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fortyfive-antelope

Jul - Posts by Ninji
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Ninji

Boomboom
Help I'm a toaster
Level: 79


Posts: 226/1975
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Since: 07-26-07
From: Rogueport

Since last post: 19 days
Last activity: 16 hours

Posted on 05-10-09 10:26:06 AM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Camewel
i've found out that if one person has the hacked files and they send them via ds download play, you have the standard levels, but i haven't tested it on multicard play yet. could you add an editor for the sendable data on to the next editor, because i really want to make some new mulltiplayer levels. PS, on a prievew of NSMB editor 3, it showed staff roll editing. where did that go?

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
when i hit the LZ decompress button, i got this

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
[Long stacktrace removed]

is this an error in my computer, or a glitch?

I doubt it's either of those. Are you sure the file you're trying to decompress is actually LZ compressed?


Eureka! I've figured out how to edit the multiplayer files! This is how you do it:
Get NSMB editor 4 and NARC explorer 2
Edit the multiplayer levels normally. Now for the good bit
Extract these files from the ARCHIVE folder:
Dat_Basement.narc
Dat_Field.narc
Dat_Fort.nacc
Dat_Ice.narc
Dat_Pipe.narc
and these files from the course folder:
J01_1.bin
J02_1.bin
J03_1.bin
J04_1.bin
J05_1.bin

Now open Nitro Explorer 2 and open the narcs. put:
J01_1.bin into Dat_Field.narc
J02_1.bin into Dat_Basement.narc
J03_1.bin into Dat_Ice.narc
J04_1.bin into Dat_Pipe.narc
J05_1.bin into Dat_Fort.narc

Now, back into NSMB editor 4 and but the narcs back in. Bingo, 5 new multiplayer levels

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
Ninji

Boomboom
Help I'm a toaster
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Since: 07-26-07
From: Rogueport

Since last post: 19 days
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Posted on 05-10-09 02:31:42 PM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Camewel
I've found some more kinks in the chain - the game only sends over the necessary files. Can you make a program that fully unpacks narcs instead of just letting you view and replace so i can add the other enemy files in?

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
I've just found something else, the game does run off the files in ARCHIVE, because that's where the scroll loop files are. If you move them, you can get a scroll loop on standard play. I could do so much with this if you'd make a narc unpacking program

... 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
These bin files are irritating, cause i can't even open them to find out what they do on a trial and error basis except some random rubbish on Notepad. You had any sucess with them?


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
Ninji

Boomboom
Help I'm a toaster
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Since: 07-26-07
From: Rogueport

Since last post: 19 days
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Posted on 05-10-09 08:48:12 PM, in Original NSMB Hacking Thread (Archived) (last edited by Treeki at 05-10-09 08:51 PM) Link
Originally posted by Camewel
to treeki: about the enemy data thing, would it not look for the data needed like in normal play if needed? about the scroll loop files, that was just a mistake by me. the sprites are obviously unneeded too, as the ice multiplayer level didn't have them. must have been a beta thing that didn't work. i'm trying the hex editor, but not one bit makes any sence. i'll try and pick it up on the way

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
also, could you not just move a single-player level file to the MvL level file's place to make multiplayer? would have tried it myself but i'm still waiting for a flashcard adapter.

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
PPS: is the editor going to stay as a level editor, or will it get more advanced as it goes on to be able to edit all aspects? i'd be happy to help along the way!

I'll add it as I figure it out.

Originally posted by Camewel
PPPS: have you found any ways of adding more levels? it will be easier to add levels than to make them playable, unless you add a world editor, or maybe a world adder!

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 might be easier to start with the multiplayer levels though, as with them you simply need to add a new button, instead of redrawing the map

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
Ninji

Boomboom
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From: Rogueport

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Posted on 05-11-09 06:17:33 PM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Camewel
the map files are in uiStudio.

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
would it not be possible to reassign id numbers to them and add new id numbers for the game to look for? or is that really tricky.

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
the whole id number thing is confusing, as i haven't seen any evidence of id numbers on any of the files.

Click on a file in the File Browser. The ID will show at the bottom of the window.

