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05-03-22 08:32:01 AM
Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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SKJmin the douchenugget
Permabanned for being a retarded douche to the admin, being a smartassed douche to the mods, and being a thieving douche to his fellow hackers

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Posted on 06-23-10 07:59:26 PM Link | Quote
Originally posted by NsmB_PrO
I was really industrious, because I made a german Editor translation
took me a lot of time to do that!
@dirbaio:
could you please do that into the editor for german users?
(i know, there are not many german users, but please do it for the german users what are here!

Here is the german textfile:
http://www.mediafire.com/?rdymwjoozzz


HOLY SHIT!! The text file has a huge content!!
I'm sure it took a lot of time to translate them^^
ILikeNSMBHacking
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Posted on 06-24-10 04:38:50 AM Link | Quote
@PiranhaPlant1: Do you plan to make an image for every visible sprite? If so, AWESOME... Just wondering about your message about being half done with rendering :p

Thanks...

Also, the background feature is more useful than you could imagine...

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Pirahnaplant
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Posted on 06-24-10 03:43:10 PM Link | Quote
Yea, I am trying to make images for every sprite. Only about 200 out of the 323 sprites are needed though because there are so many unused sprites.

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NsmB_PrO
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Posted on 06-24-10 04:29:24 PM Link | Quote
Oh sorry, I uploaded a incompleted german file, because I didn't see, that the object description was still english!
Now I uploaded I complete german file:
http://www.mediafire.com/?1zztwzyqjnh

I did not translate the sprite names/sets, because I don't know, how the enemies are called in german.
But all other things are in german

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ILikeNSMBHacking
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Posted on 06-24-10 04:45:12 PM Link | Quote
Originally posted by Pirahnaplant
Yea, I am trying to make images for every sprite. Only about 200 out of the 323 sprites are needed though because there are so many unused sprites.

Cool! Could you or dirbaio perhaps make a way to add a description for objects? I ask because I have made a couple custom invisible blocks that I want to know what they are because I keep forgetting :p ...

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NsmB_PrO
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Posted on 06-24-10 04:55:18 PM (last edited by NsmB_PrO at 06-24-10 01:55 PM) Link | Quote
Originally posted by ILikeNSMBHacking
Cool! Could you or dirbaio perhaps make a way to add a description for objects? I ask because I have made a couple custom invisible blocks that I want to know what they are because I keep forgetting :p ...


good idia^^
i have made a tile set too with some tiles what are looking the same...
and on one of the tiles you can run and on one not...
And I dont know what tile is what


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ILikeNSMBHacking
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Posted on 06-24-10 05:54:42 PM (last edited by ILikeNSMBHacking at 06-26-10 12:09 PM) Link | Quote
Nevermind...

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NsmB_PrO
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Posted on 06-24-10 06:13:57 PM (last edited by NsmB_PrO at 06-24-10 03:14 PM) Link | Quote
Originally posted by ILikeNSMBHacking
I am going to start building each rev of NSMBe and upload it to my MediaFire account, k?

Link removed

Now everyone doesn't have to do it themselves just to try the new ones... I know how hard it was to get my computer to install the software to build it and I don't want everyone to have to go through that :p

Will try to keep as up-to-date as possible

No!!!
do that away!
the NSMBe Makers dont't want a compiled 5.2, because it is a beta!!!
Some time ago dirbaio told me

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Pirahnaplant
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Posted on 06-25-10 02:44:36 AM Link | Quote
Originally posted by ILikeNSMBHacking
Cool! Could you or dirbaio perhaps make a way to add a description for objects? I ask because I have made a couple custom invisible blocks that I want to know what they are because I keep forgetting :p ...

I'll could do that. I was thinking a text file in the same folder as the ROM. Any other ideas?

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ILikeNSMBHacking
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Posted on 06-25-10 07:44:52 AM (last edited by ILikeNSMBHacking at 06-25-10 05:14 AM) Link | Quote
Originally posted by Pirahnaplant
Originally posted by ILikeNSMBHacking
Cool! Could you or dirbaio perhaps make a way to add a description for objects? I ask because I have made a couple custom invisible blocks that I want to know what they are because I keep forgetting :p ...

I'll could do that. I was thinking a text file in the same folder as the ROM. Any other ideas?
That would be somewhat confusing, IMO

Perhaps in the tileset editor, when in Object Editing mode (tab), there is a text box titled 'Object Name,' and that sets the title of it and you can change it at any time...

Also, as for saving the titles, perhaps a file named objectdata.txt, or make a 'dud' file in the ROM (one that the game won't read) that saves the name for each object, that way it can be read by anyone without requiring the ROM-specific objectdata.txt... And it'll be ignored by old versions of NSMBe because they will simply ignore the file as being anything important...

It doesn't seem too hard to me, but I have NO idea how to code...

Since there is about 10-12MB free space in each NSMB ROM, a few KB of custom titles should be nothing, especially since most hacks are based off of non-trimmed ROMs...

