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| Jul - Posts by NsmB_PrO |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 14 15 16 17 18 19 20 21 22 23 |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 2/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| sorry but where i can get visual studio from? there is only a test version what needs 10 hours downloadtime |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 3/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by angelsl thank you guy no i have worked with 5.2 already. but i apprehended that there is a better version 5.2 of the editor (more sprites are now previewed i think) |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 4/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| there are 4 errors and 2 warnings after pressing build > build solution: The type or namespace name "Be" could not be found (are you missing a usingdirective or an assembly reference?) can anyone help me? everytime when i make somthing it goes wrong xD |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 5/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| sorry i can't do that! thats impossible for me... could you tell me how i can put a reference to it from the nsmbe project? |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 6/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by Lokao0 whats the problem exactly? what happens when you make an entrance from area 2 to area 1? |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 8/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| you must hex edit your level: 1) Make a couple pipes, and put the entrances on them. Give unique values for the Entrance Number. Give them the same Connected Pipe ID number, and click "Connected Pipe" on both. Camera, Destination Entrance, and View should be 0 (there might be some exceptions for this, i dunno). However, for the Destination Area field: the first entrance should have a value of 0, and the second entrance should have a value of 1. Okay, thats the easy part. 2) Open up the level in Hex Editor. The blocks we're going to be playing with are blocks 11 and 13. ---- Block 11 ---- This block is like a table of contents. Each 'entry' is 8 bits (or whatever) long. The structure is as follows: Format: CC CC RR RR TT TT 00 00 Example: 01 00 00 00 02 00 00 00 CC: This is the Pipe Connector ID. A pipe will only work if an entry in block 11 starts with its Connector ID. RR: This value points to the row in Block 13 that contains its information. TT: This value is the number of twists and turns the camera will follow, PLUS one. If you have a pipe with no bends, this value will be 2. If you have a pipe that goes left for a while, then up, then right, then goes down and exits you out, there are 4 twists and turns, so this value will be a 5. 00: While looking through the rom, these values are always 0. They might mean something, but then they might not. ---- Block 13 ---- This block contains the information for the twists and turns. Format: XX XX YY YY 00 00 00 00 00 00 00 00 00 00 DD 00 Example: 30 01 60 06 00 00 00 00 00 00 00 00 00 00 02 00 XX: The X position of the current destination. There appears to be an offset of 16 to 32... not sure why, tho. YY: The Y position of the current destination. There is also an offset of 16 to 32 here. These values might take some denial and error (TPB reference ) 00: These values appear to be 00 every time throughout the rom. DD: This is the direction you come out of this pipe. Sometimes, it doesn't seem to matter what this value is, and Mario will come out of the pipe the right way, but other times, he wont. 00: Down | 01: Right | 02: Up 03: Left First of all, the row that this data is on is important. the RR value in block 11 points to this row. The first row is, of course, 00. Then, 10, 20, etc. The number of rows for each Connection ID is equal to the number of Twists and Turns (the value of TT in block 11). Each row is a destination to a 'node' in the pipe. For a pipe with no bends, there are two nodes: The entrance and the exit. For a pipe with a couple bends, each bend is also a node and needs a row. If you have a pipe that has bends, but you only make rows for the entrance and the exit, the camera will pan to the exit automatically, even if the pan is diagonal. If you make an L shaped pipe where you go Down, then you exit to the right after just a couple tiles, you wont need a third node - the camera will just focus on Mario as he exits the pipe. So lets say you have a pipe that goes right, down, right. Lets also say that the pipe is long enough that we want four nodes. Row 00 is the Entrance point. It should have an appropriate value for DD. Row 10 is the first Bend. It doesn't matter what its DD is, though i think its best if you make it 00. Row 20 is the second Bend. Row 30 is the Exit end of the pipe. It should have an appropriate value for DD as well. Row 40 should be the start of your NEXT Connected Pipe ID, and 40 should be entered into spot RR in Block 11. If you want some in game examples, check out level 7-A Area 2, 4-Ghost House Area 1, and 7-3 Area 1. I think it was first posted from Garmichael |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 9/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by dirbaio yes....but you can't add nodes in the path -.- what does the new buttons (pad arm 7; parse read list; crypt FAT) does? |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 10/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by Lokao0 i have that problem too....sometimes ![]() but i have it when i make a "warp to level"-sprite
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| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 11/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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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 :-( |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 13/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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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 Member Picture Resized! Level: 40 ![]() Posts: 14/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by dirbaio 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? |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 15/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by Link 70222 i think 1-5 isn't bad ^^ i played 2-1 and i think 1-5 is better
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| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 16/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by dirbaio 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! |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 17/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| How i get to the pallette menu? i go to pallette ---> and what i must do now? |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 18/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| Hey, guys! I made 4 pipe cannons (1 in view 0 and 3 in view 1) My problem is, the 3rd pipe cannon in view 1 isn't there (the pipe cannon is invisible) all other sprites work! hope for help |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 19/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| it works on each other position! It doesn't work only on a little area of approximately 7x7. This little area is over the starting entrance. if i move it only 4 boxes right it works it is non existant, i can't touch it My starting entrance is a "jumping-entrance" |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 20/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by dirbaio sorry, but when I throw a fireball in that area, the fireball disappears! and there are working no other sprites! hope for help |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 22/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| and my other problem is, that when I want to play some of my levels, at the begin of the level, the view slides 2-3 boxes up or down immediately. It isn't really disturbing, but it looks really buggy. |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 23/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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Originally posted by dirbaio no, using the camera x and y buttons doesn't solve the problem... I experimented a bit with the block 2 (hex editor) and now I know how to solve the problem: copy that code (hex editor) and paste it in block 2 (hex editor) of your level: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00 00 00 don't copy the block 2 of 1-2 area 1 because then at the begin it looks a bit buggy^^ |
| NsmB_PrO Member Picture Resized! Level: 40 ![]() Posts: 24/467 EXP: 407608 For next: 33701 Since: 04-29-10 Since last post: 1179 days Last activity: 569 days |
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| i edited the overworld too^^ here a screenshot (i made an ice-level instead of a grass level^^) ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 14 15 16 17 18 19 20 21 22 23 |
| Jul - Posts by NsmB_PrO |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.071556 seconds |
| Script execution time: | 0.096615 seconds |
| Total render time: | 0.168171 seconds |