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05-04-22 05:40:20 PM
Jul - Posts by luckwii
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luckwii
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Posted on 06-14-11 12:28:09 AM, in Editor Development thread Link
Dirbaio, in the UI studio file there is a file called UI_O_ud_ncl.bin. When trying to open it in the texture editor it gives an out of bounds array. Is there a way you can make a new NSMBe revision so that this palette can be opened? I believe this will unlock a lot of things to edit.
luckwii
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Posted on 06-15-11 12:27:53 AM, in Editor Development thread Link
Originally posted by NsmB_PrO
Originally posted by luckwii
Dirbaio, in the UI studio file there is a file called UI_O_ud_ncl.bin. When trying to open it in the texture editor it gives an out of bounds array. Is there a way you can make a new NSMBe revision so that this palette can be opened? I believe this will unlock a lot of things to edit.

Try to decompress or compress the File. I realized that this unlocks som files


It unlocked that file. But damn, I was hoping that was the palette. Anyone know what palette goes with the above ncg.bin?
luckwii
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Posted on 06-18-11 12:45:45 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 06-17-11 09:46 PM) Link
You have to go tile by tile. You can't just import a whole screenshot of a game. It takes a lot of time. Some tilesets take me over a week.

I can say though, I have already done most of the old retro games that were cool. My release is coming out soon.
luckwii
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Posted on 06-18-11 06:13:23 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Is there a way to limit the scrolling of a background in a vertical level? You only get 512 pixels tall. I want it to scroll normally up to 512 tall and then stop. Right now it will loop back into the bottom of my background again. So I get to the top, and then I can see my bottom row of tiles again. How can I do this.

Please answer if anyone knows.
luckwii
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Posted on 06-19-11 01:31:19 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Spent all day trying to get one background working. So, I have two problems.

First, the background quality. Most of my other custom backgrounds have more detail and are larger file size. But this one, I keep getting slight corruption, but a lot of quality lost. Any fixes? Lowering quality of original image somehow?

Second, still can't get the image to stop scrolling. Any more detail on how to do it? Anyone track the actual nibbles that control the scroll in the hex blocks?

Super frustrating though...I don't want to give up on this level. It took me a week to do the tileset and level build. Over 50 hours into it total.
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Posted on 06-19-11 11:19:43 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 06-19-11 08:48 AM) Link
Thanks, I'll mess with these values and variables and see what happens. I have a vertical level that is 690 pixels tall. The backgrounds are 512 tall. So I want the 512 tall background to scroll slow enough to kind of stretch it to 690. What I am getting now is the bottom of the background looping so that you can see it at the top of the level before Mario reaches the top.

Also, still having issues with background quality. I don't get it. I have made other backgrounds with way more detail and not had troubles.

...And one more question. As you know with resizing images you loose quality and Photoshop, (what I use) tries to re-render the image to the new size. So, there are a couple backgrounds I am trying to make that the original images are 512x512, and should be read or looped by the game 4 times. In game they would be read as a 128x128 image that loops. Right now I just made them 512x512 with no looping. So they end up looking bigger than should be by 4 times too much. Can the game loop a smaller image like this?

If there was a way I could make them 512x512 and loop 4 times, or re-size without loosing quality they would be fixed. Maybe your above method with the hex edit will do it with the scroll speed. I'll try and report my findings with that method.

Maybe we are getting closer here to the full editing potential of the backgrounds. If we unlock the hex, that could change up the movement of backgrounds. I know animations is a whole 'nother cup of tea though. Could you imagine being able to edit that though. Especially the volcano one. Image spawning sprites out of the background and into the game.
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Posted on 06-19-11 12:07:45 PM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 06-19-11 09:26 AM) Link
Sorry, for posting again, but my post above is pretty wordy. But NSMB Pro is really onto something here...

So I edited block 5 byte 13 with value 0X2 as NSMB Pro mentioned. And sure enough the background is scrolling slower vertically. It worked perfectly. Horizontal stayed the same and vertical scrolled slower.

Now I just need to find a way to get it to except my original image quality. I don't know how to do this yet.

Another update to the above^

So 0X1 is slower vertical scrolling by 1/2. 0X2 is about 1/4.
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Posted on 06-19-11 01:33:31 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
If you reduce an image down it Photoshop or any similar software will re-render the image inaccurately. I tried that, but it will not work.

How about image quality? Any tricks or workarounds to fix how they are rendered? Maybe lowering the original's quality a little until the import method will accept it? Anything to get it a little better anyway?
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Posted on 06-19-11 02:52:51 PM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 06-19-11 01:16 PM) Link
Thanks, I'll try those methods to fix the quality and report back.

edit....
Okay so block 3 is the bottom layer background. Byte 11 is horizontal scroll. Byte 13 is vertical.
Block 5 is top layer and the bytes are the same.

So.... Thanks guys. My background is working 100% with no corruption whatsoever.
I split the two in half and changed the scrolling in the two blocks to match.
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Posted on 06-19-11 07:13:15 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Alright, another question.

I am trying to get a combination of activator sprites working. I have a zone marked 1 around the sprites I want to activate.

I am trying to get a 168 sprite to trigger a 286 sprite and then destroy 197 sprites from activator ID 0 up to ID 11.

What order do I create these in? Or how do I do it altogether?
luckwii
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Posted on 06-26-11 02:27:18 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by NsmB_PrO
I dunno what you WANT exactly. But here is something, dirbaio told me long time ago:
Originally posted by dirbaio
Also, I have something interesting to research, that could help you.
byte 11 of block 5 controls the BG horizontal scrolling. (And byte 13 controls the vertical one, I think in the same format)
Also, bytes 11 and 13 of blocks 3 or 4 (i dont remember which one) control the scroll of the bottom bg layer.

I still dont understand what it does exactly, but i'm telling you because maybe there's a way to make the background not scroll at all, so you'd end up with a "static" rainbow BG. Maybe you want to investigate it further

These are the values i've tried so far:

0x0: Scroll exactly same as level. Used in w2-3 (sewer level) for example
0x1: Scroll slower than level. Used in most levels.
0x2: Scroll slower than level, maybe slower than 0x1?
0x4: Scroll faster than level
0x8: scroll slower than level, again?
0x10: scrool same as level
0x30: Scroll same as level.
0xFF: Makes the BG scroll HYPER CRAZY FAST!

Also, the sewer level 2-3 is weird: It uses 0x0 for byte 11 and 0x30 for byte 13. I dunno what's the difference, but there MUST be a difference?



How do you write the 0XFF?
I tried writing it FF in the 11 and 13 spots and it freezes the level with a blackscreen. I want the vertical and horizontal scroll of block 5 to be the hyper speed you mentioned above. I am pretty noob at hex editing. So would the value of the 2 digit byte just be FF? That is how I did both. Or would it be 0 then FF? How would that be written?
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Jul - Posts by luckwii


Rusted Logic

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

20 database queries, 29 query cache hits.
Query execution time: 0.070181 seconds
Script execution time: 0.012123 seconds
Total render time: 0.082304 seconds