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05-04-22 06:00:21 PM
Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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Ehm
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Posted on 03-14-10 03:01:11 PM Link | Quote
is there any way to compress the file size loaded into the VRAM?
dirbaio
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Posted on 03-14-10 03:58:47 PM Link | Quote
no. All the graphics in the VRAM have to be in raw uncompressed format, because the NDS graphics card takes it directly from there to the screen, and it doesnt know how to decompress... NSMB stores the graphics files inside the ROM compressed, but it uncompresses them before copying them to the VRAM.
Actually, I think i found the solution. Each BG can address max 1024 tiles (the tile number is 11 bits), but you can set a whole BG to have an "offset" to another place inside the VRAM, to differen tiles. So each BG individually can only have 1024 tiles, but overall you can have more tiles, as the VRAM is bigger than 1024 tiles.
So, the problem is solved.
Ehm
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Posted on 04-09-10 12:55:10 AM Link | Quote
minor glitch in the 5.1 editor. If I edit something in a level, and then hit the 'X' button (without hitting the save icon), the box that appears, and asks if I want to save unsaved changes is titled 'NSMB Editor 4', rather than 'NSMB Editor 5.1'. Like I said, minor thing.
dirbaio
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Posted on 04-09-10 03:28:35 PM Link | Quote
yeah, minor thing...
Anyways, thanks for reporting it
dirbaio
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Posted on 04-10-10 04:28:40 PM Link | Quote


All the 3d texture formats are editable!! (with the exception of a raw bitmap mode i've never seen being used in nsmb)
I am still having problems with alpha (see the bushes and flowers in the screenshot) but i will fix them soon, i hope!

The bad news is that the 3d models have some "hard-coded" colors. For example, the water. The water texture i just put is all RED, but the model tints it, to make it blue-ish in the distance, to simulate fog... The blue things on the background don't even have a texture, so they stay there blue.
Ehm
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Posted on 04-10-10 09:14:19 PM Link | Quote
Can you export a patch or send me the game (PM/e-mail me)? I'd like to test it on a flashcart to see if the results differ from an emulator.

Also; GREAT JOB!!!! =D
dirbaio
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Posted on 04-10-10 10:08:49 PM Link | Quote
I've tested it on a flashcart. It looks only a bit different.

For all of those who want to test it, here's the file: http://www.mediafire.com/download.php?huiagzlj4nw
Replaces map/w3.nsbmd
Ehm
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Posted on 04-10-10 10:12:40 PM Link | Quote
cool. glad to hear it's practically the same render. =D
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Posted on 04-19-10 02:45:35 PM Link | Quote
I wanted to try the DS version of the level editor, but it keeps saying that the checkout fails every time.

Is there another URL I can checkout from?

Thanks in advance!
krutomisi
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Posted on 04-19-10 06:53:53 PM (last edited by krutomisi at 04-19-10 04:13 PM) Link | Quote

Originally posted by EngineR3
Is there another URL I can checkout from?


have you tried this one --
"http://nsmb-editor.googlecode.com/svn/trunk"

kinda guide to the svn here

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Posted on 04-19-10 07:20:11 PM Link | Quote
It's not doing anything anymore, even when I try to checkout from the URL you posted. It just sits there, and if it does anything at all, it will say the checkout failed, or timed out.
Ehm
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Posted on 04-19-10 07:50:43 PM Link | Quote
what svn program are you using? Tortoise Svn worked well for me. Went kinda slow cause my internet was crap at the time, but I walked away, came back, and it was done.
Dark_fusionX
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Posted on 04-22-10 08:01:48 AM Link | Quote
Originally posted by dirbaio


All the 3d texture formats are editable!! (with the exception of a raw bitmap mode i've never seen being used in nsmb)
I am still having problems with alpha (see the bushes and flowers in the screenshot) but i will fix them soon, i hope!

The bad news is that the 3d models have some "hard-coded" colors. For example, the water. The water texture i just put is all RED, but the model tints it, to make it blue-ish in the distance, to simulate fog... The blue things on the background don't even have a texture, so they stay there blue.

nice work man!

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pete4321
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Posted on 04-23-10 06:08:20 PM Link | Quote
I have quick a question... I wanted to add more Custom tilesets, however when I use tilesets other then 67: Bonus Room (usused) it get corrupted. Is there a way around it?
dirbaio
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Posted on 04-24-10 05:17:04 AM Link | Quote
Please provide more details...

Do you mean editing a tileset other than 67 you get the whole rom corrupted? or just the tileset?
All tilesets from the game are editable. I havent had any corruption yet...
pete4321
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Posted on 04-25-10 06:49:51 PM Link | Quote
I had no problem creating custom graphic using tthe following tile set 67: Bonus Room (usused), however if I started using any other eg. 64 Beach yellow. If I created a tile that was 1x1 and used it across the screen it would look like this....

nnndnccndcndnn

n = normal - that how the tile suppose to be
c = corrupt - it took a garage tile from somewhere and put in my level
d = different - it took a different tile from the set even though it wasn't selected

I should note that I'm using an old version when adding in tiles... version 5.0 The reason I can't use 5.1 is i'm getting the following error message when using Windows XP or Windows 7 when I try to import my custom tileset.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at NSMBe4.ImageIndexer..ctor(Bitmap b, Int32 paletteCount)
at NSMBe4.NSMBTileset.ImportGFX(String filename, Boolean newInSecondPal)
at NSMBe4.TilesetEditor.importButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(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)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
NSMBe5
Assembly Version: 5.1.0.0
Win32 Version: 5.1.0.0
CodeBase: file:///C:/editor/NSMBe5.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


dirbaio
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Posted on 04-26-10 03:23:59 PM Link | Quote
no idea what's going on...

Send me the rom to yosoydario@gmail.com
I'll try to see wht's wrong...
pete4321
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Posted on 04-27-10 12:53:21 PM Link | Quote
I don't think it's the rom I tried both US, Japan and European version of nsmb in 5.1.... exported the tile set and add them back in again and I get the same above error message.
I think I found tile set i can edit... I'll keep you inform dirbaio and thanks for your help
Hiccup
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Posted on 04-28-10 07:08:13 AM Link | Quote
It would be nice if the sprites were sorted out into categories like in Reggie

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dirbaio
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Posted on 04-28-10 02:27:11 PM Link | Quote
Yeah...
I always thought about it...
i'll implement it sooner or later .
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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply


Rusted Logic

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

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