NsmB_PrO
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| Posted on 05-16-10 04:04:58 PM (last edited by NsmB_PrO at 05-16-10 01:10 PM) |
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Originally posted by dirbaio 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.
yes....but you can't add nodes in the path -.-
what does the new buttons (pad arm 7; parse read list; crypt FAT) does? |
Lokao0
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Originally posted by NsmB_PrO
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?
Black Screen of death. |
NsmB_PrO
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| Posted on 05-16-10 04:50:04 PM (last edited by NsmB_PrO at 05-16-10 02:17 PM) |
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Originally posted by Lokao0
Originally posted by NsmB_PrO
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?
Black Screen of death.
i have that problem too....sometimes
but i have it when i make a "warp to level"-sprite  |
dirbaio
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Originally posted by NsmB_PrO
Originally posted by dirbaio 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.
yes....but you can't add nodes in the path -.-
what does the new buttons (pad arm 7; parse read list; crypt FAT) does?
Yeah, you can add new nodes. Control+Drag an existing node.
The new buttons are for new stuff related to the game's code. You'll be able to code your own stuff, in ASM, C or C++ and insert it into the game. Mostly technical stuff that if you dont know how to use it you shouldnt worry about it much...
decomp arm9 bin: Decompresses the Arm9 Binary, so it becomes editable.
Pad arm7 bin: Compiles the code and inserts it into the ROM (i have to change its name)
parse read list: Parses a list of file ID's into a list of filenames. I made that to parse the output of a code i made that logged what files were read from nsmb.
crypt FAT: Encrypts the FAT. It is useful when combining it with a piece of code that enables NSMB to read the encrypted FAT. That way you're able to "lock" a ROM so people aren't able to edit it.
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NsmB_PrO
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is it possible to hack the title_screen logo?
I extracted the file:
FILESYSTEM/Files/enemy/s_logo.nsbmd
and then i edited it with Photo Shop cs4
I saved it and have done it into the game again
when i start my game the title screen is'nt hacked :-( |
dirbaio
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I didnt know that you could edit nsbmd files with Photoshop... Seems kinda weird.
Anyways, that file is only used for the fading in the logo that happens if you leave the title screen running for a while.
The actual logo data is stored as 2d tiles in the ui_studio folder. |
Lokao0
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Originally posted by NsmB_PrO
Originally posted by Lokao0
Originally posted by NsmB_PrO
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?
Black Screen of death.
i have that problem too....sometimes
but i have it when i make a "warp to level"-sprite 
Help me, how do i set a Warp to Level sprite? I tried to set one, but not working. |
NsmB_PrO
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put the sprite (number: 155) to a place, choose its lenght and/or height and then make the destination.
in my game it isn't working everytime, but nearly always it work
good luck  |
NsmB_PrO
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| Posted on 05-17-10 12:45:26 PM (last edited by NsmB_PrO at 05-17-10 09:46 AM) |
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Originally posted by dirbaio I didnt know that you could edit nsbmd files with Photoshop... Seems kinda weird.
Anyways, that file is only used for the fading in the logo that happens if you leave the title screen running for a while.
The actual logo data is stored as 2d tiles in the ui_studio folder.
if i open the file with tile molestor, the colours are wrong!
i set it to 4 bp linear reverse order and before i extracted the file, i decompressed the file!
Is there a programm what can open that weird files and can show true colours? |
dirbaio
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You have to get a palette file to get the correct colors in Tile Molester.
Palette files are named *_ncl.bin
I dont know what palette file is used with the logo, if you could find it it would be nice.
To load a palette in Tile Molester: Extract the file, go to TM, Palette->Load->From file (if i remember correctly...) |
NsmB_PrO
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Originally posted by dirbaio You have to get a palette file to get the correct colors in Tile Molester.
Palette files are named *_ncl.bin
I dont know what palette file is used with the logo, if you could find it it would be nice.
To load a palette in Tile Molester: Extract the file, go to TM, Palette->Load->From file (if i remember correctly...)
you can't open _ncl.bin files with the tile molester
have an idea how to edit video files in nsmb?
that would be interesting! |
dirbaio
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Yeah, you can.
I've done it.
Probably you have to select as "all files".
and you have to open it from the palette menu, not from the file menu. |
NsmB_PrO
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How i get to the pallette menu?
i go to pallette ---> and what i must do now? |
SKJmin the douchenugget
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I'm trying this shit for 2 hours...
I can't get the background music during the first Bowser fight! (World 1)
He's moaning but the music isn't coming! Can anyone help me?
Here are the *.nml 3 areas from the level!
http://www.mediafire.com/?itzilrjtdez
I'm going crazy.... there must be very simple thing I've overseen...
Thanks in advance! |
dirbaio
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(i havent downloaded it, but) Try these two things:
- Put the same sound set as the original bowser battle level. Level config->sound set
- Put the same background music as the original level. Select "Edit views" on the toolbar above, click the view, and on the left you'll see a panel named "view"
Let me know if it doesnt work. |
SKJmin the douchenugget
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| Posted on 05-19-10 07:07:07 PM (last edited by StrangerXL at 05-19-10 04:17 PM) |
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Originally posted by dirbaio
(i havent downloaded it, but) Try these two things:
- Put the same sound set as the original bowser battle level. Level config->sound set
- Put the same background music as the original level. Select "Edit views" on the toolbar above, click the view, and on the left you'll see a panel named "view"
Let me know if it doesnt work.
I did it already before asking, nothing worked...
The problem is, when I replace my own levels (areas) by the original ones (area 1 and 2) it'll work, but when I put my own areas in and let the the 3rd area oringally from nintedno in, the sound disappears, so I think it's something in my with my 2 areas...
All the musics and backgrounds are the same (besides these in area 1 but this is not so imortant)
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dirbaio
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so you take exactly the same area...
Try putting the sound set for the 1st area to the same as the 1st area of W1-Castle (or the castle you took the final boss from) |
SKJmin the douchenugget
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Originally posted by dirbaio so you take exactly the same area...
Try putting the sound set for the 1st area to the same as the 1st area of W1-Castle (or the castle you took the final boss from)
Didn't work...
But when I change the path ID in the Bowser floor (would be my progress path ID 4) there comes the bonus room music (but the sound is set to "none", like in the original...) |
dirbaio
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that's very very weird...
I have no idea of what could be wrong then.
If you find it out, tell us so other people wont have the problem
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SKJmin the douchenugget
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| Posted on 05-19-10 08:06:27 PM (last edited by StrangerXL at 05-19-10 05:11 PM) |
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Originally posted by dirbaio that's very very weird...
I have no idea of what could be wrong then.
If you find it out, tell us so other people wont have the problem
That's something with the paths...
I've deleted all and It works...
But I have to put them somehow... |