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| Jul - Posts by Ninji |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ... 89 90 91 92 93 94 95 96 97 98 |
| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 226/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Camewel I never bothered readding the staff roll editing because I decided having better level editing was more important. (Also, this is a totally different and rewritten editor from that - NSMBe3 never got beyond viewing levels) Originally posted by Camewel I doubt it's either of those. Are you sure the file you're trying to decompress is actually LZ compressed?
Don't forget to change the matching _bgdat.bin files over as well, or you won't see changes in the normal objects. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 227/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Camewel I doubt NSMB would load the others, anyway. They're most likely hard coded to match specific enemy IDs to specific files inside the NARCs. (It references files in the game by ID, not by name.) Originally posted by Camewel ... scroll loop files? what? If you're referring to the way some multiplayer levels loop on the sides, I already figured out how it works. (It has nothing to do with the files, it's a byte in the level header - the next editor version has a checkbox for it) Originally posted by Camewel http://en.wikipedia.org/wiki/Hex_editor also, do you really need to quintuple-post? The edit button exists for a reason. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 228/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Camewel I'm not exactly sure, but this is how I think it works: In download play mode, it just loads a set of preset files from the NARC. These are hardcoded into the game as far as I know - you can't just add a new file and expect the game to load it into the correct slot. The same thing happens in the main game - if you change the name of a file or add a new file, it will be ignored. You could name A01_1.bin "THIS_IS_NOT_A_LEVEL.asdf" and it would still be loaded properly by the game. Since the game relies on file IDs to load files, this is also why repacking NSMB with NDSTool will break it totally - NDSTool recreates the filesystem and assigns everything a new ID. Most games look up files by names; NSMB doesn't. Originally posted by Camewel We've tried it before. It doesn't work, but we're not exactly sure why (there are a lot of things we didn't try) Originally posted by Camewel I'll add it as I figure it out. Originally posted by Camewel Possible but not straightforward. I know where the game stores a table that points levels and areas to file numbers - but I just checked; it's impossible to expand without changing where it's stored in RAM. I also don't have a way to change the map layouts yet. The thing is, there are two things involved in a map: the 3D model (in the file system) and the data that stores the layout of the map itself (levels, paths and so on). I'm guessing it's stored in the ARM9 binary. I've tried to find it but had no success. Originally posted by Camewel It wouldn't. I'd need to modify the game's code to add a new button. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 229/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Camewel Changing these will change the map overview that shows on the bottom screen, but it won't change how the map behaves. Originally posted by Camewel It would be quite easy to do by editing the filesystem. (I'm not sure if we'd be able to add new files without relocating the FAT/FNT blocks though. But we could replace existing files - we could change the minigame files and put them to use for extra levels and things, for example.) Originally posted by Camewel Click on a file in the File Browser. The ID will show at the bottom of the window. Originally posted by Camewel I think we all knew this.. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 230/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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4.4 is out - check page 16, as usual.
This version adds Mono support, and a new checkbox in Level Configuration. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 231/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Raccoon Sam Fixed. Apparently Google Pages's redirects are broken (they worked before, and they're still set up in the config panel, so I don't know what's wrong) so it didn't redirect to the proper link. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 232/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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So I return to this thread.
