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luckwii Member Level: 24 Posts: 41/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| Is it possible to import tiles into the second tileset? |
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| Jul - Posts by luckwii |
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luckwii Member Level: 24 Posts: 41/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| Is it possible to import tiles into the second tileset? |
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luckwii Member Level: 24 Posts: 42/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by dirbaio I'm sorry, was tired last night. I meant the second palette within a tileset. |
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luckwii Member Level: 24 Posts: 43/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by luckwii I worked more on the castle level today and found a couple interesting things about editing the sprites. So, so far the sound set has had no bearing on my problem. At one point I created the sprites 280,41,58,39 in a certain order where the latter sprites programed themselves. I should have saved at that point, but I was trying to make another change. So in some way these "program" themselves like the 197/107 sprites do when you create them in order. Another thing I noticed is that when I bumped my level around from C-1-3 to C-1-1, Bowser Jr. appeared where he hadn't before, and Bowser appeared but then crashed the level. So somewhere in the hex code of the sprite data, the level must be entered in. I am continuing my hack, as I am getting closer to finishing the game. If anyone can find what crashes the level, I would appreciate it. I have tried a ton of combinations already and can't get Bowser sound. |
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luckwii Member Level: 24 Posts: 44/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| I wish I could as I hadn't noticed the change until I wrote the sprite numbers down. Then I could see a difference. I am going to keep at it here and try and re-create the situation. But I am 100% positive that it happened.
I am pretty sure that the boss sprite number contains a 3 at the beginning of the sprite data in order to indicate area 3. I haven't tried changing it to one yet. I may do that next. |
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luckwii Member Level: 24 Posts: 45/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by dirbaio Okay scratch the 3 at the beginning, but Bowser Jr. and Bowser are level specific. There is something coded into the data to point to the level. I am going to keep messing with the sprite creation to see if I can get the sprite data different again. I'll pay attention this time as now I am looking for it. Has anyone successfully edited the boss levels? So far no Bowser Jr. and no Bowser sound effects is the best I have gotten. It is a pain in the arse because I have to leave the boss battle at c-1-3 or else it is crash/glitch city. Maybe I will make some really short area 1 and 2s to speed it up. Speaking of which, I use Desmume to test. I play through the real NSMB first and save. Then, re-name my hack back to NSMB. This saves some time in testing, and wear and tear on the micro SD. |
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luckwii Member Level: 24 Posts: 46/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by neil16377 I use Desmume and take screenshots from it for actual game images. I haven't had any irregularities in camera scrolling. My levels go all over the place too. I use block 2 from 2-5 most of the time. Originally posted by playerbas5 As for the entrances, you will have to learn those on your own for the most part. The entrance ID is the one you are working on. Entrance area is the area of the level 1, 2, or 3. Default (stays within level is zero. The view is the view the entrance is in. You have to send your entrance to an exit in an area and view. To connect the two, send the entrance to the exit, and the exit back to the entrance, BUT, keep the view of the one you are working on in the entrance info, AND, you can't default zero. You have to assign the area. Connected pipes need matching paths, NOT progress paths. And additional connected ID info. Trial and error is what it is going to take. The different situations need different ways of filling in the data. Look for what you are trying to do and find an area in the real game and match it. |
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luckwii Member Level: 24 Posts: 47/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by dirbaioOriginally posted by luckwii I clicked on the tile and it linked me to an outside site that prompted a download. |
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luckwii Member Level: 24 Posts: 48/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| Is it possible to make connected pipes out of mini pipes? I can make a straight run, but how about complex runs with 90° bends? I am trying to make some runs close together. Even with all the IDs set right, etc, they all seem to go to the same point . There are 3 entrances stacked on top of each other at the start.