Just my idea about things... (Sorry for ranting a bit )


e: also, pirahnaplant, a small recommendation for your layout (it doesn't fill your post's table completely)... Just add ' min-height: 225px; ' to your table.pplant in your layout's CSS... That should fix it nicely (just recommending, that's all )


e2: A bug with MDI: If you exit the main MDI window, it will close without warning you that you didn't save yet, where as if you close the level editor window, it still asks... Just a bug I thought you should know about

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dirbaio
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Posted on 06-25-10 12:09:53 PM Link | Quote
Originally posted by ILikeNSMBHacking
make a 'dud' file in the ROM (one that the game won't read) that saves the name for each object, that way it can be read by anyone without requiring the ROM-specific objectdata.txt... And it'll be ignored by old versions of NSMBe because they will simply ignore the file as being anything important...


Hm...
I don't like replacing files in the ROM, because I haven't found any files that arent used yet.. I'd prefer having an extra file in the same dir of the ROm, which is edited by the editor too
ILikeNSMBHacking
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Posted on 06-25-10 04:14:55 PM Link | Quote
Originally posted by dirbaio
Originally posted by ILikeNSMBHacking
make a 'dud' file in the ROM (one that the game won't read) that saves the name for each object, that way it can be read by anyone without requiring the ROM-specific objectdata.txt... And it'll be ignored by old versions of NSMBe because they will simply ignore the file as being anything important...


Hm...
I don't like replacing files in the ROM, because I haven't found any files that arent used yet.. I'd prefer having an extra file in the same dir of the ROm, which is edited by the editor too


Well, I know that there are a couple hacks that are done by groups and not just one person, and, then they would have to give the object name file with the ROM when they send the ROM to each other (the first time and each time it is edited), where, if you add a file in the ROM, it would be embedded in the ROM at all times and it will be unknown/anonymous to most(?) people, and they won't delete it because they don't know what the external file is for...



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dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 07-03-10 05:33:28 PM Link | Quote
Yay!
This is the brand new image manager, that will let you import / export multiple image files using multiple palettes. The definitive solution for editing Tileset 0 graphics...

However, it doesn't work as intended yet...

Ehm
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Posted on 07-03-10 05:56:01 PM Link | Quote
It's definitely on it's way! I can make out some doors, blocks, and coins! Great job on this!! ^___^
dirbaio
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Posted on 07-03-10 06:35:31 PM Link | Quote
Originally posted by m64m
It's definitely on it's way! I can make out some doors, blocks, and coins! Great job on this!! ^___^

LOL! Thanks

Anyways, this is better:


ILikeNSMBHacking
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Posted on 07-08-10 05:06:44 AM (last edited by ILikeNSMBHacking at 07-08-10 02:08 AM) Link | Quote
I know this is sprite data related, but this is an error in the spritedata.txt that is on Google Code and it is nothing new as far as sprite data is concerned...

Anyway, Sprite 155: Warp To Level, for the Destination Area, should NOT have ' plus 1' at the end of it... I set it as 3 using the current .txt file, and it sent me to area 2...

Just letting you know so you can fix it

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dirbaio
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Posted on 07-08-10 02:05:48 PM Link | Quote
Originally posted by ILikeNSMBHacking
I know this is sprite data related, but this is an error in the spritedata.txt that is on Google Code and it is nothing new as far as sprite data is concerned...

Anyway, Sprite 155: Warp To Level, for the Destination Area, should NOT have ' plus 1' at the end of it... I set it as 3 using the current .txt file, and it sent me to area 2...

Just letting you know so you can fix it


Yeah... Thanks.
I've fixed it.
Ehm
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Posted on 07-08-10 03:21:42 PM Link | Quote
it's looking really good, Dirbaio. When are you looking to release it?
dirbaio
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Posted on 07-08-10 03:42:29 PM Link | Quote
Originally posted by m64m
it's looking really good, Dirbaio. When are you looking to release it?


I honestly don't know...
I've run into another problem now... Before, what I was doing was load some palettes, load some graphics, and export all the graphics using all the palettes.
For example, if you want to modify the tileset 0 (jyotyu) graphics, you open the graphics from jyoytu, the animated coin and block graphics, and the powerups, and the two palettes from Jyoytu. All those graphics are using the jyoytu palettes.
But the problem is that some graphics are only using one palette, for example the powerups (mushrooms, flowers...) are using only one of the two jyoytu palettes... It's a problem when importing the edited image

ILikeNSMBHacking
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Posted on 07-08-10 04:05:42 PM Link | Quote
Originally posted by dirbaio
Originally posted by m64m
it's looking really good, Dirbaio. When are you looking to release it?


I honestly don't know...
I've run into another problem now... Before, what I was doing was load some palettes, load some graphics, and export all the graphics using all the palettes.
For example, if you want to modify the tileset 0 (jyotyu) graphics, you open the graphics from jyoytu, the animated coin and block graphics, and the powerups, and the two palettes from Jyoytu. All those graphics are using the jyoytu palettes.
But the problem is that some graphics are only using one palette, for example the powerups (mushrooms, flowers...) are using only one of the two jyoytu palettes... It's a problem when importing the edited image



The items use whichever Jyotyu palette is in use... I experimented with that the other day...

I can SShot it if you want...

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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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