dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 242/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Originally posted by jceggbert5
I thought you guys made the code, not rip it from the game...
We would have made it ourselves if we knew what kind of compression it is  |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 243/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
This has already been answered.
Someone please close this. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 244/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
| Posted on 12-20-09 06:59:11 PM, in Camera question. (last edited by dirbaio at 12-20-09 03:59 PM) |
Link
| |
Yes, it has been answered.
http://jul.rustedlogic.net/thread.php?pid=148175#148175
its a byte in block 2.
PLEASE stop asking questions that are already answered. This is the first time you ask in public, but the 10000th you ask me on MSN. You ask me if it is possible to edit Mario vs Luigi levels when there is a THREAD named "Mario vs Luigi stage hacking"???
Look around in the forums, read the archived thread, read threads that by their name they could be related of what you're looking for... but DONT re-ask the same question.
Please. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 245/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Originally posted by Andre So I am working with my super secret level hack and i came across some questions...
How can i edit background pictures? Do i need a seperate program for that?
Is there a list what each Tile Behavior number (like 00 00 01 00) means?
How can i set a tile so it is layered infront of Mario? Like there is a tree-object and Mario can hide himself behint it.
There is a obecjt list, can i add a descripiton to them? Like object 43, a rock
thanks..
a) No, you can't with the current version of the editor, and i dont know of any other program that can.
b) Yes, there is one. In the editor development thread.
c) No, you can't.
d) No, you can't in the current version. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 246/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Originally posted by jceggbert5 Is there a way to edit every frame of the "animated" blocks? Like the bricks are in Jyotyu (but make my own in Tileset 00 - Grassland)?
Animated blocks are somewhere in the ncg folder, dont remember where...
You can edit it, but you can't create new animated blocks. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 247/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Originally posted by jceggbert5 I seriously want to edit it. Does lighting have any effect on it?
As far as I know, NSBTX files are not yet known how they work
NSMBD files (3d models) are a bit better known: kiwi.ds.googlepages.com/nsbmd.html
but don't count on it. (yet)
Sorry  |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 248/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
edit sprites like goombas / koopas / etc???
Right now, the only thing editable about sprites is the graphics of sprites that are 2d, like goombas, koopas, and some more. 3D graphics and models _might_ be editable in the future..
Editing their behavior is not that easy, it will need a lot of asm hacking and reverse engineering the sprite system. Dont count on it for 10 years or so  |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 249/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Ok.
I found that the clone level doesnt work if patched on the U version. You enter the level, and the spiked ball instantly kills the mario clone, instead of spawning it
So you enter the level and you instantly die. Not sure why, but the very same level works differently on both regions. I think that the clone stuff behaves differently on different versions. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 250/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
but i played the level on E rom starting as small, and the spiked ball colliding with the ? block just caused the clone to spawn and go up the vine... But in the U rom, the collision seems to KILL the clone
EDIT: I've fixed it. Expect it to work in next release (very soon) |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 251/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Originally posted by jceggbert5 Do you have any idea where the texture is for the falling/moving platforms? Also, how might I go about editing it???
I've never seen it, so it's probably 3D: Still uneditable  |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 252/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
textures are usually in two files ending in:
_ncg.bin ---> Image file
_ncl.bin ---> Palette file
Image files are the actual image data, palette files are the colors. Usually in a palette file there are more than 1 palette.
To edit them, you have to export them, edit them with Tile Molester and put them back. There's an explanation on how to do it here: http://jul.rustedlogic.net/thread.php?id=6108 |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 253/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Originally posted by Sonicfan49 That doesn't work either.
does it show any error messages?
Check also that you have the spritedata.txt file in the same folder as the executable. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 254/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Originally posted by Sonicfan49 I extracted absolutely everything included in the ZIP file to the same folder, including spritedata.txt
and it does absolutely nothing???
I dont believe it. Probably your windows or your net framework installation is broken, because i've never seen it make absolutely nothing.
Check if the process is still running in Task Manager: Open task manager, go to processes and see if there's a process named nsmbe5.exe when you open it...
or try opening it from the command line (start menu -> run -> type "cmd" -> type "cd C:\the\folder\of\your\exe" -> type nsmbe5.exe and see if it shows some error messages... |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 255/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
YAY! Custom Backgrounds!
The quality is a bit bad because bgs in nsmb are tiled images, which means that you can only have 320 tiles sized 8x8, and use them to fill the big image. I had to write a clever code to reduce the tile count in an image, by mergimg similar tiles. It works near perfectly with drawings, nsmb original bgs, and simple images, but complex images such as photographs loose a lot of quality. Another thing i dont like is that conversion is VERY slow with photographs. Converting that image took 15 min in my computer (win xp, 4 years old laptop)
Here you can see how the quality gets reduced:
http://img12.imageshack.us/img12/859/bgtiles.jpg
There's still something i have to find out: the special effects such as moving clouds and looping. For example, you see that in the screenshot the bg is cut in two? The top part is moving left, that's because there were the moving clouds. Have you noticed that the peach castle only shows at the beginning of the level instead of looping all through the level?? I still need to find out where are these effects controlled. Probably a table in overlay 0 (again!, that means we wont be able to edit it)
EDIT: Oops. Big image. Changed into a link |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 256/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
| all NSMB Hackers, registered in this forum or not! |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 257/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
| probably your file is corrupted or is not in OBJ file format. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 258/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
take a look at the behaviors in the Grassland tileset of Hard Super Dario Bros.
I did exactly what you want, slopes included. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 259/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
oh, ok.
i'll explain it in another thread i'll create right now called "Tileset editing tutorial" or sth like that so it will be more visible. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 260/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
Objects in NSMB are in tilesets.
To edit tilesets you have to open Tileset Editor in nsmb editor. You can do this from the Tools tab.
A tileset is split in several parts:
Graphics
These are the drawings that you actually see. They consist in a palette (a list of colors) and the actual graphics, which are in paletted format, which means that in each pixel, instead of having the RGB values of its color, you have a color number, that points to the palette. (dont worry about this too much).
Graphics are 8x8 tiles and have two palettes. In the original tilesets from NSMB, some objects use one, and some objects use another. For example, in grassland tileset, the walls and ground use the second palette, while the flowers and mushrooms use first palette.
To edit graphics you can do it either with the builtin graphics editor (rather limited, plus you're restricted to the colors in the actual palette, unless you change them by hand, which is a pain) and exporting the graphics to PNG, edit them with any image editor you like, and import them back.
Map16
The 8x8 tiles are grouped in 16x16 tiles. Each 16x16 tile consists in 4 8x8 tiles.
In the map16 editor, you can select a map16 tile and set each 8x8 tile in it by first selecting which one do you want to set in the 4 buttons, and clicking the tile you want to set on the graphics. Also you can flip the 8x8 tiles.
Tips and Tricks:
- Select a Map16 tile and control-click a 8x8 tile to set automatically all the 4 tiles.
- Alt-click a Map16 tile to flip it horizontally.
- Shift-click a Map16 tile to flip it vertically.
(note that you can flip 8x8 tiles individually)
Objects
(coming soon) |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN
 
Posts: 261/-1288
EXP: NaN For next: 0
Since: 07-28-09
From: Spain
Since last post: 10.9 years Last activity: 9.9 years
|
|
I finally fixed the compression of the overlay. That means that Tileset 0 is fully editable!
BTW, there is no way to find out how the background special effects work. Even after days of tracing the game's code i went nowhere. So keep it in mind when you create your own backgrounds.
Expect a new release VERY SOON!
EDIT: Yay! Solid coins! The behavior editing in Jyotyu works perfectly
|