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05-04-22 05:42:46 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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Ninji

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Posted on 08-27-09 10:56:01 PM Link | Quote
Editing block 8 will let you change this. See the large stickied archive thread for help.

____________________
[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 08-29-09 03:40:14 PM Link | Quote
yes, what you're talking about are views. they are stored in block 8, you can edit it by hand. Maybe i will implement editing them also...
Ehm
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Posted on 08-29-09 05:22:42 PM Link | Quote
A GUI editor for the camera limits would be most appreciated. I actually think it might bring in a few more users too, since the Editor would be that much more accommodating.
dirbaio
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Posted on 09-01-09 07:10:18 PM Link | Quote
I have finished it!!

I had to rewrite all the part about edition modes, because that one was REALLY messy. What I have done is to create an "EditionMode" class, and then several classes inheriting from it, like ObjectsEditionMode and EntrancesEditionMode, and LevelEditorControl just notifies the current edition mode about mouse events. Each class can set a left panel using SetPanel(). Left panels are ObjectEditor, SpriteEditor... that are UserControls. I think this way is better to add new editing modes, because they are more organized...

Features:
Create and Delete paths.
Move path nodes. Shift drag to snap it to 8 pixels.
Add path nodes. Control+drag from a node to add another after it.
Delete path nodes. Alt+Click. (note that deleting the last node from a path deletes the path itself)
Save modified paths.

I also improved other things:
Object/Sprite editing does not clone on Control+Click, only on Control+Drag (no more clones on top of each other)
Shift+Drag an entrance to make it snap to 8 pixels.
Right drag scrolls faster.

Treeki, do you want me to email it to you, or upload it to the repository?
Ninji

Birdo
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Posted on 09-01-09 07:16:21 PM Link | Quote
Originally posted by dirbaio
I have finished it!!

I had to rewrite all the part about edition modes, because that one was REALLY messy. What I have done is to create an "EditionMode" class, and then several classes inheriting from it, like ObjectsEditionMode and EntrancesEditionMode, and LevelEditorControl just notifies the current edition mode about mouse events. Each class can set a left panel using SetPanel(). Left panels are ObjectEditor, SpriteEditor... that are UserControls. I think this way is better to add new editing modes, because they are more organized...

Features:
Create and Delete paths.
Move path nodes. Shift drag to snap it to 8 pixels.
Add path nodes. Control+drag from a node to add another after it.
Delete path nodes. Alt+Click. (note that deleting the last node from a path deletes the path itself)
Save modified paths.

I also improved other things:
Object/Sprite editing does not clone on Control+Click, only on Control+Drag (no more clones on top of each other)
Shift+Drag an entrance to make it snap to 8 pixels.
Right drag scrolls faster.

Treeki, do you want me to email it to you, or upload it to the repository?

Either is fine, I don't mind.

____________________
[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 09-01-09 10:29:46 PM Link | Quote
sounds good =D
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 09-02-09 01:52:02 PM (last edited by dirbaio at 09-02-09 12:31 PM) Link | Quote
I feel great! I don't have permissions to upload to the SVN and I don't know your email. So here you have the new version source:

http://www.mediafire.com/download.php?megfzzb4zez

but please, give me permission to the svn. My Google username is yosoydario@gmail.com

EDIT: Wait, there is a bug. The object picker doesn't work. I am fixing it right now.
EDIT2: Fixed. The new URL is http://www.mediafire.com/download.php?zn5mqmzekzt
Ninji

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Posted on 09-02-09 03:12:33 PM Link | Quote
I've added you to Google Code as a contributor. I also found the object picker bug, but I couldn't figure out the problem. What is it?

