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05-03-22 08:28:36 AM
Jul - NSMB Hacking (Archive) - Editing world maps (crucial) New poll - New thread - New reply
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Mikael
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Posted on 01-20-10 09:46:38 PM Link | Quote
Is it yet possible to create your OWN SET of levels in a mapscreen?? Are there sprites for a map overworld, and can I somehow place icons for overworld levels, underworld, underwater, towers & castles in the order I want them? Aswell as choosing which world in which order, what music, what scenery etc..
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Posted on 01-20-10 09:56:48 PM Link | Quote
You want to edit the map? Where you move to select a level,etc? If that, its not possible(maybe in some time)

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Mikael
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Posted on 01-20-10 10:52:33 PM Link | Quote
That's so sad because having that completed would pretty much be the perfect editor. Can't some of these genius hackers get cracking on it?? It's a big project but I hope to be able to make my own map worlds in a not too distant future.

In the meantime I'll just use the first level as a warpzone to other worlds I want to use instead. My problem is that I want the mapscreen icon for respective level to match that level's environment. For ex, underground levels are displayed as a *bridge* but maybe I don't necessarily want to have underground levels in a particular world, or I want to place the bridge icon at another stage.

There's also scenery in the overworld map like trees, water, elevations. Even if not that stuff would be possible to change, at least give it a try with the level icons you guys!!

Ninji

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Posted on 01-20-10 11:13:43 PM Link | Quote
Originally posted by Mikael
That's so sad because having that completed would pretty much be the perfect editor. Can't some of these genius hackers get cracking on it?? It's a big project but I hope to be able to make my own map worlds in a not too distant future.

In the meantime I'll just use the first level as a warpzone to other worlds I want to use instead. My problem is that I want the mapscreen icon for respective level to match that level's environment. For ex, underground levels are displayed as a *bridge* but maybe I don't necessarily want to have underground levels in a particular world, or I want to place the bridge icon at another stage.

There's also scenery in the overworld map like trees, water, elevations. Even if not that stuff would be possible to change, at least give it a try with the level icons you guys!!
I looked at the world map data once, it's not as easy as you make it sound. The terrain and scenery is 3D; the path data is somewhere inside the overlay files.

Possible? Yes. Feasible for now? No.

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Mikael
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Posted on 01-20-10 11:21:36 PM Link | Quote
"I looked at the world map data once, it's not as easy as you make it sound. The terrain and scenery is 3D; the path data is somewhere inside the overlay files.

Possible? Yes. Feasible for now? No."


I understand but can't you try and just replace some stuff, like exchanging the sprite of a tower for a castle or something. Just being able to switch objects around would be satisfying.

BTW I can't express enough appreciation for how far you've come with the hacking of the game anyway. Amazing job Treeki, and anybody else involved. You deserve standing ovations from thousands of Mario fans!
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Posted on 01-20-10 11:23:18 PM Link | Quote
Originally posted by Mikael
I understand but can't you try and just replace some stuff, like exchanging the sprite of a tower for a castle or something. Just being able to switch objects around would be satisfying.

BTW I can't express enough appreciation for how far you've come with the hacking of the game anyway. Amazing job Treeki, and anybody else involved. You deserve standing ovations from thousands of Mario fans!
It's not that easy, I was messing around with the path data in a debugger once. The most I managed to do was switch around a few path destinations, and I couldn't figure out how to edit it in the ROM.

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Posted on 01-20-10 11:23:30 PM Link | Quote
Originally posted by Mikael
I understand but can't you try and just replace some stuff, like exchanging the sprite of a tower for a castle or something. Just being able to switch objects around would be satisfying.

Why don't you try yourself?


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Ninji

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Posted on 01-20-10 11:37:16 PM Link | Quote
Originally posted by jceggbert5
Why don't you try yourself?

That was unneeded. Please don't make rude posts like this.

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Hacking Tools: NSMB Editor 5 · Nitro / NARC Explorer
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Mikael
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Posted on 01-20-10 11:39:05 PM Link | Quote
I don't know how to reply to a certain post so I just quote.

"It's not that easy, I was messing around with the path data in a debugger once. The most I managed to do was switch around a few path destinations, and I couldn't figure out how to edit it in the ROM."

I see, but that sounds like the first step. Eventually you geniuses will figure it out. I can only request it and bring the project to your mind. I suppose we will need a completely new tool in the editor to handle the overworld map.

