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05-03-22 08:32:07 AM
Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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Ehm
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Posted on 07-08-10 04:14:37 PM Link | Quote
sounds like you'll have to isolate the tiles using just one palette, and make a separate export for them.
dirbaio
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Posted on 07-08-10 05:09:36 PM Link | Quote
Originally posted by ILikeNSMBHacking

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

I can SShot it if you want...


Yeah. The items must display correctly with all of them: the blue palette, the gray one, the brown one and the red one...

The problem is that there are two palettes for each. Jyoytu tileset uses both, but the powerups only use one (i dont remember if the first one or the 2nd one). Exporting the powerups with the other will simply export badly-colored graphics... So i have to export the tileset gfx with both palettes of each color, but the powerups with only one of them...

:/
ILikeNSMBHacking
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Posted on 07-08-10 07:05:52 PM Link | Quote
Originally posted by dirbaio
Originally posted by ILikeNSMBHacking

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

I can SShot it if you want...


Yeah. The items must display correctly with all of them: the blue palette, the gray one, the brown one and the red one...

The problem is that there are two palettes for each. Jyoytu tileset uses both, but the powerups only use one (i dont remember if the first one or the 2nd one). Exporting the powerups with the other will simply export badly-colored graphics... So i have to export the tileset gfx with both palettes of each color, but the powerups with only one of them...

:/

There are some that use pallete 1 and some that use pallete 2 - the vine and a couple others use palette 2, and the rest palette 1 - the starman uses palette 1 & 2...

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dirbaio
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Posted on 07-09-10 12:35:00 PM Link | Quote
LOL...
That's even worse
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Posted on 07-09-10 05:31:22 PM (last edited by ILikeNSMBHacking at 07-09-10 04:51 PM) Link | Quote
Originally posted by dirbaio
LOL...
That's even worse

When I get spare time, I will document it completely for you...

e: I have the list now...

Palette 1:
Mushroom, Vine, blue shell.

Palette 2:
1-UP Mushroom - same graphics as mushroom but different palette, Starman, Fire Fllower, Lightning bolt (?!?), Vine Chomper, some weird blue 1/4 circle, mini mushroom.


There is also a weird 16x16 tile with some chinese/japanese or something writing on it... It is red with palette 1 and grey with palette 2.

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dirbaio
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Posted on 07-10-10 01:38:05 PM Link | Quote
Ok... Thank you

I think i have found a possible solution...
The editor will export ALL images with ALL the palettes. Then the user will have to manually remove (replace with transparent) the exported graphics with wrong palettes.

Then, when importing, the editor will do the following:
- Pixels that are transparent on ALL images will be transparent in the imported graphics.
- Pixels that are transparent on some images but not on the other ones will not be transparent, they'll just be "don't care"
- Pixels that are opaque on multiple images will display each correct color for each palette.

So the editor will generate all the palettes from the imported image... I have found a way to do this. It's just extending the algorithm i had for paletting one image for multiple images and palettes, which can be done more or less easily

The only problem is that it will be kick-ass-slow-as-a-turtle ...
ILikeNSMBHacking
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Posted on 07-10-10 04:30:46 PM Link | Quote
Originally posted by dirbaio
Ok... Thank you

I think i have found a possible solution...
The editor will export ALL images with ALL the palettes. Then the user will have to manually remove (replace with transparent) the exported graphics with wrong palettes.

Then, when importing, the editor will do the following:
- Pixels that are transparent on ALL images will be transparent in the imported graphics.
- Pixels that are transparent on some images but not on the other ones will not be transparent, they'll just be "don't care"
- Pixels that are opaque on multiple images will display each correct color for each palette.

So the editor will generate all the palettes from the imported image... I have found a way to do this. It's just extending the algorithm i had for paletting one image for multiple images and palettes, which can be done more or less easily

The only problem is that it will be kick-ass-slow-as-a-turtle ...
Even if it took 10 minutes to import, it would be nothing compared to the time it takes to do it with TileMolester :p

Also, how will you handle the mushroom/1up mushroom since they are the same graphics?

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dirbaio
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Posted on 07-10-10 04:57:31 PM (last edited by dirbaio at 07-10-10 01:58 PM) Link | Quote
Basically, the editor exports all the images with all the palettes.
Then you can remove graphics you don't want, and graphics exported with the wrong palette.
For stuff like the mushroom or the coins, which are valid using multiple palettes, you just leave both graphics.
Then you import the image back. The editor will take care of everything

For example, this is what you would get when exporting (note: those pink and white BG's will be gone. The BG will be transparent when exported. i just forgot to replace color 0 with transparent) http://img534.imageshack.us/img534/6500/second.png

Then you remove what you dont want: http://img138.imageshack.us/img138/9421/firstl.png
Then you edit what you want and import back

The only restriction is that if you want a pixel to be transparent in one image, it must be so in all of them. All images must have the same "shape"
ILikeNSMBHacking
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Posted on 07-10-10 05:17:15 PM Link | Quote
Originally posted by dirbaio
Basically, the editor exports all the images with all the palettes.
Then you can remove graphics you don't want, and graphics exported with the wrong palette.
For stuff like the mushroom or the coins, which are valid using multiple palettes, you just leave both graphics.
Then you import the image back. The editor will take care of everything

For example, this is what you would get when exporting (note: those pink and white BG's will be gone. The BG will be transparent when exported. i just forgot to replace color 0 with transparent) http://img534.imageshack.us/img534/6500/second.png

Then you remove what you dont want: http://img138.imageshack.us/img138/9421/firstl.png
Then you edit what you want and import back

The only restriction is that if you want a pixel to be transparent in one image, it must be so in all of them. All images must have the same "shape"

Cool! Also, do you think you can make it so that the mushroom and 1-up mushroom are pieced together properly?

