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05-03-22 08:31:35 AM
Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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dirbaio
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Posted on 11-30-10 07:57:21 PM Link | Quote
@illserveu: I'll definitely do it, it's quite easy.

@luckwii: Well... You can always export the whole tileset, add the tiles you want, and then import the tileset with the extra tiles... What's the problem with that?
luckwii
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Posted on 11-30-10 09:33:33 PM Link | Quote
I am having trouble isolating the tiles themselves. I see what you are saying with the export/import.

I am starting with 1-1 area 1. The tileset for that has behaviors that make things able to walk on, or be kind of background. I get that. But, they also have slope to them that is hard to eliminate. So, the entire tileset is kind of tied to the level 1-1 area 1 detail. How do I edit 1-1-1 with a clean tileset that where I can assign the objects in the scrolling object menu? This is starting to end up as a question for the question section... I will move the questions there. Can you reply there?

Thanks for the editor. I appreciate what you have into it, getting it this far.
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Posted on 12-01-10 01:35:04 AM Link | Quote
@The current developers and editors of the NSMBe:

Heres a cool idea I thought of for the Level Hex Editor in the NSBMe.
For example, in block 2 of the level hex editor it deals with the camera settings for the level. Instead of having to edit the hex data itself, could there be options for each camera setting and choosing that option will change the levels hex value for you.

If this is possible, that would be awesome
dirbaio
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Posted on 12-01-10 11:39:09 AM Link | Quote
In other words, allow you to change the camera settings from the editor itself
Yeah, that's planned too
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Posted on 12-01-10 04:58:03 PM Link | Quote
Sweet, thanks
illserveu
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Posted on 12-03-10 01:38:29 PM Link | Quote
Thanks for accepting the zoom feature request.

Ehm, maybe I have more lots of requests, but I hope you can do as many as you can.

1. Please use global clipboard instead (I mean Windows Clipboard), so I can copy objects from differents areas (Everything I do that, the program crashes). I think Clipboard class of .NET FW can do this easily.

2. Adding selection by using Shift (or Ctrl) key, sometimes I want to select multiple objects with some useless objects inside.

3. Import/Export objects and sprites. For example, I can make a pipe once (with take 2 objects so Mega Mario can take them down) then export (to file or in-program list) so whenever I need pipe, I just import it.

Thanks.
dirbaio
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Posted on 12-04-10 06:01:53 PM Link | Quote
Yay!

r132 is out. It adds the zoom, the object positioning is back, it can now edit the camera settings for each view, and zones can be smaller than 256x192. (I restricted them to be min 16x16. In theory they can be even smaller, but if you could scale it to 0x0 it would be impossible to select and make it bigger: FAIL)

I'm thinking about how to improve the copy-pasting...
I've been thinking about copying the objects and sprites to a text format using the system clipboard. It'd be cool because you would be able to copy-paste stuff between levels, also from/to a .txt document, and even this forum. It could be a nice way to share "level snippets"

illserveu
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Posted on 12-04-10 10:57:05 PM (last edited by illserveu at 12-04-10 10:36 PM) Link | Quote
Why text? You can use Clipboard.SetObject and Clipboard.GetObject. It allows ANYTHING. I guess you use the object/sprite class reference in the in-program clipboard? If so, I think you should use XML (using XMLSerialize class, you have to do NOTHING!) for saving and opening object/sprite.
krutomisi
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Posted on 12-04-10 11:48:24 PM (last edited by krutomisi at 12-05-10 01:21 PM) Link | Quote
Originally posted by dirbaio
It'd be cool because you would be able to copy-paste stuff between levels, also from/to a .txt document, and even this forum. It could be a nice way to share level snippets

I sure am looking forwards to that feature  



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Posted on 12-05-10 02:26:47 AM (last edited by Spenstar at 12-04-10 11:41 PM) Link | Quote
Thanks for the new revisions dirbaio, they are great! Keep up the great work!

I'll try to think of new features that would be awesome to add in the future.

EDIT: Hmm, it looks like rev132 is having problems durring compile time. Here is the log:

------ Build started: Project: NSMBe4, Configuration: Debug Any CPU ------

C:\Documents and Settings\[username]\Desktop\rev132\NSMBe4\NSMBLevel.cs(277,17): error CS1501: No overload for method 'write' takes 3 arguments
C:\Documents and Settings\[username]\Desktop\rev132\NSMBe4\NSMBView.cs(113,21): (Related location)

Compile complete -- 1 errors, 0 warnings
Build started 12/4/2010 9:33:52 PM.