"Why don't you do it yourself?"

I'm a level builder not a programmer. I'm skilled with gameplay design.
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Posted on 01-20-10 11:46:31 PM Link | Quote
Originally posted by Mikael
I don't know how to reply to a certain post so I just quote.

"It's not that easy, I was messing around with the path data in a debugger once. The most I managed to do was switch around a few path destinations, and I couldn't figure out how to edit it in the ROM."

I see, but that sounds like the first step. Eventually you geniuses will figure it out. I can only request it and bring the project to your mind. I suppose we will need a completely new tool in the editor to handle the overworld map.

"Why don't you do it yourself?"

I'm a level builder not a programmer. I'm skilled with gameplay design.

Its at the top of every post. In the line where posted on mm/dd/yy. At the right corner there is the option to quote and other things.

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Posted on 01-20-10 11:51:13 PM Link | Quote
Originally posted by gridatttack
Originally posted by Mikael
I don't know how to reply to a certain post so I just quote.

"It's not that easy, I was messing around with the path data in a debugger once. The most I managed to do was switch around a few path destinations, and I couldn't figure out how to edit it in the ROM."

I see, but that sounds like the first step. Eventually you geniuses will figure it out. I can only request it and bring the project to your mind. I suppose we will need a completely new tool in the editor to handle the overworld map.

"Why don't you do it yourself?"

I'm a level builder not a programmer. I'm skilled with gameplay design.

Its at the top of every post. In the line where posted on mm/dd/yy. At the right corner there is the option to quote and other things.


Thank you!
Ninji

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Posted on 01-21-10 01:05:13 AM Link | Quote
Yeah, but if someone figures it out it won't be me.

I'm not working on NSMB DS any more. My main focus is NSMB Wii now - ironically, it's actually easier to hack the maps in NSMB Wii than in NSMB DS.

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Garmichael
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Posted on 01-21-10 01:10:36 AM Link | Quote

I imagine that the terrain for the overworld map is one solid mesh 3d object. In other words, to edit the terrain, you would have to have sculpt it yourself bit by bit, instead of building one out of tiles. So, even if there was the capability to export and import your own terrain, you, personally, would still need to know how to model in 3d and map it for textures in order to actually edit the terrain. Because of this, you cant really rely on 'other geniuses' to do all the hard stuff for you so you can be just a 'designer'


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Mikael
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Posted on 01-21-10 03:47:21 AM Link | Quote
Originally posted by Garmichael
I imagine that the terrain for the overworld map is one solid mesh 3d object. In other words, to edit the terrain, you would have to have sculpt it yourself bit by bit, instead of building one out of tiles. So, even if there was the capability to export and import your own terrain, you, personally, would still need to know how to model in 3d and map it for textures in order to actually edit the terrain. Because of this, you cant really rely on 'other geniuses' to do all the hard stuff for you so you can be just a 'designer'



Okay since I'm not the expert I'm not aware of how it being 3D becomes a problem, with all due respect. You could make a 2D model where I, or anyone else who is interested in this aswell, as a designer operates and then the editor program translates the work I've done into 3D in the ROM. Maybe that requires a different knowledge than the one you possess as a hacker? I just think it's pity you won't complete the project with NSMB DS, just moving on with the Wii version, and not give the mapscreen a go. Who else is motivated to finish the whole game hacking?

I think you come from a point of view where no operating system is considered as relevant. I do think it's relevant. For example, all the sprites should be properly filed in archives and not just listed. Enemy sprites be sorted in one map, blocks in another etc. The editor should be practical and efficient for a person who is not a programmer to use. There could be 10-yr old kids interested in making Mario levels. If I could organize all the items, objects, sprites in my own map system I could build my game in a much more efficient way. That is the point of view I'm coming from. If you don't know how to model with 3D textures and so forth, then say that and I understand there's not going to be an overworld editor.

So, as much respect as I have of your competence, if the editor was more practical and handy and user-friendly, people who are solely interested in game design and not programming could get themselves more seriously involved in the game. There's a difference in being a piano builder and a piano player.
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Posted on 01-21-10 04:57:27 AM Link | Quote
Originally posted by Treeki
Yeah, but if someone figures it out it won't be me.

I'm not working on NSMB DS any more. My main focus is NSMB Wii now - ironically, it's actually easier to hack the maps in NSMB Wii than in NSMB DS.



