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05-03-22 06:23:06 AM
Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply
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SKJmin the douchenugget
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Posted on 05-15-10 08:54:50 AM (last edited by StrangerXL at 05-15-10 06:39 AM) Link | Quote
I'm searching the whole day the version 5.2, do I need a special permission to get it?
I want that, can some send it to me?? Everone here is talking about the 5.2...

I want to use another backgrounds but can't add them in the 5.1 (transparent ones)
On the previous version 5.0 is backgrounds adding not included...
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 05-15-10 10:31:39 AM Link | Quote
You need to download the source code from the SVN repository and compile it yourself, using Visual Studio.
SKJmin the douchenugget
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Posted on 05-15-10 11:11:06 AM Link | Quote
Originally posted by dirbaio
You need to download the source code from the SVN repository and compile it yourself, using Visual Studio.


Is here somewhere a tutorial how to make it?
It's almost impossible to understand when someone never programmed something.
SKJmin the douchenugget
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Posted on 05-15-10 12:37:43 PM Link | Quote
OK, I've installed the tortoise SVN...
Ionstalled, did the Checksum on a folder, gave the link (http://nsmb-editor.googlecode.com/svn/trunk) and it has downlaoded a whole stuff of files...

But hat shall I do with all the files now?
I coudn't find an EXE!!
Lokao0
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Posted on 05-15-10 01:57:01 PM Link | Quote
I did the same thing.

Use Visual Studio C# 2008 ,open the NSMBe4.sln file ,goto build -> Build Solution.
Then go to NSMBe4 -> bin -> Release -> Exe and other things are here ^^
NsmB_PrO
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Posted on 05-15-10 02:10:54 PM Link | Quote
sorry but where i can get visual studio from?
there is only a test version what needs 10 hours downloadtime
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Posted on 05-15-10 02:39:23 PM Link | Quote
Originally posted by NsmB_PrO
sorry but where i can get visual studio from?
there is only a test version what needs 10 hours downloadtime


http://go.microsoft.com/?linkid=7729278

I suggest you just stick with 5.1 for now. Visual Studio is not a typical 1MB-20MB application.

It's a full fledged IDE (yes, the Express versions too!) that go more than 100MB.



NsmB_PrO
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Posted on 05-15-10 02:54:01 PM Link | Quote
Originally posted by angelsl
Originally posted by NsmB_PrO
sorry but where i can get visual studio from?
there is only a test version what needs 10 hours downloadtime


http://go.microsoft.com/?linkid=7729278

I suggest you just stick with 5.1 for now. Visual Studio is not a typical 1MB-20MB application.

It's a full fledged IDE (yes, the Express versions too!) that go more than 100MB.





thank you guy
no i have worked with 5.2 already.
but i apprehended that there is a better version 5.2 of the editor (more sprites are now previewed i think)
NsmB_PrO
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Posted on 05-15-10 03:45:05 PM (last edited by NsmB_PrO at 05-15-10 12:45 PM) Link | Quote
there are 4 errors and 2 warnings after pressing build > build solution:
The type or namespace name "Be" could not be found (are you missing a usingdirective or an assembly reference?)
can anyone help me?
everytime when i make somthing it goes wrong xD
dirbaio
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Posted on 05-15-10 04:09:41 PM Link | Quote
Download this: http://sourceforge.net/projects/hexbox/
and put a reference to it from NSMBe project.
NsmB_PrO
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Posted on 05-15-10 04:55:00 PM (last edited by NsmB_PrO at 05-15-10 01:55 PM) Link | Quote
sorry
i can't do that! thats impossible for me...
could you tell me how i can put a reference to it from the nsmbe project?
Ehm
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Posted on 05-15-10 06:34:22 PM Link | Quote
try putting it in the folder that holds all the NSMBe files, and then run NSMBe.
dirbaio
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Posted on 05-15-10 06:41:21 PM Link | Quote
i dont remember exactly how it was done.
it's something in project properties -> references -> search for the dll
Lokao0
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Posted on 05-15-10 07:46:13 PM Link | Quote
Remember the DLL that came with the 5.1? Just copy and paste it at the NSMBe4 Folder. Than Build Solution. 'tada'!
SKJmin the douchenugget
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Posted on 05-15-10 08:43:26 PM Link | Quote
Does anybody found out how to make that an auto scrll level exactly...
I'm working on a Super Mario Bros. 3 Remake, but how to do the 1-4??
The level auto scroll function!