A separate question, I can destroy blocks easily with the 197/107 combo. But, how do you create blocks? I read all the posts on the subject, but the only ones I can find were made before the editor created the hex code needed. What is the act. ID to show? Finally, as a follow up, I have continued messing with the boss levels, and can't repeat the sprites creating different hex codes. I don't know what I did when it happened, man I wish I was paying attention to the hex, or wrote it down for that matter. |
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luckwii Member Level: 24 Posts: 49/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by dirbaio I saw the connected mini at 7-A-2, but it is only straight. It uses the unknown (?) entrance. The objects are there to make the 90° and crosses with mini pipes. I will keep messing with it I guess. |
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luckwii Member Level: 24 Posts: 50/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by ray This may be from what I have been talking about. Sometimes if you use objects and/or blocks that were originally used in the tileset, the tiles will not show up in the game right. I always use object 100 or higher, and find empty spaces in the map16 area. This is why I can't use the new SVNs as well. That is why I would like to request that the objects can be re-instated to 256. Keep it from object 0-256 and leave a note not to use more than the amount of objects that will crash the level. Can you do this Dirbaio? Otherwise, from my end I can't use the new SVNs, and from everyone else, there is the chance of the above mentioned tile problem happening. SKJmin had the same problem and had to do what I did. That is how I found the fix. My hack contains completely imported tilesets, no original tiles, so in my case this problem has a higher chance of occurring. And Ray, take note of the tiles not sowing up correctly. Then, move them to a new map 16 location. And, pick a new object. This should fix your problem. |
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luckwii Member Level: 24 Posts: 51/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by NsmB_PrOOriginally posted by luckwiiOriginally posted by ray |
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luckwii Member Level: 24 Posts: 52/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| Here is the newest revision as of 2/6/11.
http://www.mediafire.com/?r1uz8kst500dy1p The game is built up to World 2-Tower. Getting closer to completion. A lot of new changes and bugs fixed. Make sure and check out the 1A and 2A levels as you play through. |
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luckwii Member Level: 24 Posts: 53/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| I am trying to find the warp zone cannons so I can edit them. Where do I find the data? I want to edit the image only.
Also, I have a "warp to level" sprite. I am trying to get from area 2 to area 3. I can get it to go to 1 or 2, but it will black screen on 3. I have used doors and pipes to enter 3, and it does not black screen. What could be the problem? I would imagine the warp to levels work just like doors, as I have checked them all in NSMB. So, from area 2, I enter the data as destination area 3? Am I missing something? |
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luckwii Member Level: 24 Posts: 54/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by ray Found it easy enough thanks. But I thought I would be able to just open and view it in Photoshop. Not the case I guess. What can I use to edit these? What software, should I use? |
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luckwii Member Level: 24 Posts: 55/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by ray I compiled the 145 revision and I don't see a texture editor. Where is it? |
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luckwii Member Level: 24 Posts: 56/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| When I open the pallet viewer, I get ERROR and then the ncl listing. When the actual editor opens, I see colors for the pallet on the right, but nothing in the editor image area.
In your explanation you say to open other ncl bin objects. I tried that, and still no image in the editor. There must be a step in between. Or, can you be more specific with the ncl bin portion of your directions? ...And thank you for adding the tutorial as well. |
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luckwii Member Level: 24 Posts: 57/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| The error is always there selecting the ncl files. But I was able to get some kind of image. It is a scarmbled Goomba using your directions. How do you get an image without slices of it scattered across the image? Is there some setting that rebuilds the image for editing? |
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luckwii Member Level: 24 Posts: 58/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| Okay got that working.
Is it possible to take that image out now and export it to Photoshop? |
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luckwii Member Level: 24 Posts: 59/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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| I have a wrap around level 16 tiles wide that I am building. I am using doors that are connected 1 to 1. The level is vertical, and I used the block 2 data from level 5-2 so the camera would follow. I can't get the doors to work. I know how to make doors work in regular situations, but everything I have tried is stopping these. When I enter the door in the main vertical area, it goes to a black screen, but with Mario still there. On one, it actually goes to a black screen with water on the bottom that you can't see, but when you jump, you can see the splash.
Is my problem the block 2 data? What block 2 data is used for a vertical level that wraps around? I couldn't find any in the game that has multiple screen vertical climbs, and that has connected doors. Anyone dealt with this? |
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luckwii Member Level: 24 Posts: 60/111 EXP: 75673 For next: 2452 Since: 11-16-10 Since last post: 10.9 years Last activity: 10.9 years |
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Originally posted by mimi1305 Click on the sprite you want to use. If you can't use it, it will be red. Look at the 1-4 or whatever number is next to it in the sprite listings. Go to "Level Configuration". Then "Sprite Sets". So 1 would be the sprite group of sets and 4 would be the actual sprite set it is in. Click on it and click ok at the bottom. You can now use the sprite. But, you can no longer use other sets in the "1" category. Not sure by memory what set the Bullet Bills are on, but use the same method above. |
| Pages: 1 2 3 4 5 6 |
| Jul - Posts by luckwii |
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Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.
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