I read what you say Treeki but it's a shame that you don't finish the hacking of this game that you started (which isn't to say much since the editor is enough brilliant already). Let's say you deal with the Wii game and later return to do the mapscreen for NSMB DS. Then it would be too late cuz the DS version is outdated by then. Just saying my man.
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Posted on 01-21-10 06:01:43 AM Link | Quote

Originally posted by Mikael
You could make a 2D model where I, or anyone else who is interested in this aswell, as a designer operates and then the editor program translates the work I've done into 3D in the ROM. Maybe that requires a different knowledge than the one you possess as a hacker?


That different kind of knowledge that somehow turns a 2D image you invented into a 3D image and then imports it in to the rom... Its called magic. I dont understand what "work" you're doing if you're not modeling and mapping the new 3d object to replace the terrain with.

Now, if you're *REALLY* interested in editing the overworld map, all you have to do is follow these instructions:
1. Export the 3D model and texture files from the rom.
2. Use a program that lets you unpack individual models and textures from the exported files.
3a. Write a new program that lets you edit NDS format 3D models. (OR)
3b. Find a way to convert the 3D models into a format that 3D Studio Max or Maya can interpret.
4. Edit the model.
5. Map the model so that it can be textured.
6. Edit the texture image and apply it to the model.
7. Go back and forth between editing the model, mapping it, and painting it (editing the texture) until it looks good without any stretchy or skewed textures.
8. Repackage the 3D models and textures into NDS format and import them into the Rom.
9. Figure out *where* the HEX for managing the location of props (like the castle, trees, fences, etc), the location of levels, and the pathing between levels is.
10. Figure out *how* to edit that HEX to change the locations of props and levels and edit the pathing.
11. If you're interested in changing the number of levels per map, you will also need to figure out how to do that through HEX.


Got it? Think you can do that? No?
All that Treeki or Dirbaio can do to make this process easier on you is to allow you to *view* your 3d terrain within their program. They cannot do ANYTHING to make it easier on you to ACTUALLY MODEL the object. On top of that, as far as I know, there arent even any programs that make it easy to even LET you model your own object for a commercial NDS rom. The last time I did research on the topic, hackers are having difficulty getting NDS format 3D objects into an editable mode.
There are software programs, like 3D Studio Max and Maya that cost thousands of dollars and are the product of decades-long software evolution. In short, if Treeki or Dirbaio could program a 3D editor, they wouldn't have time to work on rom hacking and they would have very nice paying jobs, let alone include a 3D editor as a feature of a rom editor.




For example, all the sprites should be properly filed in archives and not just listed. Enemy sprites be sorted in one map, blocks in another etc. The editor should be practical and efficient for a person who is not a programmer to use. There could be 10-yr old kids interested in making Mario levels. If I could organize all the items, objects, sprites in my own map system I could build my game in a much more efficient way. That is the point of view I'm coming from.

So, as much respect as I have of your competence, if the editor was more practical and handy and user-friendly, people who are solely interested in game design and not programming could get themselves more seriously involved in the game. There's a difference in being a piano builder and a piano player.



There are PLENTY of writings from plenty of people on this forum who have tips and advice on using the editor. It is not that complicated and its got a solid GUI. Short of rendering the level editor window as it would appear in the game (which would be a resource hog), there isn't much the editor needs. However, if you've got some ideas, there's a stickied thread you might have noticed titled "Editor Development / Suggestions / Feature requests" that is specially made so that people like you can offer their suggestions. And trust me, the "I want to see the sprites graphics instead of a blue box" idea has been mentioned quite a few times, and each time, there's a response to it. You should check that out.



Now, about your whole stance on "Im *JUST* a level designer" bit... You need to realize that part of all level design is very technical. Have you ever tried making a level in Hammer, the UT3 Engine, Hyrule Magic, Lunar Magic, Neverwinter Nights, Warcraft III, Oblivion, Fallout 3, or, well, ANY other level editing software?
Every single one of them has their own technical challenges and caveats to learn. There is always a certain amount of scripting to be done, a certain amount of variable tweekage, and a certain amount of technical do's and dont's that you need to be aware of to make a solid level that will actually run well within the game. While there are some tricky aspects to this editor, its one of the easiest to use editors I have ever used.

As a designer, you need to get over your mental block that refuses to let you get your hands dirty. Anything worth doing is worth learning to do.