![]() After about 2 days, a hacked up version of NDSTool, a custom decompression program and much time spent in No$GBA's debugger, I have a version of NSMB which can accept modified code. Now, what I'm stuck on: what's the best way to add code to a routine? For example, if a value is read from an I/O port in the original code, I'd like to make it so I can override that with a specific memory address - but I don't see any way to add more without overwriting existing code. Is there a better way to do this? --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 233/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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CPU: Intel Core 2 Quad Q6600 (2.4ghz)
Mainboard: Gigabyte P35-S3DL I think (Too lazy to reboot my computer and check) RAM: 2GB Graphics card: Nvidia Geforce 8500GT Hard drive: 500GB, not sure about the manufacturer OS: XP professional SP2 I got it for Christmas 2007. It works great for everything I do, although Windows is getting very clogged up and needs a reformat. ![]() --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 234/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Raccoon Sam I've actually been thinking about that. I have an app I wrote which should make it easy for me to discover which sprites don't use the extra data. I may write a quick PHP script for this, or even just a manually updated page - there's a lot of data which could be collected together from the various posts here and other places. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 235/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Shantae That's the thing - everyone has their own lists, many people duplicating work, etc. If the same info was available to everyone it would be a lot better. I'm working on a script now, but I'm not exactly sure how to allow user editing. Maybe I'll just use MediaWiki or something.. there's other data that could be documented on a NSMB wiki as well. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 236/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Pirahnaplant I was messing around with these yesterday while making a list of all the sprite data we already know about. I also discovered a few extra bits in the orange ? switch. Take a look at this for an example of just how flexible it is: http://treeki.shacknet.nu/bossweird.swf (Warning, 11mb Flash video) I have a very useful program I wrote which lets me find specific data about NSMB by editing the code - I can have it list block 14 from every level, for example (that's how I found the sprite set modifiers which let you define which sprites are available in a specific level - more on that soon) or the sprite data used for every sprite of a specific type. A few of the weirdest things I found were a few "Brick with ? Switch" sprites which didn't actually do that. A few were placed in inaccessible areas in levels (like below the bottom, or within some ground). One I saw was an ? switch in the actual game, and not a brick. Originally posted by Pirahnaplant Going to see if 286 has any loose ends to tie up and then post the sprite data list. edit: Here's the list: http://treeki.shacknet.nu/nsmbsprites.html I'm looking into the spiked balls now. They have their own activator system (used in 8-Tower 2) but it doesn't seem to be the same one - it doesn't use bit 1 or 2. However, they CAN be used with it somehow... it's used in 2-Castle, not sure exactly how it ties into the level though. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 237/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Shantae I can see why. Not even living across the ocean from Taylor Swift lets me avoid hearing it ALL. THE. TIME. on the radio. --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 238/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Updated version posted.
All of your new definitions are added. I found several other bytes for the water - we've discovered almost everything it uses, except for one byte (which is mentioned on the page). By the way, if you need help with figuring out a specific sprite, ask me - I can easily get a list of the sprite data for any sprite in the game, which is very useful for finding out which bytes are actually used. This for example (for 33):
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My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 239/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Here you go:
Sprite 95: linked (because of length): http://treeki.shacknet.nu/sprite95.txt Sprite 132: also linked: http://treeki.shacknet.nu/sprite132.txt
Sprite 290: also linked: http://treeki.shacknet.nu/sprite290.txt This will probably also be helpful: http://treeki.shacknet.nu/levelnames_readable.txt (It's a file listing which files map to which levels) --------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 240/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by hydraphatphelinez VMware has it, but it's limited (no DX10 for example) and it only works if you're running XP inside the VM. -------------------- |
| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 241/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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... so am I the only one who doesn't even see how it makes sense?
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Jeez, not having an eye-burning blue layout is gonna take some getting used to...
· Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 242/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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There's only really one game I care about that could be shown at E3, and its existence isn't even certain.
.. come on, I'm sure you can guess. --------------------
Jeez, not having an eye-burning blue layout is gonna take some getting used to...
· Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 243/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Originally posted by Pirahnaplant I think 1X is so they can appear at the midway point as well - I notice that every level has two; one that doesn't have it set, and one that has it set. Anyway, here are the sprites you asked for:
As for some news on the next version of the editor, I'm planning on including a feature like this (That allows you to grab data about the ROM easily) and a chooser for modifiers - so you can change which sprites are usable in a level. I managed to find a table in the ROM that contains all the modifiers required for specific sprites, but I still need to get editing working. They seem to work pretty well now that I know how the system works - but it's still confusing. Not all sets work together either - for example, putting Bowser in 1-Castle made the game crash. I had to disable all the other sprite sets except for one to get him to work. Even then, he was still quite glitchy. Some of the stuff I want to add eventually but haven't got around to, or don't know enough to do yet: graphics editor, view and path support, inbuilt level hex editing and a hack patching system. Anyway, I will work on adding those sprites to the page now! --------------------
Jeez, not having an eye-burning blue layout is gonna take some getting used to...
· Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 244/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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Well, thanks to the new (currently in work but should be out soon) version of my editor which has the changeable sprite sets, I now have the lost levels fully playable and working!
