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| Jul - Posts by dirbaio |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ... 55 56 57 58 59 60 61 62 63 64 |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 221/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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| NO. 1- Get a rom. 2- Edit it with NSMB editor 3- Play THE ROM. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 223/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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| Cool. The new hills and decorations look very good! There's one thing you need to fix with that level. Notice that Mario (and all 3d things) are being lighted from the bottom like in towers, castles and ghost houses. This looks a bit weird on an onverground level. Change it by selecting the view and set the "3d lighting" to 0 ![]() |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 224/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by Camewel Yeah, I know. I'm trying to fix it but its shit hard. Basically, the behaviors of tileset 0 are in an overlay file, which is compressed, and we don't know how to recompress it. Treeki told me that setting some bit disabled the compression, but he forgot how exactly and i'm trying to find it out looking at the asm code... Not sure if i will be lucky
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| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 225/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by Camewel its overlay file id 0. In nsmb source, in ROM.cs there's code to decompress it and (a try to) reinsert without compression. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 226/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by Camewel yeah, thats what treeki and i are looking for. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 227/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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| Cool guide! I will try it out when i have time! There's one thing you should change. The latest version of the editor does let you change music without hex editing. Select a view and change its settings on the left pane. Possibly in the future NSMB Editor will have built-in sdat editing support. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 228/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by jceggbert5 It was meant to replace the multiplayer level files into the narcs automatically (look at the mvsl hacking thread). It is grayed out now because when i rewrote the filesystem code i didnt add support for narcs. Expect it to work in the next version... And for the invisible minimushroom block i found out how to do it: Edit the Tileset 1 of your level. NOT TILESET 0!!! Go to the map16 editor, select an empty map16 tile, and set its behavior to 05 00 05 00. Then go to the object editor, select the object right after the last object so it will create a new object. In the middle it will appear a number 0, select it, and then control+click in the map16 tile that you modified before. Save tileset and enjoy! Note: the behavior is the same as the ? block with mini mushroom, it will not behave exactly as an invisible block: it will show for a moment as a ? block while you're bumping it, but that's the closest thing to an invisible block that can be made in nsmb (i think) |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 229/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by Camewel yeah. Some are open-source, but will have to be ported to c#. Anyway, sound hacking was in my to-do list for the editor, but it just stayed there because it was a lot to do from scratch ... |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 230/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by C1H022 Depends on what you mean for "menu editing"... If you mean editing the nsmb logo, the text on the UI, the pipe graphics etc... : All that is doable now with Tile Molester and it will be doable inside NSMB editor with the built-in graphics editor, because all of them are graphics. If you mean add new options, delete the minigames option, add more files, rearrange things... That would need ASM hacking, which is a pain to work with, because the ASM code of NSMB is really huge, and hard to understand. (Try to understand a program where all variable and function names are just numbers...). You're pretty much on your own with that. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 231/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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| C# is pretty much easy to learn. The visual designer for UI stuff is really easy to use, and c# syntax is pretty much the same as c/c++'s. There is some new stuff / differences compared to c++ of how c# works: - C# has a garbage collector, which means that all memory is automatically managed (no more malloc, etc). Read more Here - Classes. This is a VERY useful feature of c#, and all c# libraries work with them, so you have to know what they are and how to work with them. As for the designer, i dont think you need a tutorial. I learnt it by playing around with it. You can create buttons, text boxes, etc visually and change their properties and assign events to them, for example: when you click a button, a function gets called so you can make the button make an action. You can google around, but keep in mind that there are two ways of creating an UI in c#: With the designer (so you only code manually what your form does), and programatically, by creating by hand the form, the buttons, setting their properties, tex, position, etc manually and adding them to the form manually. I recommend going with the designer. It is much easier. Manually coding forms is only useful if you want to dynamically generate forms depending on some input or such. Hope it helps! |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 232/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by Logon it works like water. look at my previous post! |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 233/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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| yeah, but i meant that the sprite data for lava works like water's mostly. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 234/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by Orengefox yeah, that's the new behavior of the new filesystem code. It is like that on purpose. I'll explain why: With NSMBe4 when you replaced a file bigger than the original, it moved ALL files after it. That's why saving levels was slow. But now, when you insert a new file, if its smaller or equal in size, it will put it there. If it is bigger, it will put it somewhere else, so it doesnt have to move any file. Then it updates the file table so it points to the NEW location of the file, so NSMB will read the new sdat file. The data of the old one is still there, but no files in the file table point to it, so it is unused, NSMB will NEVER read it. There's more. When you replace another file that has to be placed elsewhere, it will look for unused space, and put it there. So the space the files leave back when moved is profited. It's a more intelligent approach to handling files. It is faster to replace files, and it is also PPF-friendly (and similars), because moved data made ppf think it is modified data, so it includes it all, and resulting patches were huge. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 235/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by jceggbert5 OH, man! you're right. I just copied the VISIBLE ? block behavior, thinking of contents, not of solidity, and i tested it only from below (lol) so i didnt notice Thanks! |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 236/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by jceggbert5 It is not possible at all. Sorry. NSMB has areas of memory reserved to each type of GFX: the 3 tilesets, the bgs and the sprites. They fit exactly, so it is impossible to expand any of these three categories. Sorry. But if you need to make new tiles, you can rearrange the existing tiles so they take less space and use the freed space for your tiles. For example, in grassland tileset there are a lot of repeated tiles. Just keep only ONE copy of them, and change the map16 tiles that used them to the only remaining copy. Another thing you can do to gain space is to delete tiles that are filpped copies of others, and update the map16. Hint: In Map16 editor, shift-click a tile to flip it vertically and alt-click it for horizontally. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 237/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by Dark_fusionX It would be VERY cool if we get it to work perfectly. I mean, beta things tend to be glitchy, and this doesnt seem a beta thing, it seems a very strange bug... |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 238/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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| you should make the switch destroy the ground and also a wall that leads to the door, because now you can go to the door without hitting the switch or better, make the door appear with the switch (like in w7-ghost house) |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 239/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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Originally posted by jceggbert5 no... that wont work. All graphics of all tilesets are lz77 compressed. That's not the problem, since we know how to recompress them. The problem is with the behaviors. All behaviors of tilesets 1 and 2 are plain files, not compressed. BUT tileset 0's behaviors are inserted in the binaries (executable code), which are compressed with the weird compression that we can't break yet. |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 240/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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| sprite 218 is tied to a path. Each node of that path contains info about the speed, shape, acceleration, etc of that part of the camera path. I once looked at it, but its a pain to figure out. Try to figure it out and share your findings! |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 241/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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try to reverse engineer THIS:
It has been translated from the ASM code of the game directly, we have NO IDEA of what it does |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ... 55 56 57 58 59 60 61 62 63 64 |
| Jul - Posts by dirbaio |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.026181 seconds |
| Script execution time: | 0.083965 seconds |
| Total render time: | 0.110146 seconds |