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luckwii
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Posted on 11-30-10 11:42:03 PM Link | Quote
Originally posted by Spenstar

Have you looked at the value of the tile you are using?
A tile that is solid has the value "00 00 01 00"
While a tile with a slant that goes to the right has the value "01 00 20 00"

Make sure your tiles have the right behavior values.


Yes I have been editing the tile behaviors.


I have been testing on 1-1 area 1. I have a partial full tileset. But it is taking on the forms and values of 1-1-1. I haven't tried starting from scratch on a level and importing the full tileset. Would I be better off going that route? I am more testing all the editing features now. But, the tilesets are going to be the most important part of this hack as I will be using as little of the original Mario pieces as possible.
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Posted on 11-30-10 11:47:29 PM Link | Quote
@luckwii

Ahh, I read you first post again and I now get what you are trying to ask. You want to change the objects using the tiles, not the tile values of the tiles themselves.

Well, I would just delete all the old objects from the 'Objects' tab and start new. That is probably the best route to take.
luckwii
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Posted on 12-01-10 01:10:59 AM Link | Quote
Originally posted by Spenstar
@luckwii

Ahh, I read you first post again and I now get what you are trying to ask. You want to change the objects using the tiles, not the tile values of the tiles themselves.

Well, I would just delete all the old objects from the 'Objects' tab and start new. That is probably the best route to take.



That is what I was thinking. Maybe that will release the level specific tile constraints within the tileset groups.

NsmB_PrO
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Posted on 12-01-10 10:43:16 AM Link | Quote
Originally posted by dirbaio
Vines?

There's an object in tileset 0 that lets you put one in the level directly.
Alternatively you can use the vines coming out of ? blocks / bricks / invisible blocks.

I've never seen them crashing... What's the one you're trying to use?

I mean the vine sprite!
not the object...

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dirbaio
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Posted on 12-01-10 11:41:35 AM Link | Quote
The vine sprite that is used somewhere in world 4? It should work... Have you enabled the proper sprite set?

@luckwii: The next version will have a button to delete everything in a tileset. Probably that's what you want...
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Posted on 12-01-10 12:23:51 PM Link | Quote
I still don't know how to make a falling platform. *sigh* I'm looking through levels, but not finding anything.

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dirbaio
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Posted on 12-01-10 12:58:58 PM Link | Quote
A platform that falls when you step on it?

You can use the moving platform on line but without any line. It falls if it doesn't find a line.
luckwii
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Posted on 12-01-10 01:46:29 PM Link | Quote
Originally posted by dirbaio
The vine sprite that is used somewhere in world 4? It should work... Have you enabled the proper sprite set?

@luckwii: The next version will have a button to delete everything in a tileset. Probably that's what you want...


Yes, that would be very helpful, thanks. Could you also add a simple way to assign objects an object number after editing them in map16?
NsmB_PrO
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Posted on 12-01-10 02:45:23 PM Link | Quote
Originally posted by dirbaio
The vine sprite that is used somewhere in world 4? It should work... Have you enabled the proper sprite set?


yeah...
I have set the level to the same sprite set.
But the vines are crashing everytime!
try it out yourself and then you will see...

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luckwii
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Posted on 12-01-10 11:32:28 PM Link | Quote
Found some work arounds to get my tiles going.

I have run into 2 problems I have spent hours on and can't figure out.
1. One of my levels looks fine in the editor, but when I pay it, the tiles are garbled on the DS.
2. I had the warp pipes working for many revisions now. But, all the sudden one level has two return pipes that crash the game (black screen). The entrance pipes work to the sub areas, but returning to the main level in either return pipe causes crash. Nothing about the pipes has been changed.
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Posted on 12-02-10 03:11:06 PM (last edited by NsmB_PrO at 12-02-10 01:25 PM) Link | Quote
Is it possible to make zones (not views) littler than 256x192 ?
If yes how?