Originally posted by Camewel
download play, i think it just sends over the Dat_* files in the ARCHIVE folder, as thay have all the needed enemy and 'init' flies stored in it, as well as the levels. your game will also use them on download play, but not sure about multicard play

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
Ninji

Boomboom
Help I'm a toaster
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Since: 07-26-07
From: Rogueport

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Posted on 05-13-09 02:55:17 PM, in Original NSMB Hacking Thread (Archived) Link
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
Ninji

Boomboom
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Posted on 05-14-09 09:32:35 AM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Raccoon Sam
The link doesn't want to work :<<hr>

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
Ninji

Boomboom
Help I'm a toaster
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From: Rogueport

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Posted on 05-14-09 01:16:02 PM, in DS debugging/reverse engineering/whatever you call it Link
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
Ninji

Boomboom
Help I'm a toaster
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Since: 07-26-07
From: Rogueport

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Posted on 05-16-09 10:43:40 AM, in A "What Kind of Computer Do You Have?" kinda thread. Link
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
Ninji

Boomboom
Help I'm a toaster
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From: Rogueport

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Posted on 05-19-09 01:15:30 PM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Raccoon Sam
Those are great discoveries! I propose a checklist-like repository for all the sprite bytes and their property values.

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
Ninji

Boomboom
Help I'm a toaster
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From: Rogueport

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Posted on 05-19-09 01:39:36 PM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Shantae
I used to have a list for various byte edits and what they did to sprites... I may have lost it though...

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
Ninji

Boomboom
Help I'm a toaster
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From: Rogueport

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Posted on 05-21-09 09:10:30 AM, in Original NSMB Hacking Thread (Archived) (last edited by Treeki at 05-21-09 01:05 PM) Link
Originally posted by Pirahnaplant
I recently have been trying to discover more on what I call sprite events. Basically this is when Mario touches a sprite, then it activates another sprite. Some examples of this would be the red coin ring, or the orange ? switch. In these events, the first extra bit tells it what sprite to activate.

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
While studying this I discovered what another sprite does.

286=Mass event activator
-Bit 1=Event number to activate through
-Bit 2=Activator ID
-Bit 6=Delay between activations


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
Ninji

Boomboom
Help I'm a toaster
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Posted on 05-21-09 09:58:55 PM, in Songs you're sick of hearing. Link
Originally posted by Shantae
"It's a love story. Baby just say yes..."

ARGH

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
Ninji

Boomboom
Help I'm a toaster
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From: Rogueport

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Posted on 05-22-09 10:32:33 AM, in Original NSMB Hacking Thread (Archived) Link
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):

A02_1.bin: 0000 0000 0000
B03_1.bin: 0000 0000 0000
B08_1.bin: 0000 0000 0000
E02_2.bin: 0000 1000 0000
E10_1.bin: 0000 0000 0000
F09_1.bin: 0000 0000 0000
G09_1.bin: 0000 0000 0000
H09_1.bin: 0000 0000 0000
J07_1.bin: 0000 0100 0000


--------------------
My most sincere excuses for all my bullshit to you. -- Mega-Moron · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
Ninji

Boomboom
Help I'm a toaster
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Since: 07-26-07
From: Rogueport

Since last post: 19 days
Last activity: 16 hours

Posted on 05-22-09 02:20:22 PM, in Original NSMB Hacking Thread (Archived) Link
Here you go:


Sprite 55:
B09_2.bin: 0000 0200 0000
E04_1.bin: 0000 0101 0000
E04_1.bin: 0000 0102 0000
E04_1.bin: 0000 0100 0000
F01_1.bin: 0000 0200 0100



Sprite 90:
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0010
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
G03_1.bin: 0000 0000 0000
G03_1.bin: 0000 0000 0000


Sprite 95: linked (because of length): http://treeki.shacknet.nu/sprite95.txt
Sprite 132: also linked: http://treeki.shacknet.nu/sprite132.txt


Sprite 228:
A06_2.bin: 0000 0000 0000
C01_2.bin: 0000 0000 0000
C03_3.bin: 0000 0000 0000
C05_2.bin: 0000 0000 0000
C07_2.bin: 0000 0000 0000
C10_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
E10_1.bin: 0000 0100 0000
F02_1.bin: 0000 0100 0000
F08_1.bin: 0000 0000 0000
G08_2.bin: 0000 0000 0000


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
Ninji

Boomboom
Help I'm a toaster
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Posted on 05-22-09 06:16:04 PM, in Ubuntu 9.04 released Link
Originally posted by hydraphatphelinez
Originally posted by Jacob
Well apparently my computer can't handle it. The VM won't even recognize Direct3D.

