dirbaio
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r134 is out!!!
Fixed the tileset editor not working, improved the map16 editing (Now you can press WASD to select map16 tile)
Fixed the arm9 bin not loading. Now it's only loaded when needed.
Still some tweaks to do to the ASM Patcher and to the texture editing and 5.2
will be officially out! |
dirbaio
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OMG!!
This airship level is awesome!!
Some custom BG's would be nice too  |
dirbaio
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| You can't create new ones. What you can do is edit the existing ones. It's some file in BG_NCG folder, search this trhead for details. |
dirbaio
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Oh.. You want Mario to go BEHIND something?
It's not possible Not at all. |
dirbaio
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Well... All the tiles in a level are displayed on the same "layer". And all the 3D stuff is displayed on another "layer" which is on top of the level one. So 3D stuff will always be in front of the level.
There's probably a way to change that, but then all 3D stuff would be behind the level, and that isn't what we want.
Some tiles (the end of level castle, the pipes, the weird water on tileset 0, the fences) can be displayed in front of Mario because they are rendered as 3D tiles (a flat polygon containing a texture)
But it will be very difficult to take this effect and add more tiles in it. it's not impossible, but at this moment, it is. |
dirbaio
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I'm quoting my other post:
Originally posted by dirbaio
Well... All the tiles in a level are displayed on the same "layer". And all the 3D stuff is displayed on another "layer" which is on top of the level one. So 3D stuff will always be in front of the level.
There's probably a way to change that, but then all 3D stuff would be behind the level, and that isn't what we want.
Some tiles (the end of level castle, the pipes, the weird water on tileset 0, the fences) can be displayed in front of Mario because they are rendered as 3D tiles (a flat polygon containing a texture)
But it will be very difficult to take this effect and add more tiles in it. it's not impossible, but at this moment, it is.
When you touch the flagpole, something is activated that turns the end-of-level castle (the "mini house" as you call it) into 3D tiles, which can be displayed in front of Mario.
That effect can't be reused for other tiles easily, since 3D textures don't have the same format as normal ones.
Please, stop dreaming...
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dirbaio
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Originally posted by NsmB_PrO
@dirbaio:
The Tileset editor doesnt work again -.-
I cant add objects...
Yes, you can, but it's done differnetly now.
Select the first non-existant object and click "Set end" (on top) |
dirbaio
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Originally posted by NsmB_PrO If I use a P-Switch, I can collect the coins (what transforms to brick) too, while they are bricks
Please help.
It doesnt have something to do with the jyotu tileset, because I imported a new one in the game.
The problem doesnt stop-.-
This problem is only in my W1-2...
Heh, nice marquee tag. I improved it for you
(In other words, please PLEASE do not use it)
Try to chech if the behaviors are the same as the original coins. If I remember correctly, there are several coin behaviors in the original jyotyu tileset. Check what one are you using.
Also, check that the map16 tile number is the same as the original one. There are a lot of things that are tied to a specific map16 tile number that can't be changed, i'm not sure if the P-switch is one of those. |
dirbaio
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Cool...
How did you make the puddles? Is it a combination of the water+solid tile behaviors?
If so, you should also combine the ice one, so they are slidy.
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dirbaio
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Also, you should make some rainy clouds BG. Also a rainbow would look very cool
(BG importing is fixed now in the revision i've just committed) |
dirbaio
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Yes, you can add objects.
Select an object that doesn't exist, click Set End (on the toolbar) and all the objects up to that one will be created. |
dirbaio
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What do you mean?
A sprites GFX editor? |
dirbaio
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Oh, I understand what you mean.
You have to change what is called "sprite sets". Click on Level Configuration, go to the Sprite Sets tab, and select the one that contains the Dry Bones sprite number.
Then it will work. |
dirbaio
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Oh, sorry
Nope, the DS Editor is still incomplete, and there are some things that can't be changed. (the sprite sets are one of them)
But you can still change the sprite sets on the computer and then edit the level on the DS...
NSMB-editor-ds is not dead, it's just "stopped"... I've many projects to do and I dont have time for everything. For now the computer version of the editor is higher priorty. But i WILL continue working on it. Some time in the future...
There are soo many things I'd like to do... And sooo little time...
 |
dirbaio
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Originally posted by dirbaio
Some tiles (the end of level castle, the pipes, the weird water on tileset 0, the fences) can be displayed in front of Mario because they are rendered as 3D tiles (a flat polygon containing a texture)
You edited the water one
I said NORMAL tiles can't be in front of Mario.
Anyways, great work...
It makes me wonder what will people do with the texture editor, once finished... |
dirbaio
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Well... I was simply thinking about putting it in the BG, but that could work too  |
dirbaio
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Oh...
Here's why I changed it:
In a level file, the object number is stored in a byte (8 bits). The max number in a byte is 255. So we (well, Treeki) thought that the object limit was 256.
BUT then I saw that making a tileset bigger than 128 objects crashed the game. Always.
So for some reason the game likes max 128 objects, so I changed it in the editor...
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dirbaio
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Well.. Due to how NSMB handles sprites, a level can't contain all the sprites at once.
I will add, of course, a sprite set selector, like in the computer version, but nothing simpler can be made.
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dirbaio
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I can't help you much, as I don't have a Mac
but some people have reported that running NSMBe under Mono in mac works.
I've tested it on Mono on Linux and it works, so it should work on Mac too. |