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05-04-22 05:58:50 PM
Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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dirbaio
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Posted on 02-15-10 04:17:51 PM Link | Quote
Meh.... I don't think so...
All NSMB roms are pretty much the same. Same files, same stuff...
I dont think this one is different. but who knows?
Ninji

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Posted on 02-15-10 06:29:25 PM Link | Quote
I checked, they're the same files. The overlay table offsets are what's causing the issue.


I'd fix them, but I'm busy with NSMB Wii right now

____________________
[20:07:36] @Treeki: ikachan say something funny I can put in my signature
[20:07:41] @Ikachan: And it was funny in the can with a syringe.
Hacking Tools: NSMB Editor 5 ยท Nitro / NARC Explorer
Current Project: Reggie! - NSMBWii Level Editor
dirbaio
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Posted on 02-15-10 06:34:20 PM Link | Quote
cool

I'll try to find the offsets myself... Lets see if I can...
Garmichael
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Posted on 02-24-10 06:09:41 PM Link | Quote

A couple suggestions for the editor:

I think it would be useful to have the whole camera system enabled as its own icon on the top toolbar. I get quite a few comments on my youtube clips about making the camera unsnap from the base, allowing the camera to freely follow mario around as he goes vertical. This could be a simple checkbox. Also, the same bit in the Hex determines how far from the base the camera will pan up before stopping, with a value of F0 telling it not to stop panning until it reaches the top of the view.
The Cameras (as you're aware) are set up with individual IDs, and the views have a section for which Camera ID to use. Being able to set up multiple cameras would make it easier to test a view by just switching which camera id to use.

Another suggestion has to do with the Paths. "Unknown 6" is the value used when the path is connected to a Connected Pipe ID. This value is set to 0, 1, 2, or 3, when it is one of the ends of the path for the connected pipe and determines which direction the pipe is facing for that node.
0 = Facing Down.
1 = Facing Right.
2 = Facing Up.
3 = Facing Left.

Instead of having a numerical input for this value, it would be nice to have a dropdown with the four directions.


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dirbaio
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Posted on 02-24-10 06:13:51 PM Link | Quote
Hm....
Cool suggestion. Will try to implement it sometime

Ehm
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Posted on 03-02-10 11:24:30 AM Link | Quote
For Sprite 33 (Springboard), the giant setting is inversed. When the box is checked, it makes it normal sized, and when the box is unchecked, the springboard is giant sized.
dirbaio
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Posted on 03-02-10 02:29:43 PM Link | Quote
Yeah, I know...
It's not exactly like that. The two checkboxes: giant and shift left are inversed: one does what the other should do... Will be fixed in next version (like always... )

BTW now i'm busy porting the editor to the DS itself. Yeah, you'll be able to take NSMBe with you anywhere and work on your hack
Right now I have it to show the Map16 on the screen. Not too impressive, but i'm learning lots of stuff about NDS homebrew and I hope development will go faster soon .
Will post some pics when there's something to show...
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Posted on 03-02-10 02:52:10 PM Link | Quote
Really on the ds? That would be a first - Good Luck (very exited)
dirbaio
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Posted on 03-02-10 02:55:49 PM Link | Quote
Thx...
Yeah. It will be very practical...
I have been thinking about integrating it in NSMB itself, though i'm not sure how possible it is... Something like replacing the "minigames" option in the main menu with "Level editor"... It'd be cool...
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Posted on 03-02-10 03:41:14 PM Link | Quote
Originally posted by dirbaio
Thx...
Yeah. It will be very practical...
I have been thinking about integrating it in NSMB itself, though i'm not sure how possible it is... Something like replacing the "minigames" option in the main menu with "Level editor"... It'd be cool...


That would be lots of asm - but It would be great!
dirbaio
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Posted on 03-02-10 04:02:30 PM Link | Quote
well... Not that much...
I already know how to "catch" the minigames button. When you enter mini-games the ROM is re-booted, but setting a specific value in RAM that tells the game to boot the minigames. When you come back to the main menu, the rom is rebooted, and that RAM value is set to another value that tells the rom to boot the main menu (nice thing: without the nintendo logo. It can be used to disable the nintendo logo and create your own)

I also know how to run custom stuff on ROM boot. Using that RAM value trick, I have been able to replace the Nintendo logo with a custom screen saying "Hard Super Dario Bros made by dirbaio blah blah blah".

So it would only be when the rom is rebooted into the minigames, load into memory the level editor and run it, and somehow when you quit the editor, reload NSMB and run it, so you come back to the main menu.

First I'll make the editor as a separate rom... Afterwards, we'll see if that's possible
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Posted on 03-02-10 05:01:43 PM Link | Quote
@Dirbaio: please still continue to develop the PC version, because computers are more powerful and capable (although a DS branch of the editor is an awesome idea )

I will look forward to it!

Also, do you think that TileSet editing will be able to be ported to the DS? If so, it will be COOL!
dirbaio
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Posted on 03-02-10 05:16:09 PM Link | Quote
Hmmm... I dont think so because it'd be rather limited... How would you get GIMP or Photoshop into a DS?
And of course, i will continue developing the computer version too!
jceggbert5
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Posted on 03-02-10 05:17:45 PM Link | Quote
Originally posted by dirbaio
Hmmm... I dont think so because it'd be rather limited... How would you get GIMP or Photoshop into a DS?
DSOrganize image editor? :p
dirbaio
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Posted on 03-02-10 05:19:15 PM Link | Quote
Yeah, but it'd be impossible to get good graphics with a MS-Paint-ish image editor
but, well, maybe... Who knows?
jceggbert5
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Posted on 03-02-10 06:29:02 PM Link | Quote
Originally posted by dirbaio
Yeah, but it'd be impossible to get good graphics with a MS-Paint-ish image editor
but, well, maybe... Who knows?

I was talking about Map16, behavior, and objects...

Also, how will sprites be handled?

(I would edit my previous post, but I can't edit for some reason)
dirbaio
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Posted on 03-02-10 06:37:24 PM Link | Quote
Well... Map16 / Object / behavior editing would be useless withouth graphics editing...
The sprites will be handled similarly to the current editor. I'll try to implement the "friendly" sprite data edition too...
Garmichael
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Posted on 03-02-10 08:36:00 PM Link | Quote

Duuude! A DS port of the editor would be prettty sweet!!

How possible would it be to call the visual sprite information in the editor if its running off the ds rom with the ds hardware? Sorry if that sounds dumb, im pretty noobish when it comes to this aspect of things.

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jceggbert5
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Posted on 03-02-10 11:20:19 PM Link | Quote
Suggestion:

If possible, can you make a setting in the tileset editor for which Jyotyu palette to use?

I've been wanting that since I found out about how Jyotyu works with multiple palettes...

there are 4, AFAIK. They are:

Normal (most overworld)
Red (haven't seen these in-game) (everything has a red tint to it)
Blue (underground/castles/towers)
Grey (Ghost Houses)

In the editor, they are right next to each other (at the top) of the bg_ncl folder
gridatttack

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Posted on 03-02-10 11:47:39 PM Link | Quote
Originally posted by jceggbert5

Red (haven't seen these in-game) (everything has a red tint to it)



They are used in the last levels, with the purple clouds BG.

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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply


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