I can't think of a single hypervisor that has support for D3D. I know VBox has support for OpenGL (Linux/Windows guests), but ...

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
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Posted on 05-22-09 06:18:39 PM, in Okay...what the fuck... Link
... so am I the only one who doesn't even see how it makes sense?

--------------------
Jeez, not having an eye-burning blue layout is gonna take some getting used to... · Hacking Tools: NSMB Editor 4 · Nitro Explorer · NARC Explorer
Ninji

Boomboom
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Posted on 05-22-09 06:38:36 PM, in E3 (June 2-4) Link
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
Ninji

Boomboom
Help I'm a toaster
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Posts: 243/1975
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Posted on 05-23-09 08:42:33 AM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Pirahnaplant
22=Moving hammer brother spawn point
-Bit 3=Set to 1X to make hammer bro not appear & is set to X1 sometimes, but appears to do nothing

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:

Sprite 73:
F09_2.bin: 0000 0200 0000
F10_2.bin: 0000 0200 0000
H05_1.bin: 0000 0000 0000
H05_1.bin: 0000 0000 0000
H05_1.bin: 0000 0000 0000
H05_1.bin: 0000 0000 0000
H05_1.bin: 0000 0000 0000



Sprite 99:
D07_1.bin: 0000 0000 0000
D07_1.bin: 0000 0000 0000
D07_1.bin: 0000 0000 0000
D07_1.bin: 0000 0000 0000
D07_1.bin: 0000 0000 0000
G07_1.bin: 0000 0000 1000
G07_1.bin: 0000 0000 1000



Sprite 108:
B03_2.bin: 0000 0001 0000
C04_1.bin: 0000 0101 0001
C08_1.bin: 0000 0001 0001
D06_1.bin: 0000 0101 0000
D08_1.bin: 0200 0001 0001
D08_2.bin: 0300 0001 0301
E05_1.bin: 0000 0101 0200
F04_1.bin: 0100 0001 0001



Sprite 144:
F03_1.bin: 0000 0100 0000
F03_1.bin: 0000 0100 0000
F03_1.bin: 0000 0000 0000
F03_1.bin: 0000 0100 0000



Sprite 174:
A05_2.bin: 0000 0701 2404
C02_1.bin: 0000 0722 2D03
C02_1.bin: 0000 0722 2D03
G06_2.bin: 0000 0701 2404
J08_1.bin: 0000 0822 0004
J08_1.bin: 0000 0F23 0007
J08_1.bin: 0000 0F23 0007



Sprite 183:
B02_1.bin: 0000 0101 0000
F07_1.bin: 0000 0001 0000
F07_1.bin: 0000 0002 0000
F07_1.bin: 0000 0004 0000
F07_1.bin: 0000 0003 0000
F07_1.bin: 0000 0005 0000
F07_1.bin: 0000 0006 0000
F07_1.bin: 0000 0007 0000
F07_1.bin: 0000 0008 0000
J10_1.bin: 0000 0000 0000



Sprite 185:
C01_2.bin: 0000 0001 0000
C01_2.bin: 0000 0102 0000
C01_2.bin: 0000 0000 0000
C01_2.bin: 0000 0103 0000
F05_2.bin: 0000 1100 0000
F05_2.bin: 0000 1101 0000
F05_2.bin: 0000 1102 0000



Sprite 191:
F03_1.bin: 0000 0000 9000
F03_1.bin: 0000 0000 9000


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
Ninji

Boomboom
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Posted on 05-23-09 06:29:18 PM, in NSMB Lost Levels - Once again. Now playable! Link
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
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

Posted on 05-23-09 08:38:10 PM, in Original NSMB Hacking Thread (Archived) Link
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
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






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.