Build FAILED.

Time Elapsed 00:00:01.29
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

ray
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Posted on 12-05-10 05:40:28 PM Link | Quote
I have start the DS Editor and then this message appears: Error Loading FAT. HALTING.
What does this means?
And when I use the DLDI Tester:

Initing FAT...FAIL
______
STOP

Can anybody help me?
PS: I run it on a Emulator

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ray
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Posted on 12-06-10 04:40:28 PM Link | Quote
Can NOBODY help me?????

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Posted on 12-06-10 04:45:43 PM Link | Quote
Well, for one, you're obviously too retarded to read (did you miss the big "QUESTIONS GO HERE" message? Of course you didn't, because you didn't even bother looking), so why would anybody bother?

Your ROM is fucked up, get a good ROM.

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ray
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Posted on 12-06-10 04:53:59 PM Link | Quote
Oh, nice answer xD I will search for a better rom...

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Posted on 12-11-10 05:36:28 AM Link | Quote
Alright, so I have come back with some more features that would be nice to have in future revisions.

• One feature that would be really nice is a tile behavior selection for the tileset editor. Instead of entering values, you just need to choose a value from a list. Example pictures would be nice to have next to each behavior also. I got this Idea from the tileset editor 'Puzzle' by Tempus for NSMB Wii. You can download and check it out here. Other useful features from that program would also be nice to have in the NSMB DS tileset editor.
• A feature that would be nice is to have an option to have the views snap to either a 8x8 or 16x16 pixel grid, that way you can align the views perfectly.
• I will try and think of more

And I'm just curious about areas. I saw that in Reggie! the NSMB Wii editor, you can add or delete areas. Would it be possible to do that on the DS version?
NsmB_PrO
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Posted on 12-11-10 09:09:44 AM Link | Quote
texture editor doesnt work in the r130, r131 and r132

pls make it workk
thanks in advance

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dirbaio
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Posted on 12-11-10 11:40:51 AM Link | Quote
Originally posted by Spenstar
Alright, so I have come back with some more features that would be nice to have in future revisions.

• One feature that would be really nice is a tile behavior selection for the tileset editor. Instead of entering values, you just need to choose a value from a list. Example pictures would be nice to have next to each behavior also. I got this Idea from the tileset editor 'Puzzle' by Tempus for NSMB Wii. You can download and check it out here. Other useful features from that program would also be nice to have in the NSMB DS tileset editor.

Yeah, that would be very cool... Added to the to-do list

Originally posted by Spenstar
• A feature that would be nice is to have an option to have the views snap to either a 8x8 or 16x16 pixel grid, that way you can align the views perfectly.

There's already one: hold Alt while dragging or resizing.

Originally posted by Spenstar
And I'm just curious about areas. I saw that in Reggie! the NSMB Wii editor, you can add or delete areas. Would it be possible to do that on the DS version?

Oh, no... It's not possible (well, it might be possible, but it's not as easy as in NSMBW)
In NSMBW you have an ARC file for each level. The ARC file contains files for all the areas. So adding an area to a level is as simple as adding another area file to the ARC...
In NSMB DS it's not that simple... There's a table somewhere that says how many areas a level has, another one that maps level and area numbers to file IDs... I dunno. Maybe some time in the future.

@NsmB_PrO: I KNOW the texture editor doesn't work YET. It WILL work in the next release.
ray
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Posted on 12-11-10 11:43:10 AM Link | Quote
I cant wait for the next release

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NsmB_PrO
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Posted on 12-11-10 12:00:24 PM (last edited by NsmB_PrO at 12-11-10 09:00 AM) Link | Quote
Originally posted by dirbaio
@NsmB_PrO: I KNOW the texture editor doesn't work YET. It WILL work in the next release.

oh sorry...
did mean tileset editor^^
i have mixed it up

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dirbaio
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Posted on 12-11-10 12:46:19 PM Link | Quote
Originally posted by NsmB_PrO
Originally posted by dirbaio
@NsmB_PrO: I KNOW the texture editor doesn't work YET. It WILL work in the next release.

oh sorry...
did mean tileset editor^^
i have mixed it up

Oh, really?
It doesn't work now??

*dirbaio looks
...
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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.

31 database queries, 7 query cache hits.
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