On SNMB has the level 7-7 an auto scroll level, but I don't understand with the nodes (I don't even know how to make them...)
Lokao0
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Posted on 05-16-10 01:11:35 AM Link | Quote
I am having problems with entering in pipes and changing areas.
I have a entrance on Area 2, i want to go to another entrance in Area 1. Can someone help me?
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Posted on 05-16-10 07:50:18 AM Link | Quote
Originally posted by Lokao0
I am having problems with entering in pipes and changing areas.
I have a entrance on Area 2, i want to go to another entrance in Area 1. Can someone help me?

whats the problem exactly?
what happens when you make an entrance from area 2 to area 1?
SKJmin the douchenugget
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Posted on 05-16-10 03:09:01 PM (last edited by StrangerXL at 05-16-10 12:21 PM) Link | Quote
Can someone explain how it works with the views and zones?
Is here somewhere a tutorial?

And how to make some nodes in the path?
(that green/red thing)

/edit got it...have to hold ctrl and click on the square
NsmB_PrO
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Posted on 05-16-10 03:31:43 PM Link | Quote
you must hex edit your level:
1) Make a couple pipes, and put the entrances on them. Give unique values for the Entrance Number. Give them the same Connected Pipe ID number, and click "Connected Pipe" on both. Camera, Destination Entrance, and View should be 0 (there might be some exceptions for this, i dunno). However, for the Destination Area field: the first entrance should have a value of 0, and the second entrance should have a value of 1. Okay, thats the easy part.

2) Open up the level in Hex Editor. The blocks we're going to be playing with are blocks 11 and 13.

---- Block 11 ----

This block is like a table of contents. Each 'entry' is 8 bits (or whatever) long. The structure is as follows:


Format:

CC CC RR RR TT TT 00 00



Example:

01 00 00 00 02 00 00 00



CC: This is the Pipe Connector ID. A pipe will only work if an entry in block 11 starts with its Connector ID.
RR: This value points to the row in Block 13 that contains its information.
TT: This value is the number of twists and turns the camera will follow, PLUS one. If you have a pipe with no bends, this value will be 2. If you have a pipe that goes left for a while, then up, then right, then goes down and exits you out, there are 4 twists and turns, so this value will be a 5.
00: While looking through the rom, these values are always 0. They might mean something, but then they might not.

---- Block 13 ----

This block contains the information for the twists and turns.


Format:

XX XX YY YY 00 00 00 00 00 00 00 00 00 00 DD 00



Example:

30 01 60 06 00 00 00 00 00 00 00 00 00 00 02 00



XX: The X position of the current destination. There appears to be an offset of 16 to 32... not sure why, tho.
YY: The Y position of the current destination. There is also an offset of 16 to 32 here. These values might take some denial and error (TPB reference )
00: These values appear to be 00 every time throughout the rom.
DD: This is the direction you come out of this pipe. Sometimes, it doesn't seem to matter what this value is, and Mario will come out of the pipe the right way, but other times, he wont. 00: Down | 01: Right | 02: Up 03: Left


First of all, the row that this data is on is important. the RR value in block 11 points to this row. The first row is, of course, 00. Then, 10, 20, etc.
The number of rows for each Connection ID is equal to the number of Twists and Turns (the value of TT in block 11).

Each row is a destination to a 'node' in the pipe. For a pipe with no bends, there are two nodes: The entrance and the exit. For a pipe with a couple bends, each bend is also a node and needs a row. If you have a pipe that has bends, but you only make rows for the entrance and the exit, the camera will pan to the exit automatically, even if the pan is diagonal.

If you make an L shaped pipe where you go Down, then you exit to the right after just a couple tiles, you wont need a third node - the camera will just focus on Mario as he exits the pipe.

So lets say you have a pipe that goes right, down, right. Lets also say that the pipe is long enough that we want four nodes.

Row 00 is the Entrance point. It should have an appropriate value for DD.
Row 10 is the first Bend. It doesn't matter what its DD is, though i think its best if you make it 00.
Row 20 is the second Bend.
Row 30 is the Exit end of the pipe. It should have an appropriate value for DD as well.


Row 40 should be the start of your NEXT Connected Pipe ID, and 40 should be entered into spot RR in Block 11.


If you want some in game examples, check out level 7-A Area 2, 4-Ghost House Area 1, and 7-3 Area 1.


I think it was first posted from Garmichael
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 05-16-10 03:52:39 PM Link | Quote
yeah, it's from a VERY OLD POST from Garmichael.

There's no longer need to hex edit levels. The editor supports path and zone edition.
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Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply


Rusted Logic

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

31 database queries, 7 query cache hits.
Query execution time: 0.107077 seconds
Script execution time: 0.022003 seconds
Total render time: 0.129080 seconds