Also, don't forget that all the graphics rely on all 4 jyotyu palettes, so they all have to be exported...

Also, don't forget d_2d_TEN_a_j_Jyotyu_ncg.bin

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dirbaio
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Posted on 07-10-10 05:22:14 PM (last edited by dirbaio at 07-10-10 02:25 PM) Link | Quote
Yeah.. I know the current image layout is quite bad, specially because you have so big images and so small images, which causes lots of empty space

Right now what i'm doing is the column is the image and the row is the palette... How would you do it so that it's easier?

EDIT:
Originally posted by ILikeNSMBHacking

Also, don't forget that all the graphics rely on all 4 jyotyu palettes, so they all have to be exported...

Also, don't forget d_2d_TEN_a_j_Jyotyu_ncg.bin

In the final version, the user will be able to select what files and what palettes to export
I'm just testing now. I don't want a huge image...
EDIT: so this will be useful for any graphics in-game
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Posted on 07-10-10 05:30:11 PM (last edited by ILikeNSMBHacking at 07-10-10 02:33 PM) Link | Quote
Originally posted by dirbaio
Yeah.. I know the current image layout is quite bad, specially because you have so big images and so small images, which causes lots of empty space

Right now what i'm doing is the column is the image and the row is the palette... How would you do it so that it's easier?

Well, you could try changing the items so that when they are exported, they are in a horizontal row below the Jyotyu graphics... And the animated Jyotyu tiles either below or to the right of them...

Also, if that is possible and done, then...


Norm Palette - 1 | Norm Palette - 2
Blue Palette - 1 | Blue Palette - 2
Grey Palette - 1 | Grey Palette - 2
Redd Palette - 1 | Redd Palette - 2

(yes I know I misspelled Red, but it was to give a table-esque look


e: Personally, I would make it so that each palette group (like ALL jyotyu graphics, ALL enemy graphics, etc) can be exported and not just select each image by itself...

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dirbaio
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Posted on 07-10-10 05:33:33 PM Link | Quote
Yeah, but i can't hard-code that into the editor... This graphics importer/exporter will deal with all kinds of graphics...
What i can do is add an ability to "split" tall images, so they dont stretch the whole exported image...
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Posted on 07-10-10 05:34:39 PM (last edited by ILikeNSMBHacking at 07-10-10 04:01 PM) Link | Quote
Originally posted by dirbaio
Yeah, but i can't hard-code that into the editor... This graphics importer/exporter will deal with all kinds of graphics...
What i can do is add an ability to "split" tall images, so they dont stretch the whole exported image...

Nah, that could have the tendency to split graphics where you don't want them to be...

e: If you want, I'll be on IRC...

*snip*

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Posted on 07-26-10 07:09:58 PM Link | Quote
Who is mehvids and what has he been adding/changing on NSMBe (on SVN)? There is no log message, so I was just wondering...

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dirbaio
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Posted on 07-26-10 07:19:54 PM Link | Quote
He's Chicken Bones (BTW, you can see it in the project members page)
he has been fixing around the DS Download play.
I've not tested it yet (i only have 1 nds ) so you're welcome to test it
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Posted on 07-26-10 10:05:59 PM (last edited by ILikeNSMBHacking at 07-26-10 07:10 PM) Link | Quote
Originally posted by dirbaio
He's Chicken Bones (BTW, you can see it in the project members page)
he has been fixing around the DS Download play.
I've not tested it yet (i only have 1 nds ) so you're welcome to test it

OK cool...

e: also, any chance we'll be seeing a commit from you with the new graphics editor soon?

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dirbaio
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Posted on 07-27-10 09:49:58 AM Link | Quote
Lol...
Well... I got kinda stuck with the headache-inducing palette stuff, but i'll get at it again some time in the future...
ILikeNSMBHacking
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Posted on 07-27-10 12:52:15 PM Link | Quote
Originally posted by dirbaio
Lol...
Well... I got kinda stuck with the headache-inducing palette stuff, but i'll get at it again some time in the future...
Does 'some time in the future...' mean in a week, or in a year or some long distant unbearable time period like that?

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Posted on 07-27-10 12:52:15 PM (last edited by ILikeNSMBHacking at 07-27-10 10:31 AM) Link | Quote
Originally posted by dirbaio
Lol...
Well... I got kinda stuck with the headache-inducing palette stuff, but i'll get at it again some time in the future...
Does 'some time in the future...' mean in a week, or in a year or some long distant unbearable time period like that?


Posts Merged

Also, for the massive Jyotyu graphics export and import, don't forget about A_block_hahen or whatever it is in the bg_ncg folder!

That is the graphics for things like when Mega Mario runs through/over stuff and you break bricks...

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dirbaio
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Posted on 07-27-10 04:11:07 PM Link | Quote
yeah.
That's right. they use the same palette too
Thx.
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