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05-04-22 06:00:59 PM
Jul - Posts by dirbaio
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dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 01-15-11 06:52:42 PM, in Editor Development thread Link
r137 is out now.
It basically improves hugely the performance of the BG importing.

I feel like I was a n00b when I coded that... Why was I iterating over a 64x64 array 64x64 times?? Now it's much faster. Now it's possible to import complex images, like real photographs, in a much shorter time...

On the subject of quality: it's just impossible to import the BGs with perfect quality. Each BG can have max. 320 tiles.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 01-15-11 07:17:50 PM, in Raining Level + Go behind Tiles Link
I found out WHY you're getting the BG bugs.
The peach castle top BG has animated stuff. Look at Peach's castle flag. Those animated tiles are "overwriting" parts of the BG.

Solution: Just use another BG id.

Also, I have something interesting to research, that could help you.
byte 11 of block 5 controls the BG horizontal scrolling. (And byte 13 controls the vertical one, I think in the same format)
Also, bytes 11 and 13 of blocks 3 or 4 (i dont remember which one) control the scroll of the bottom bg layer.

I still dont understand what it does exactly, but i'm telling you because maybe there's a way to make the background not scroll at all, so you'd end up with a "static" rainbow BG. Maybe you want to investigate it further

These are the values i've tried so far:

0x0: Scroll exactly same as level. Used in w2-3 (sewer level) for example
0x1: Scroll slower than level. Used in most levels.
0x2: Scroll slower than level, maybe slower than 0x1?
0x4: Scroll faster than level
0x8: scroll slower than level, again?
0x10: scrool same as level
0x30: Scroll same as level.
0xFF: Makes the BG scroll HYPER CRAZY FAST!

Also, the sewer level 2-3 is weird: It uses 0x0 for byte 11 and 0x30 for byte 13. I dunno what's the difference, but there MUST be a difference?
dirbaio
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Posted on 01-15-11 07:28:37 PM, in Raining Level + Go behind Tiles Link
I dunno

If you find out what is the exact function of those bytes, tell me and i'll make the editor capable of editing them.
dirbaio
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Posted on 01-16-11 10:16:06 AM, in NSMB Editor 5 Downloads Link
You have to run this instead:

mono "/Users/macbookair/Downloads/NSMBe4/NSMBe4_Mono.exe"
dirbaio
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Posted on 01-16-11 10:18:00 AM, in Editor Development thread Link
Well, it's not easy
because they are not "files" but "BG id's".

There's a table that maps BG id's to File ID's. But those unused bg's are not linked to any file. So it'd be necessary to add files, and modify that table.

The latter is easy, but the first one... I have no idea how to do it without screwing up all the file tables
dirbaio
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Posted on 01-16-11 10:19:43 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by NsmB_PrO
OK, I have figured out the following:
When I edit textures in my (e) ROM, close the ROM and open it again, this window appears:

Sorry Window is German




LOL.
Could you click the "details" button and copy-paste the error message?
dirbaio
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Posted on 01-16-11 10:20:52 AM, in Raining Level + Go behind Tiles Link
- What other BG id?
- Could you post the PNG that you're importing so that I can check?
dirbaio
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Posted on 01-16-11 10:59:02 AM, in Raining Level + Go behind Tiles Link
Oh, well...
Thats more strange, yeah. I'll try to fix it this afternoon.
dirbaio
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Posted on 01-16-11 11:06:04 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Oh...
You're using the "load ROM" button?

It's terribly bugged. Never ever use it.
dirbaio
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Posted on 01-16-11 03:06:50 PM, in Worldmap HEX editing (last edited by dirbaio at 01-16-11 12:08 PM) Link
the .nsbmd files are just 3D models: Nitro System Binary MoDel
You can find a doc here: kiwi.ds.googlepages.com/nsbmd.html

The strings you're seeing are references to animations, textures and other models.

But that's not the only thing. There are some tables on arm9.bin and overlay 0 that have the true path list.
Editing a nsbmd file by hand is a crazy idea.. It'd be better to make an importer.

EDIT: There's also the nsbca files: NitroSystem Binary Character Animation (?). They store the animations Mario make from a node to another. But the true path data is somewhere else.
dirbaio
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Posted on 01-16-11 03:38:12 PM, in Worldmap HEX editing Link
Treeki knows...
I'll ask him and post it here.
dirbaio
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Posted on 01-16-11 04:14:09 PM, in Treeki, would you like to become activer in NSMB-HACKING again? Link
NOT AGAIN!!!
Please.
(post in restricted forum)
dirbaio
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Posted on 01-16-11 05:07:25 PM, in Raining Level + Go behind Tiles Link
Yeah, those new bugs were because of the editor. r139 solves them.
Keep in mind that it's impossible to get it imported perfectly. Each BG is restricted to max 320 tiles and the rainbow BG has more than 320, so it must be reduced.

Also, blurring the rainbow makes it look better:
dirbaio
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Posted on 01-16-11 05:10:18 PM, in Raining Level + Go behind Tiles Link
Also,if you make the bg ONLY the rainbow, it will also look better.
dirbaio
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Posted on 01-16-11 05:13:00 PM, in Raining Level + Go behind Tiles Link
The more things you want to put in a BG, the more bugs you'll have
because you're trying to fit more stuff in the same number of tiles. Keep that in mind.
dirbaio
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Posted on 01-17-11 03:09:45 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
You edited textures and the rom locked itself?...
2D or 3D textures?
(post in restricted forum)
dirbaio
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Posted on 01-17-11 03:43:16 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Okay. I'll see if I can reproduce it and i'll fix it.
dirbaio
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Posted on 01-18-11 11:30:08 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by luckwii

I worked more on the castle level today and found a couple interesting things about editing the sprites. So, so far the sound set has had no bearing on my problem. At one point I created the sprites 280,41,58,39 in a certain order where the latter sprites programed themselves. I should have saved at that point, but I was trying to make another change. So in some way these "program" themselves like the 197/107 sprites do when you create them in order.



You mean... The order you create the sprites matters??
That's Interesting...
Could you explain it better?
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Jul - Posts by dirbaio


Rusted Logic

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

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