32 database queries, 45 query cache hits.
Query execution time:  0.064667 seconds
Script execution time:  0.096421 seconds
Total render time:  0.161089 seconds


TidyHTML vomit below
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line 558 column 11 - Warning: <table> lacks "summary" attribute
line 581 column 9 - Warning: <table> lacks "summary" attribute
line 584 column 11 - Warning: <img> lacks "alt" attribute
line 585 column 22 - Warning: <img> lacks "alt" attribute
line 585 column 63 - Warning: <img> lacks "alt" attribute
line 585 column 112 - Warning: <img> lacks "alt" attribute
line 585 column 162 - Warning: <img> lacks "alt" attribute
line 586 column 11 - Warning: <img> lacks "alt" attribute
line 592 column 15 - Warning: <img> lacks "alt" attribute
line 595 column 11 - Warning: <table> lacks "summary" attribute
line 644 column 9 - Warning: <table> lacks "summary" attribute
line 647 column 11 - Warning: <img> lacks "alt" attribute
line 648 column 22 - Warning: <img> lacks "alt" attribute
line 648 column 63 - Warning: <img> lacks "alt" attribute
line 648 column 112 - Warning: <img> lacks "alt" attribute
line 648 column 162 - Warning: <img> lacks "alt" attribute
line 649 column 11 - Warning: <img> lacks "alt" attribute
line 655 column 15 - Warning: <img> lacks "alt" attribute
line 658 column 11 - Warning: <table> lacks "summary" attribute
line 663 column 602 - Warning: <img> proprietary attribute value "absmiddle"
line 663 column 602 - Warning: <img> lacks "alt" attribute
line 668 column 9 - Warning: <table> lacks "summary" attribute
line 671 column 11 - Warning: <img> lacks "alt" attribute
line 672 column 22 - Warning: <img> lacks "alt" attribute
line 672 column 63 - Warning: <img> lacks "alt" attribute
line 672 column 112 - Warning: <img> lacks "alt" attribute
line 672 column 162 - Warning: <img> lacks "alt" attribute
line 673 column 11 - Warning: <img> lacks "alt" attribute
line 679 column 15 - Warning: <img> lacks "alt" attribute
line 682 column 11 - Warning: <table> lacks "summary" attribute
line 686 column 418 - Warning: <img> proprietary attribute value "absmiddle"
line 686 column 418 - Warning: <img> lacks "alt" attribute
line 690 column 9 - Warning: <table> lacks "summary" attribute
line 693 column 11 - Warning: <img> lacks "alt" attribute
line 694 column 22 - Warning: <img> lacks "alt" attribute
line 694 column 63 - Warning: <img> lacks "alt" attribute
line 694 column 112 - Warning: <img> lacks "alt" attribute
line 694 column 162 - Warning: <img> lacks "alt" attribute
line 695 column 11 - Warning: <img> lacks "alt" attribute
line 701 column 15 - Warning: <img> lacks "alt" attribute
line 704 column 11 - Warning: <table> lacks "summary" attribute
line 713 column 528 - Warning: <img> proprietary attribute value "absmiddle"
line 713 column 528 - Warning: <img> lacks "alt" attribute
line 717 column 9 - Warning: <table> lacks "summary" attribute
line 720 column 11 - Warning: <img> lacks "alt" attribute
line 721 column 22 - Warning: <img> lacks "alt" attribute
line 721 column 63 - Warning: <img> lacks "alt" attribute
line 721 column 112 - Warning: <img> lacks "alt" attribute
line 721 column 162 - Warning: <img> lacks "alt" attribute
line 722 column 11 - Warning: <img> lacks "alt" attribute
line 728 column 15 - Warning: <img> lacks "alt" attribute
line 731 column 11 - Warning: <table> lacks "summary" attribute
line 815 column 3739 - Warning: <img> proprietary attribute value "absmiddle"
line 815 column 3739 - Warning: <img> lacks "alt" attribute
line 819 column 9 - Warning: <table> lacks "summary" attribute
line 822 column 11 - Warning: <img> lacks "alt" attribute
line 823 column 22 - Warning: <img> lacks "alt" attribute
line 823 column 63 - Warning: <img> lacks "alt" attribute
line 823 column 112 - Warning: <img> lacks "alt" attribute
line 823 column 162 - Warning: <img> lacks "alt" attribute
line 824 column 11 - Warning: <img> lacks "alt" attribute
line 830 column 15 - Warning: <img> lacks "alt" attribute
line 833 column 11 - Warning: <table> lacks "summary" attribute