Right now I'm working on fixing a few bugs I found, but I still have the old version with the broken picker. Most notably:
* Mono release (GDI+) doesn't compile due to object rendering (fixed)
* Adding/removing a path doesn't update the ListBox (fixed)
* Key shortcuts no longer work for moving/deleting objects
* Path points aren't centred on 8x8


____________________
[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 09-02-09 03:55:10 PM (last edited by dirbaio at 09-02-09 01:28 PM) Link | Quote
hmm...
it was something with the Ready variable. copy-paste the new ObjectPickerControl.cs file if you have not modified it.
i fixed also the list not updating in my second link. the modified file is PathEditor.cs

EDIT: I didn't center the path nodes because for other sprites it wouldn't be right, for example look at te green blocks in w7-tower2. There the paths are right...

however, if you want to change it, i created two constants in NSMBPath.cs (XOffs and YOffs) that can be used to render and select the paths with an offset. I am not sure if it is taken into account everywhere...

EDIT: I've just found out how to commit (upload) to the SVN. I've uploaded my bug-fixed version. Upload yours when you finish.
EDIT2: I am working on editable views now...
Ehm
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Posted on 09-02-09 05:40:23 PM Link | Quote
this is so awesome. Thanks, both of you.
Ninji

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Posted on 09-02-09 06:42:30 PM Link | Quote
Originally posted by dirbaio
hmm...
it was something with the Ready variable. copy-paste the new ObjectPickerControl.cs file if you have not modified it.
i fixed also the list not updating in my second link. the modified file is PathEditor.cs

EDIT: I didn't center the path nodes because for other sprites it wouldn't be right, for example look at te green blocks in w7-tower2. There the paths are right...

however, if you want to change it, i created two constants in NSMBPath.cs (XOffs and YOffs) that can be used to render and select the paths with an offset. I am not sure if it is taken into account everywhere...

EDIT: I've just found out how to commit (upload) to the SVN. I've uploaded my bug-fixed version. Upload yours when you finish.
EDIT2: I am working on editable views now...

But if I upload mine.. won't it overwrite yours?

____________________
[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 09-02-09 07:05:43 PM Link | Quote
rename it? e.g - "[filename](treeki version).ext"
dirbaio
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Posted on 09-02-09 07:09:46 PM Link | Quote
Originally posted by Treeki
Originally posted by dirbaio
hmm...
it was something with the Ready variable. copy-paste the new ObjectPickerControl.cs file if you have not modified it.
i fixed also the list not updating in my second link. the modified file is PathEditor.cs

EDIT: I didn't center the path nodes because for other sprites it wouldn't be right, for example look at te green blocks in w7-tower2. There the paths are right...

however, if you want to change it, i created two constants in NSMBPath.cs (XOffs and YOffs) that can be used to render and select the paths with an offset. I am not sure if it is taken into account everywhere...

EDIT: I've just found out how to commit (upload) to the SVN. I've uploaded my bug-fixed version. Upload yours when you finish.
EDIT2: I am working on editable views now...

But if I upload mine.. won't it overwrite yours?


take My bug-fixed files, and put them in Your version, and then upload Your version to The svn. That way, Your and My bug fixes will be combined.
but take into acount that committing to the SVN only sends new and modified files.
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Posted on 09-03-09 09:11:54 AM Link | Quote
The process of creating a patch just to see that it broke in a new revision takes some time to get used to, as well as the process of fixing and merging it
Just wondering, is there a need for all of those .exe, .manifest or .zip files? The svn checkout is four MBs larger with them... Not that I'd die because of that, but others might xD
Usually the _source_ repository is kept free of any binaries with regular binary releases being made once a milestone is reached. Of course, if you see the source repo as a replacement for the releases as well I'm fine with that, too. Looking forward to the mono patch!


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Ninji

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Posted on 09-03-09 11:45:54 AM Link | Quote
Originally posted by BigBrain
The process of creating a patch just to see that it broke in a new revision takes some time to get used to, as well as the process of fixing and merging it
Just wondering, is there a need for all of those .exe, .manifest or .zip files? The svn checkout is four MBs larger with them... Not that I'd die because of that, but others might xD
Usually the _source_ repository is kept free of any binaries with regular binary releases being made once a milestone is reached. Of course, if you see the source repo as a replacement for the releases as well I'm fine with that, too. Looking forward to the mono patch!


That's because I couldn't figure out how to upload just specific files - I just uploaded the entire C:\Documents and Settings\Jan\My Documents\Visual Studio 2008\Projects\NSMBe4 folder.

