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05-03-22 06:19:27 AM
Jul - Posts by Garmichael
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Garmichael
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Posted on 08-26-09 12:22:23 AM, in I suggest creating a wiki to organize all the info here Link

Hey! Lookin great!!

I can't wait for another release!


I agree with Treeki's suggestion to offset the pth nodes by 8 pixels, since they're really just references to an exact x/y with no width or height.




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Garmichael
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Posted on 08-27-09 12:27:48 AM, in I suggest creating a wiki to organize all the info here Link

What do you mean by 'Camera Limitations'?

Do you mean the boundary box a level is contained in?

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Posted on 08-28-09 02:57:59 AM, in Camera Views Link

Read it again.

Open the hex editor inside Treeki's editor. Drop the select box down to block 8, and then edit the row thats in there using the values found in that post.. its not that hard.

Remember that a hex of 20 01 is REALLY a hex of 0120 (you swap the first two with the last two).

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Posted on 08-28-09 04:10:29 AM, in NSMB Editor 5 Downloads Link

You can use the Shift to resize a tile, and you can use the Control key to duplicate tiles... That'll probably speed up your editing quite a bit. The next version will let you deleted highlighted objects with the backspace key, too.

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Garmichael
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Posted on 08-29-09 04:24:35 PM, in Editing Levels/Hex Code Link

You just made me proud, Hiccup

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Garmichael
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Posted on 08-30-09 05:26:08 PM, in [Tutorial] How to Hex Edit NSMB (last edited by dirbaio at 03-02-11 03:49 PM) Link

Note: Hex editing is considered an advanced feature of NSMB Editor. Also, ALWAYS back up your level (or better: your ROM) before hex editing in case you do something wrong

Also, hex editing is now nearly useless. Now, the editor lets you edit nearly everything in a level, so there's no need to manually hex edit a level. I'll leave it here just in case.
~Dirbaio


There have been some questions lately about how to hex edit levels in New Super Mario Bros to access and edit features not yet implemented by the GUI editor. This is a tutorial on how to do that.


1)

Select your level, then hit the Hex Edit button.


2)

There are 14 "Blocks" you can edit, selectable by using the drop down box.
I've underlined most of the bits pairs of two. Most data is stored as a numeric variable that takes up 4 characters.
However, notice that I underlined a few of them as just pairs. That is because some data is stored as a numeric value that only takes two characters.
Treeki, Tanks, myself, and some other people have done extensive research on what each block does, and we reported our findings in the long stickied thread.



3)

I will explain how to edit the data using block 8, which contains the information for views. A View has several variables, as you can see in the image.

Using the information found in this post and this post, we will edit the dimensions of the view in my world 1-1.


4)
The first thing that is confusing is how to convert hex into decimal.

Decimal is called "Base 10"
This is what we use most of the time with our math. We count 10 numbers before we increment the tenth's place.
We go:
0, 1, 2, 3, 4, 5, 6, 7, 8, 9
Then, we've run out of numbers, so we go:
10, 11, 12, 13, 14, 15, 16, 17, 18, 19

Hex is called "Base 16"
In this base, we count 16 numbers before we increment the tenth's place.
We go:
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F
Then, we go:
10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, 1C, 1D, 1E, 1F




To convert between the two, you can do it in your head, but its tricky. The best way to do it is to use the Windows Calculator.
To convert from Dec to Hex, make sure you're in Dec mode first, then type in your number, then click Hex. It works this way vice-versa.


5)
So, lets say we want to use 6688 for our X position for our view.
We convert it into Hex, and we find that 6688 in Dec is equal to 1A20 in hex.

Before we can plug that into the editor, we need to make one minor, simple adjustment. The four digit values must be switched around by pairs of two.


We use: 1A20, which is equal to 6688.

First, break it in two two pairs: 1A 20
Then, swap their order: 20 1A.
Now, 201A is the value we have to plug into editor to use a value of 6688.

This is confusing to deal with and tricky to remember, but it gets easier.

--

Now, lets use a value of 586, which is equal to 24A. This is tricky because its only 3 digits, not 4.
So, before we can swap its order, we need to realize that 24A = 024A
Now, we can swap it: 4A02
Plug that into the editor for a value of 586.

--

Some variables are only two digits, like the ID. You do not need to swap anything here.



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Garmichael
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Posted on 08-31-09 06:18:30 AM, in how to make my custom menu picture ? Link

Originally posted by Hiccup
Originally posted by RPM
nobody have an answer of how to do ?