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Dialga
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Posted on 01-21-10 06:33:51 AM Link | Quote
The trees, castle and stuff is its own 3D model.

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Posted on 01-21-10 06:34:42 AM Link | Quote
Okay Garmichael take it easy. Lol, gee and I tried to be polite here. When I called myself level designer I wasn't referring to myself as a hacker. I'm a lazy fucker, with a certain ambition to create challenging levels, and most people work this way. Obviously you hackers are spending too much time with the computers and too little time with other people, learning social codes rather than data codes or what not. I'm not gonna get myself involved into this obsession now. I have my own goals what I want to accomplish. But I did put forward a question, aswell as a request.

"And trust me, the 'I want to see the sprites graphics instead of a blue box' idea has been mentioned quite a few times, and each time, there's a response to it."

Then it's strange that you haven't attended to that problem, yet it's the 5.1 update now. I don't care if other people have mentioned the same idea. You don't address the issue here Garmichael, but you did with the 3D issue. In fact you had no problem with providing me with a titanic rant concerning it, that I naturally can't make out. And that's my problem; you're into the hacking but you can't reform your hacking into something more practical.

"There is always a certain amount of scripting to be done, a certain amount of variable tweekage, and a certain amount of technical do's and dont's that you need to be aware of to make a solid level that will actually run well within the game. While there are some tricky aspects to this editor, its one of the easiest to use editors I have ever used.

As a designer, you need to get over your mental block that refuses to let you get your hands dirty. Anything worth doing is worth learning to do. "

And that is life. I'm not stupid mate. But it doesn't work as an excuse for not developing a decent operative system. Such as making an archive for the sprites. If you can code the sprites you can sort them. Why do you argue about this? Why making things hard on yourself?
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Posted on 01-21-10 08:36:43 AM (last edited by Dialga at 01-21-10 05:37 AM) Link | Quote
Originally posted by Mikael
Okay Garmichael take it easy. Lol, gee and I tried to be polite here. When I called myself level designer I wasn't referring to myself as a hacker. I'm a lazy fucker, with a certain ambition to create challenging levels, and most people work this way. Obviously you hackers are spending too much time with the computers and too little time with other people, learning social codes rather than data codes or what not. I'm not gonna get myself involved into this obsession now. I have my own goals what I want to accomplish. But I did put forward a question, aswell as a request.

"And trust me, the 'I want to see the sprites graphics instead of a blue box' idea has been mentioned quite a few times, and each time, there's a response to it."

Then it's strange that you haven't attended to that problem, yet it's the 5.1 update now. I don't care if other people have mentioned the same idea. You don't address the issue here Garmichael, but you did with the 3D issue. In fact you had no problem with providing me with a titanic rant concerning it, that I naturally can't make out. And that's my problem; you're into the hacking but you can't reform your hacking into something more practical.

"There is always a certain amount of scripting to be done, a certain amount of variable tweekage, and a certain amount of technical do's and dont's that you need to be aware of to make a solid level that will actually run well within the game. While there are some tricky aspects to this editor, its one of the easiest to use editors I have ever used.

As a designer, you need to get over your mental block that refuses to let you get your hands dirty. Anything worth doing is worth learning to do. "

And that is life. I'm not stupid mate. But it doesn't work as an excuse for not developing a decent operative system. Such as making an archive for the sprites. If you can code the sprites you can sort them. Why do you argue about this? Why making things hard on yourself?

We need to figure out how the maps work before we can edit them...

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Posted on 01-21-10 09:36:51 AM Link | Quote
"We need to figure out how the maps work before we can edit them..."

I thought I said I wasn't stupid. You fellas, as bright as you are and I respect that, are too busy with your jibberish nerd hacking though you forget to look at the simplicity of efficiency in terms of constructive work. And I'm not talking about the 3D models here now because I'm aware you're not capable to deal with them and why thanks to Garmichael. You don't have to be proud of how you love to deal with the complexity of game hacking. You just got to get rational. Being rude with me is just a sign of lack of social experience.

Q: Is it yet possible to adjust the map overworld?
A: No, there aren't even any programs that make it easy to even LET you model your own object for a commercial NDS rom. Us hackers are having difficulty getting NDS format 3D objects into an editable mode.

Ok fellas thanks for answering my question! You can't blame me for asking it since the map overworld is a crucial part of the NSMB game.
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Jul - NSMB Hacking (Archive) - Editing world maps (crucial) New poll - New thread - New reply


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