Is there a way I can upload only modified files or make a patch or whatever it is I need to do? I'm using TortoiseSVN and I'm not too familiar with how this stuff works, so some help would be .. helpful.

____________________
[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 09-03-09 12:40:49 PM Link | Quote
what I found out with TortoiseSVN is the following.

Checkout is download everything from the svn
Commit is sending your changes.

You have to checkout everything to a folder. Right-click in a folder and select Checkout.
Under URL of Repository, enter "https://nsmb-editor.googlecode.com/svn/trunk". Notice the "https". Leave all other settings to default, and click OK.

It will prompt you for a username and password. Under Username put your Google username, and under password go to your settings (http://code.google.com/hosting/settings) and you'll get one. You may choose TortoiseSVN to remember the password. Then TortoiseSVN will download the latest version and create a folder.

It will remember the repository url for the folder and which files are modified, created or original (you'll see it in the icons). Then you modify that copy.

To upload then right-click on the folder and select Commit. It will show a list of what files to upload, only the modified being selected. If you click OK, it will begin the commit.


I reccomend that you work on the folder you check out, and then commit, because it keeps track of changed files automatically, instead of copying files from the Visual Studio project you already have.
Ninji

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Posted on 09-03-09 12:48:43 PM Link | Quote
What happens if both of us modify one file though?

____________________
[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 09-03-09 12:50:09 PM (last edited by dirbaio at 09-03-09 09:53 AM) Link | Quote
the last file uploaded overwrites the other, i think... Maybe it alerts if you overwrite a modified file, but i'm not sure...
so we should check if there are modified files before we upload ours. In Google Code, under Source->Changes, it's possible to see what changes have people uploaded, and if you click in one, which files were modified.

I propose that any little bug fix is uploaded just after fixing it, and to make the checkout again before starting to edit something to make sure that all copies are up to date. People should not improve a bit an old version and send it on top of a newer one with lots of improvements.
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Posted on 09-03-09 01:06:06 PM (last edited by BigBrain at 09-03-09 11:00 AM) Link | Quote
Originally posted by Treeki
What happens if both of us modify one file though?

Can't imagine that "the last file uploaded overwrites the other", that would be plain stupid (stupid behavior of Subversion, that is).
I only have little experience with Subversion, I'm using Git (another revision control system) for my projects.
Not sure if this applies to Subversion as well, but in Git you usually create a patch that shows the difference between the new work and the working tree that work is based on. When you try to apply this patch onto a file which has been modified meanwhile, the patch can still be applied often as long as no _code_ which is affected by the patch has been modified.
If that's the case though Git still has some system (requiring user intervention) to apply the patch. It all sounds pretty complex but it's a great system if one understands it
I'm sure Subversion has some similiar system... I'll try out a few things and report it if I find something usuable.
- ok, better ignore this part, I should probably learn more about svn before trying to give advice...

Generally, you'll probably want to keep a copy of the trunk around and instead of modifying the code directly rather create a so called branch, commit your changes to that branch, update your copy of trunk and try to re-merge the development branch into that copy to fix any conflicts. - Same for that paragraph, too

Best would be probably to read some sort of quick-tutorial to get a basic understanding of how stuff works

EDIT: Okay, I finally got it - http://svnbook.red-bean.com/en/1.4/svn.tour.cycle.html describes how to do common stuff with the command utility svn. I'm right now trying out TortoiseSVN to describe how to do it with the GUI.
Basically, you just need to do an update before committing your changes - Subversion will automatically tell you what needs fixing. (apparently, subversion DOES overwrite old files without checking for conflicts by the way, so you should always make sure your working copy is up to date)


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dirbaio
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Posted on 09-03-09 03:16:26 PM (last edited by dirbaio at 09-03-09 12:28 PM) Link | Quote
ok. thanks for the advice!

EDIT: but in the link you gave it says that the changes are combined, and a conflict only occurs if the SAME piece of code is edited simultaneously.
And for TortoiseSVN, it works much like the SVN command. Just right-click the file or folder and select the operation, that is usually named the same as the svn command.
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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

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