1. Open tmspec.xml in Notepad (its in the Tile Molester folder)
2. Find </palettefilters> (click edit find then type </palettefilters> in)
3. Add this before:
<palettefilter extensions="bin" colorformat="CF00" size="1024" offset="0" endianness="little">
<description>DS ripped _ncl.bin palette</description>
</palettefilter>
<palettefilter extensions="enpg" colorformat="CF00" size="512" offset="65536" endianness="little">
<description>NewSMB ENPG image (8bpp linear)</description>
</palettefilter>

4. Press file save, then open Tile Molester and i should work

do you get it now



You should click the "Disable HTML" when posting XML code.

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Garmichael
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Posted on 09-01-09 12:18:51 AM, in [Tutorial] How to Hex Edit NSMB (last edited by Garmichael at 08-31-09 09:19 PM) Link

Another trick you can use to control the camera without using any sprites is found in the second half of This Post, under "I found something else..."


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Garmichael
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Posted on 09-02-09 12:29:05 AM, in A Level... (last edited by Garmichael at 09-01-09 09:30 PM) Link

Originally posted by Sinsmalice
Originally posted by dirbaio
thanks. but you should learn to edit things by yourself. In the archived thread you have info about all the blocks.

I dont get info thats straight cut like that. :/

Its usually this "xxxx xxxx xxxx xxxx yyyy yyyy yyyy yyyy x Over 9000" shit that seems like they're purposely trying to confuse newbies. I'm a designer, not a developer.


No one is purposefully trying to confuse anyone. There just isn't an easier way to explain what all the info in the hex blocks do. If you're confused, you could always try re-reading the information.

And sooner or later, you're going to have to admit to yourself that technical stuff is always part of a designers path. A designer that doesn't understand the technical aspects of a project are more of a burden than anything when working with a team. Go screw around with Hyrule Magic or the SMW editor, then come back to this editor and you'll see just how easy it is to make levels in NSMB.

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Posted on 09-06-09 09:46:44 PM, in Editor Development thread (last edited by Garmichael at 09-06-09 07:19 PM) Link

I just checked out the compiled exe on the google thing.. NICE!

At first, I didnt like how you did paths, but now that i figured out i could use control and alt to manage nodes, I like it a lot.



A progress Path editor (which works exactly like the other paths, but uses two other blocks) would be handy.

A Camera creator is needed. Cameras are very basic, and there are only six variables. A Visual box with the same proportions as the game screen would be nice, where you can see the lines that four of the variables manage.

I think it would be neat to have a quick reference for sprite data that loads from an external txt file. So when you select a sprite in the list, theres some sort of text box close by that has the info for the data values. Then, as users find out their own sprite data, they can update their txt without having a need to recompile the whole app.

Change the up/down arrows next to the text input into "spinners." When you click and hold either of the arrows, then move the mouse up and down, it changes the value in the text box fairly quickly. 3D studio Max uses these, and they're great.



Also, how do we view the sprite manager?


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Posted on 10-01-09 12:26:46 AM, in Editor Development thread Link

I'm voting for option 2, too.

What do you mean by an "Object Editor"?

And, great job so far! The editor is getting sweeter and sweeter.

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Posted on 10-17-09 04:21:40 PM, in Editor Development thread Link

You two rock! I can't wait to play with the new release!!!! I might even finish a few levels I've started working on a while go.

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Posted on 10-23-09 12:49:13 AM, in Editor Development thread Link

Originally posted by Treeki
Something seems out of place!



Still working out bugs in the GraphicsEditor/TilesetEditor integration. I also need to add palette editing. It's coming along well though!



SICK!!!!

One of the major design issues I've found with NSMB is that with the packaged tiles, there is no way to make hills that mario can run through and also stand on, like the new ones in this screen shot. SMW is full of these kinds of tiles, and I feel that this is where SMW level editing is more creative. These tiles make it lots easier to make vertical levels. That barrier is now destroyed!
*squee*



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Garmichael
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Posted on 10-31-09 07:34:35 PM, in Editor Development thread Link

Good job on the progress you two!

Will we be able to import images into the tile editor in jpg, gif, bmp, or png formats?

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Posted on 12-04-09 01:43:04 AM, in NSMB Editor 5 Downloads Link

WOOOOOOOO!!!!!!!!

I'm digging this version of the editor. It has quite a bit of nice features.

Great job guys!!



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Posted on 12-05-09 12:04:35 AM, in NSMBWii Hacking/Reggie! Thread Link

How will you load the game? Will it load in the ISO for the disk, or what?

Also, is there a wii emulator that works pretty good now?

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Posted on 01-17-10 07:23:31 AM, in Random Super Mario Bros. Link

These levels are pretty terrible...