line 887 column 4931 - Warning: <img> proprietary attribute value "absmiddle"
line 887 column 4931 - Warning: <img> lacks "alt" attribute
line 887 column 5126 - Warning: <img> proprietary attribute value "absmiddle"
line 887 column 5126 - Warning: <img> lacks "alt" attribute
line 891 column 9 - Warning: <table> lacks "summary" attribute
line 894 column 11 - Warning: <img> lacks "alt" attribute
line 895 column 22 - Warning: <img> lacks "alt" attribute
line 895 column 63 - Warning: <img> lacks "alt" attribute
line 895 column 112 - Warning: <img> lacks "alt" attribute
line 895 column 162 - Warning: <img> lacks "alt" attribute
line 896 column 11 - Warning: <img> lacks "alt" attribute
line 902 column 15 - Warning: <img> lacks "alt" attribute
line 905 column 11 - Warning: <table> lacks "summary" attribute
line 912 column 539 - Warning: <img> proprietary attribute value "absmiddle"
line 912 column 539 - Warning: <img> lacks "alt" attribute
line 146 column 17 - Warning: <table> lacks "summary" attribute
line 918 column 17 - Warning: <table> lacks "summary" attribute
line 920 column 17 - Warning: <table> lacks "summary" attribute
line 926 column 1 - Warning: <img> lacks "alt" attribute
line 927 column 1 - Warning: <img> lacks "alt" attribute
line 928 column 1 - Warning: <img> lacks "alt" attribute
line 935 column 9 - Warning: <table> lacks "summary" attribute
line 937 column 25 - Warning: <img> lacks "alt" attribute
line 967 column 17 - Warning: <table> lacks "summary" attribute
line 141 column 132 - Warning: trimming empty <font>
line 143 column 935 - Warning: trimming empty <font>
line 889 column 15 - Warning: trimming empty <tr>
line 918 column 935 - Warning: trimming empty <font>
line 920 column 132 - Warning: trimming empty <font>
line 153 column 11 - Warning: <a> cannot copy name attribute to id
line 214 column 11 - Warning: <a> cannot copy name attribute to id
line 249 column 11 - Warning: <a> cannot copy name attribute to id
line 290 column 11 - Warning: <a> cannot copy name attribute to id
line 323 column 11 - Warning: <a> cannot copy name attribute to id
line 347 column 11 - Warning: <a> cannot copy name attribute to id
line 370 column 11 - Warning: <a> cannot copy name attribute to id
line 397 column 11 - Warning: <a> cannot copy name attribute to id
line 426 column 11 - Warning: <a> cannot copy name attribute to id
line 451 column 11 - Warning: <a> cannot copy name attribute to id
line 476 column 11 - Warning: <a> cannot copy name attribute to id
line 519 column 11 - Warning: <a> cannot copy name attribute to id
line 546 column 11 - Warning: <a> cannot copy name attribute to id
line 583 column 11 - Warning: <a> cannot copy name attribute to id
line 646 column 11 - Warning: <a> cannot copy name attribute to id
line 670 column 11 - Warning: <a> cannot copy name attribute to id
line 692 column 11 - Warning: <a> cannot copy name attribute to id
line 719 column 11 - Warning: <a> cannot copy name attribute to id
line 821 column 11 - Warning: <a> cannot copy name attribute to id
line 893 column 11 - Warning: <a> cannot copy name attribute to id
Info: Document content looks like HTML Proprietary
Info: No system identifier in emitted doctype
475 warnings, 0 errors were found!


The table summary attribute should be used to describe
the table structure. It is very helpful for people using
non-visual browsers. The scope and headers attributes for
table cells are useful for specifying which headers apply
to each table cell, enabling non-visual browsers to provide
a meaningful context for each cell.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
. You may also want to try
"http://www.cast.org/bobby/" which is a free Web-based
service for checking URLs for accessibility.

You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

To learn more about HTML Tidy see http://tidy.sourceforge.net
Please fill bug reports and queries using the "tracker" on the Tidy web site.
Additionally, questions can be sent to html-tidy@w3.org
HTML and CSS specifications are available from http://www.w3.org/
Lobby your company to join W3C, see http://www.w3.org/Consortium