No videos this time because I'm lazy, but now you get to try them out. These are all the original levels. The only changes I've made are the sprite sets and the end of the levels (for 4 and 5). To play them, simply download my editor (any version will work) and import the level file on top of an existing level. Level 1 This was originally a Mario vs. Luigi grassland level - it contains the star objects, but they're not activated in my version. It includes the moving mushrooms from NSMB beta which all moved really fast (unlike the ones in the final game). Note that they're all mispositioned due to changes in the game engine. (In beta NSMB, the sprite locations were the actual base of the mushroom. In the final NSMB, they're located based off the top left.) There are also a few objects which are no longer in the game. (You'll see them as messed up slopes and X's.) I figured out that they were most likely mushrooms. Object 35 seems to have been a small mushroom stalk. Object 36 was a big mushroom stalk. Objects 21, 20 and 19 (in that order) were the left, middle and right bits of a mushroom respectively (no idea what colour); object 18 was a version which expanded by itself and didn't need to have the sides placed manually. Download: http://treeki.shacknet.nu/nsmbunused1.nml Level 2 Another Mario vs. Luigi level. This one is based in a castle - it contains some pillars which never showed up in the final game (They're blank in the editor, because they work like the pipes - they're 2D graphics rendered in 3D for some reason), a giant springboard (also unused, but works perfectly) and unused 2D lava. It also contains a Whomp but that's not really a new find; the main game uses it. One notable thing about it is that not all the sprites work correctly - due to more changes in the game engine, the flip fences (bottom-left of the level) and Mario Bros platforms (right side of the level) don't both work at the same time. I chose to enable the platforms. Download: http://treeki.shacknet.nu/nsmbunused2.nml Level 3 Yet another Mario vs. Luigi level. This one has another minor sprite conflict: there's a seesaw platform (like in 1-2) which won't work at the same time as the moving mushrooms (which this level also uses). It has a few interesting bits - the level is split up into two areas which are connected at several points by doors. There's also a bonus area which uses objects from the tileset 2. (It's obvious tileset 2 was completely redone - none of the objects are valid any more.) After reaching a specific spot in the level, the game will have a major crash - everything will freeze up and the background will go crazy. (I'm not exactly sure what causes it, but I suspect the Chain Chomp with sprite data of "00 00 02 00 00 00" near the crash area is at fault - the value 02 is never used in the game, only 00 and 01.) Download: http://treeki.shacknet.nu/nsmbunused3.nml Level 4 This is an average-sized desert level. It contains nothing notable other than the lack of a midway point and an insane amount of blocks containing mushrooms. (Yes, just mushrooms - no fire flowers.) There are also a lot of powerups. The start of the level has two powerup blocks on the same screen. I had to redo the end of this level for it to be completable, so it doesn't match the beta NSMB exactly, but it's as close as I can get. I simply changed the flagpole to the final version, and added a castle. Download: http://treeki.shacknet.nu/nsmbunused4.nml Level 5 An EXTREMELY long desert level split into two areas. It also has no midway point. It also has a lot of powerups. This level might be familiar to you - back at one E3 (I forgot which), it was available as a playable demo. There's a video somewhere, but I couldn't find it. As with level 4, I had to fix the flagpole and castle. Everything else is just as I found it. Download: http://treeki.shacknet.nu/nsmbunused5.nml Have fun with these. If you have any problems, feel free to post here about it. I wish there were more unused levels to discover. ![]() --------------------
Jeez, not having an eye-burning blue layout is gonna take some getting used to...
· Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Ninji Boomboom Help I'm a toaster Level: 79 Posts: 245/1975 EXP: 4509755 For next: 69712 Since: 07-26-07 From: Rogueport Since last post: 19 days Last activity: 16 hours |
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4.5 is out. Check page 16 as usual.
Now you can change the sprite sets used in a level. There's also a data finder for easier hacking, and the Mono version has fixed graphics. --------------------
Jeez, not having an eye-burning blue layout is gonna take some getting used to...
· Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ... 89 90 91 92 93 94 95 96 97 98 |
| Jul - Posts by Ninji |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.064667 seconds |
| Script execution time: | 0.096421 seconds |
| Total render time: | 0.161089 seconds |