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Elemi
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Posted on 12-02-10 03:15:58 PM Link | Quote
I'm pretty sure that's impossible.
IIRC 256x192 is the same size as a DS screen and any smaller would cause major graphical errors (probably wouldn't even boot) as the game was not programmed for using different frame sizes.
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Posted on 12-02-10 04:24:59 PM Link | Quote
Originally posted by Luigi987
I'm pretty sure that's impossible.
IIRC 256x192 is the same size as a DS screen and any smaller would cause major graphical errors (probably wouldn't even boot) as the game was not programmed for using different frame sizes.

no, i dont mean views, i mean zones!
zones would not cause graphical errors or something like that!

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Posted on 12-02-10 04:38:53 PM Link | Quote
I was able to make zones that were smaller than 256x192 and work.
dirbaio
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Posted on 12-02-10 05:56:03 PM Link | Quote
Oh, true... That's my fault!
I first coded editor support for views, and prevented them from being less than 256x192. As zones had the same format on the level file, and were edited the same way, I reused the code for the zones too, but I didn't think about the limit...

This is nice, there are being a lot of bug reports here lately
luckwii
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Posted on 12-02-10 07:46:41 PM Link | Quote
Still having troubles with the editor. I can fully edit and understand all the features and abilities of tile editing. But, the trouble I am having mainly is when the editor show the tileset I made and want, yet the game ends up with a bunch of mixed up tiles. I have tried importing and exporting every possible way, but same result.

I did notice that the original tilesets have an orientation on the map 16 grid. Has anyone here had issues when trying to move custom tiles into a different location on the map 16?

I have been able to edit and assign objects in the tile editor fine. Also, I have all the tile behaviors correct. I have also made sure that I haven't accidentally layered over tiles in the editor/map itself.

Anyone know how to fix the difference from editor to game?

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Posted on 12-02-10 10:42:23 PM Link | Quote
Just wondering if anyone has a list of tile behaviors.

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dirbaio
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Posted on 12-03-10 08:15:18 AM Link | Quote
@luckwii: Could you post a screenshot of the tileset in-game and in-editor?

@NeonGaming: Yes, there's one. It's not complete but it has most of the stuff.



--- BASIC ---
00 00 00 00 - Walkable
00 00 01 00 - Solid
00 00 00 80 - Solid-on-top platform
00 10 01 00 - Icy solid

--- SPECIAL ---
00 60 01 00 - Horizontal rope (Like in W2-Tower)
00 A0 00 00 - Vertical pole (Like in W3-Castle)
04 00 00 10 - Lava - Instant death
02 00 01 10 - Spikes facing up
03 00 01 10 - Spikes facing down
01 70 01 10 - Spikes facing right
00 70 01 10 - Spikes facing left
00 40 01 00 - Conveyor belt (Must check direction/speed)
00 50 01 00 - See above
01 40 01 00 - See above
01 50 01 00 - See above
00 00 00 01 - Door - bottom left tile (Assumed)
01 00 00 01 - Door - bottom right tile (Assumed)
02 00 00 01 - Mini-Mario door
03 00 00 01 - Boss door (3x3) - bottom left tile
04 00 00 01 - Boss door (3x3) - bottom centre tile
05 00 00 01 - Boss door (3x3) - bottom right tile
01 02 00 80 - Falling platform from beach levels - left tile
02 02 00 80 - Falling platform from beach levels - right tile
00 30 00 80 - Quicksand
0X 00 00 08 - Patterns of solid 8x8 blocks.
X is a bitfield: 1 = top left, 2 = top right, 4 = bottom left, 8 = bottom right
Default patterns from the Mini Mario bonus room tileset:
http://treeki.shacknet.nu/screenshots/romhacking/mmblocks.png
00 E0 01 00 - Ground which Mummy-Pokey can come out of

--- CLIMBABLE FENCES ---
[Normal Fences]
02 00 00 04 - Top left corner
03 00 00 04 - Top side
04 00 00 04 - Top right corner
05 00 00 04 - Left side
06 00 00 04 - Middle
07 00 00 04 - Right side
08 00 00 04 - Bottom left corner
09 00 00 04 - Bottom side
0A 00 00 04 - Bottom right corner
[Flip Fences]
0B 00 00 04 - Top left corner
0C 00 00 04 - Top side
0D 00 00 04 - Top right corner
0E 00 00 04 - Left side
0F 00 00 04 - Middle
10 00 00 04 - Right side
11 00 00 04 - Bottom left corner
12 00 00 04 - Bottom side
13 00 00 04 - Bottom right corner