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Posted on 01-21-10 01:10:36 AM, in Editing world maps (crucial) Link

I imagine that the terrain for the overworld map is one solid mesh 3d object. In other words, to edit the terrain, you would have to have sculpt it yourself bit by bit, instead of building one out of tiles. So, even if there was the capability to export and import your own terrain, you, personally, would still need to know how to model in 3d and map it for textures in order to actually edit the terrain. Because of this, you cant really rely on 'other geniuses' to do all the hard stuff for you so you can be just a 'designer'


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Posted on 01-21-10 06:01:43 AM, in Editing world maps (crucial) Link

Originally posted by Mikael
You could make a 2D model where I, or anyone else who is interested in this aswell, as a designer operates and then the editor program translates the work I've done into 3D in the ROM. Maybe that requires a different knowledge than the one you possess as a hacker?


That different kind of knowledge that somehow turns a 2D image you invented into a 3D image and then imports it in to the rom... Its called magic. I dont understand what "work" you're doing if you're not modeling and mapping the new 3d object to replace the terrain with.

Now, if you're *REALLY* interested in editing the overworld map, all you have to do is follow these instructions:
1. Export the 3D model and texture files from the rom.
2. Use a program that lets you unpack individual models and textures from the exported files.
3a. Write a new program that lets you edit NDS format 3D models. (OR)
3b. Find a way to convert the 3D models into a format that 3D Studio Max or Maya can interpret.
4. Edit the model.
5. Map the model so that it can be textured.
6. Edit the texture image and apply it to the model.
7. Go back and forth between editing the model, mapping it, and painting it (editing the texture) until it looks good without any stretchy or skewed textures.
8. Repackage the 3D models and textures into NDS format and import them into the Rom.
9. Figure out *where* the HEX for managing the location of props (like the castle, trees, fences, etc), the location of levels, and the pathing between levels is.
10. Figure out *how* to edit that HEX to change the locations of props and levels and edit the pathing.
11. If you're interested in changing the number of levels per map, you will also need to figure out how to do that through HEX.


Got it? Think you can do that? No?
All that Treeki or Dirbaio can do to make this process easier on you is to allow you to *view* your 3d terrain within their program. They cannot do ANYTHING to make it easier on you to ACTUALLY MODEL the object. On top of that, as far as I know, there arent even any programs that make it easy to even LET you model your own object for a commercial NDS rom. The last time I did research on the topic, hackers are having difficulty getting NDS format 3D objects into an editable mode.
There are software programs, like 3D Studio Max and Maya that cost thousands of dollars and are the product of decades-long software evolution. In short, if Treeki or Dirbaio could program a 3D editor, they wouldn't have time to work on rom hacking and they would have very nice paying jobs, let alone include a 3D editor as a feature of a rom editor.




For example, all the sprites should be properly filed in archives and not just listed. Enemy sprites be sorted in one map, blocks in another etc. The editor should be practical and efficient for a person who is not a programmer to use. There could be 10-yr old kids interested in making Mario levels. If I could organize all the items, objects, sprites in my own map system I could build my game in a much more efficient way. That is the point of view I'm coming from.

So, as much respect as I have of your competence, if the editor was more practical and handy and user-friendly, people who are solely interested in game design and not programming could get themselves more seriously involved in the game. There's a difference in being a piano builder and a piano player.



There are PLENTY of writings from plenty of people on this forum who have tips and advice on using the editor. It is not that complicated and its got a solid GUI. Short of rendering the level editor window as it would appear in the game (which would be a resource hog), there isn't much the editor needs. However, if you've got some ideas, there's a stickied thread you might have noticed titled "Editor Development / Suggestions / Feature requests" that is specially made so that people like you can offer their suggestions. And trust me, the "I want to see the sprites graphics instead of a blue box" idea has been mentioned quite a few times, and each time, there's a response to it. You should check that out.



Now, about your whole stance on "Im *JUST* a level designer" bit... You need to realize that part of all level design is very technical. Have you ever tried making a level in Hammer, the UT3 Engine, Hyrule Magic, Lunar Magic, Neverwinter Nights, Warcraft III, Oblivion, Fallout 3, or, well, ANY other level editing software?
Every single one of them has their own technical challenges and caveats to learn. There is always a certain amount of scripting to be done, a certain amount of variable tweekage, and a certain amount of technical do's and dont's that you need to be aware of to make a solid level that will actually run well within the game. While there are some tricky aspects to this editor, its one of the easiest to use editors I have ever used.

As a designer, you need to get over your mental block that refuses to let you get your hands dirty. Anything worth doing is worth learning to do.


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Posted on 01-30-10 12:55:56 PM, in My first Automatic NSMB level! Link

Cool level.. It has some cool Rune Goldberg areas, but a lot of it just riding on a platflorm.
I look forward to seeing more complex levels like this.

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Jul - Posts by Garmichael


Rusted Logic

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

30 database queries, 46 query cache hits.
Query execution time: 0.094223 seconds
Script execution time: 0.036909 seconds
Total render time: 0.131132 seconds