. i hope i'll get it soon
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Posted on 08-26-09 07:16:49 PM Link | Quote
you guys are referring to the ability to edit camera limitations, right? *crosses fingers*
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Posted on 08-27-09 12:27:48 AM Link | Quote

What do you mean by 'Camera Limitations'?

Do you mean the boundary box a level is contained in?

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dirbaio
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Posted on 08-27-09 03:26:53 PM Link | Quote
no. this is not to edit camera limitations. This is to edit Movement Paths, that are used for the camera pans when Mario goes through a pipe (w7-a is full of them) and other sprites, like Doree and the green blocks in w7 castle and w8 tower2.

Camera limitations are a completely different thing. They are set with sprites that you can edit, like Scroll Controls (i found out some sprite data for them, check the docs), and views and some blocks (like 2).
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Posted on 08-27-09 09:16:16 PM Link | Quote
:/ too bad. Is anyone close to finding those out yet?

Originally posted by dirbaio
They are set with sprites that you can edit, like Scroll Controls (i found out some sprite data for them, check the docs), and views and some blocks (like 2).



That's not what I'm talking about. I'm talking about how the creators of the game made specific camera limitations for each level (outline by Treeki in grey in the editor). If I make a path going below the grey line, mario will Keep going, but the camera stays blocked at the line. This is super annoying when I'm trying to make a custom level, because I then have to conform to the programmers' limitations.

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Jul - NSMB Hacking (Archive) - I suggest creating a wiki to organize all the info here New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

33 database queries, 9 query cache hits.
Query execution time: 0.106137 seconds
Script execution time: 0.028516 seconds
Total render time: 0.134653 seconds