--- PATHS ---
These are used for moving platforms. They are all walkable!
01 00 00 00 - Diagonal path, from Bottom Left to Top Right
02 00 00 00 - Diagonal path, from Top Left to Bottom Right
03 00 00 00 - Corner (Place on the top left)
04 00 00 00 - Corner (Combines horizontal + vertical path)
05 00 00 00 - Horizontal path
06 00 00 00 - Vertical path
22 00 00 00 - Reverses direction of the platform/object?

--- SLOPES ---
00 00 20 00 - 1x1 slope, from Bottom Left to Top Right
01 00 20 00 - 1x1 slope, from Top Left to Bottom Right
02 00 20 00 - Left part of 2x1 slope, from Bottom Left to Top Right
03 00 20 00 - Right part of 2x1 slope, from Bottom Left to Top Right
04 00 20 00 - Left part of 2x1 slope, from Top Left to Bottom Right
05 00 20 00 - Left part of 2x1 slope, from Top Left to Bottom Right
06 00 20 00 - Top part of 1x2 slope, from Bottom Left to Top Right
07 00 20 00 - Bottom part of 1x2 slope, from Bottom Left to Top Right
08 00 20 00 - Top part of 1x2 slope, from Top Left to Bottom Right
09 00 20 00 - Bottom part of 1x2 slope, from Top Left to Bottom Right
0A 00 20 00 - Always used directly under any sloped tiles?

--- ICY SLOPES ---
0X 10 20 00 - Seems to be the same as the normal slopes section, but acts like ice.

--- UPSIDE DOWN SLOPES ---
0X 00 40 00 - Seems to be the same as the normal slopes section, but Y flipped.

--- MUSHROOM PLATFORMS ---
0X B0 20 80 - These are a little more complicated to explain so here are images of all the matching tiles:
http://treeki.shacknet.nu/screenshots/romhacking/mplat.png
I'm pretty sure these are mapped in a similar way to the normal slopes, although they have different behaviour bytes. Not sure exactly what the difference is.

--- GHOST HOUSE NORMAL STAIRS ---
0X B0 20 80 - Apparently, the stairs in ghost houses (Normal ones - NOT the collapsing ones) also use the mushroom platform behaviours.
Just refer to the normal slope info.

I also found blocks with these attributes in the ghost house tileset, but I don't know what they do:
0A B0 A0 00, 0A B0 21 00, 00 D0 01 00

--- GHOST HOUSE COLLAPSING STAIRS ---
These are split into two parts.
First off, you have the -top- part of the stairs (The bit you can stand on) which uses:
0X 70 20 00 - Refer to the 1x2 normal slopes for the value of X.
Next up, you have the bottom part of the stairs (which you can't jump through, but is a diagonal roof) which uses the upside down slopes:
0X 00 40 00 - Refer to the 1x2 upside down slopes.
illserveu
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Posted on 12-03-10 10:31:29 AM Link | Quote
I edited Tower 1 and Castle 1 and have already set Progress Path. But the progress doesn't move ingame. Please help!
dirbaio
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Posted on 12-03-10 06:25:38 PM Link | Quote
Did you set the progress path ID in the view?

Also, keep in mind the game takes all the progress paths in a level (from ALL the areas) and "sorts" them. For example, if you want a level path like this:

Area 1, View 0 ---> Area 2, View 0 ---> Area 1, View 1

you'll need three progress paths with 3 different ID's, one for each view, and IN ORDER.
1 (in area 1, linked to view 0)
2 (in area 2, linked to view 0)
3 (in area 1, linked to view 1)

The game automatically calculates the length of each one and splits the whole level progress between them all proportionally.

Also, if you want two alternate paths in a level, they must "share" a Progress Path (set the Progress Path ID of the 2 views to the same.) If I remember correctly, 3-tower uses that trick.

Progress path ID's should start from 1. If you set a view's Progress Path ID to 0 , the indicator on the bottom screen will blink and stay in the same position, like in the bonus rooms from the original levels.
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