Register - Login
Views: 99864443
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-04-22 05:40:27 PM
Jul - Posts by luckwii
Pages: 1 2 3 4 5 6
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

Posted on 01-15-11 03:32:44 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Is it possible to import tiles into the second tileset?
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

Posted on 01-15-11 12:56:41 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by dirbaio
In tileset 2?
Yes. Go to the level chooser, the Tools tab, Tileset Editor, and select tileset 2. Then do it like you would for any normal tileset.


I'm sorry, was tired last night. I meant the second palette within a tileset.
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

Posted on 01-18-11 11:26:58 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by luckwii
I edited my Castle 1-3 boss battle. Everything works except there is no boss sound effects or music. Any idea how to restore them?

I compared an original rom and it shows no music in the view. What controls music and sound effects? I tried inserting the "final boss" music and it plays up to the actual battle.

Any help would be appreciated.


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.
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

Posted on 01-18-11 11:32:39 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
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.
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

Posted on 01-18-11 11:47:14 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by dirbaio
Cool...
Bosses are still a mistery: why they crash and not work... Seems another hard-coded thing.
100 internets to you if you find it out



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.
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

Posted on 01-21-11 01:10:55 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 01-20-11 10:16 PM) Link
Originally posted by neil16377
im back guys, hope im not p~~~ing you off, 2 question please. 1- the camera is slow to respond to movements of mario in certain parts of an area, how do i fix this.

2- how do i upload screenshots up to the forum


this app its amazing!!! WELL me and the Kids think so, but the wife is fuuuuuurious she cant get me off this app,.

thanks again .....neil



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
can someone give an good explain how entrances work?
or if theres a tut about it can you give it to me?
i have seriously no idea, and im making my first level (i have many problems with the camera too, but that comes later)


ps: sorry for my bad/weird english


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.
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

Posted on 01-21-11 10:41:55 PM, in Weird Tile Behavior Link
Originally posted by dirbaio
Originally posted by luckwii

I didn't download it. But it does contain a download link in the tile image.



Could you explain that better!?



I clicked on the tile and it linked me to an outside site that prompted a download.
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

Posted on 01-25-11 12:53:13 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
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.
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

Posted on 01-26-11 12:56:47 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by dirbaio
You have to set the path nodes 24 pixels down, and 8 pixels right than the original pipe end. (if I remember correctly)

You can check 7-A, there's a connected mini pipe.

The other questions, I dont know



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.
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

Posted on 01-30-11 01:16:21 PM, in Editor Development thread (last edited by luckwii at 01-30-11 10:19 AM) Link
Originally posted by ray
Bug report
-Can import Tilesets , but in the game they are not showed up correctly.


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.

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

Posted on 01-30-11 03:52:52 PM, in Editor Development thread Link
Originally posted by NsmB_PrO
Originally posted by luckwii
Originally posted by ray
Bug report
-Can import Tilesets , but in the game they are not showed up correctly.



ähhh... Thats not right. After noticing that the tileset doesnt show up correctly, we have deleted all and then it worked!

-We used the r144 and it didnt work.
-We deleted all in the tileset.
-We used the r142 or older and it worked.

I dont know what you mean with that "object above 100"-crap


Like I said, when using objects below 100, (those which are used in the original tileset) you can get the problem with corruption where the editor shows the correct tile, and the game shows either corrupted tiles, or different tiles completely. The objects are obviously in the tileset editor. There were 255 or 256, now there are less. Again, I am not the only one to find this issue. And, as I was saying it looks like you may have encountered it too. It doesn't happen all the time, but it can happen intermittently. Most people using the editor, aren't editing the entire editor, so there is less chance of this issue showing up with them.
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

Posted on 02-07-11 12:38:29 AM, in New Metroid Bros. Link
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.
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

Posted on 02-09-11 10:35:48 PM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 02-09-11 08:10 PM) Link
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?
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

Posted on 02-10-11 10:27:28 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by ray
The image ´s are stoed in the enemy folder. Look for "m_cannnon.nsbmd"
The world map cannon images are stored in: map-->world1.nsbmd; world2.nsbmd...


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?
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

Posted on 02-12-11 12:22:29 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by ray
@luckwii
You can use the texture editor of the editor, or if you can export this image, you can user every program
@mimi1305
Enemys are easy to edit. In the obj folder you only need to open a enemy file and import textures. Then you can edit^^
Marios and Luigis colors arent editable YET! I am looking around the Datas and my results were longer arms and crashes I dont now where the colors and pallettes stored in HEX, too.


I compiled the 145 revision and I don't see a texture editor. Where is it?

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

Posted on 02-12-11 11:48:50 AM, in [Tutorial] How to edit Enemies/Objects with NSMBe5.2 Link
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.
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

Posted on 02-12-11 12:40:41 PM, in [Tutorial] How to edit Enemies/Objects with NSMBe5.2 Link
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?
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

Posted on 02-12-11 12:57:17 PM, in [Tutorial] How to edit Enemies/Objects with NSMBe5.2 Link
Okay got that working.

Is it possible to take that image out now and export it to Photoshop?
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

Posted on 02-13-11 10:51:24 PM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 02-13-11 07:52 PM) Link
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?
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

Posted on 02-14-11 10:58:26 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by mimi1305
is they're any way to get the Bullet Bill Launcher working on the first level etc...?
thank you



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


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

23 database queries, 53 query cache hits.
Query execution time: 0.088966 seconds
Script execution time: 0.021527 seconds
Total render time: 0.110493 seconds