dirbaio
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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
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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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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.
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dirbaio
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You have to run this instead:
mono "/Users/macbookair/Downloads/NSMBe4/NSMBe4_Mono.exe" |
dirbaio
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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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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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- What other BG id?
- Could you post the PNG that you're importing so that I can check? |
dirbaio
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Oh, well...
Thats more strange, yeah. I'll try to fix it this afternoon. |
dirbaio
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Oh...
You're using the "load ROM" button?
It's terribly bugged. Never ever use it. |
dirbaio
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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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Treeki knows...
I'll ask him and post it here. |
dirbaio
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NOT AGAIN!!!
Please. |
dirbaio
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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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Also,if you make the bg ONLY the rainbow, it will also look better.
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dirbaio
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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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You edited textures and the rom locked itself?...
2D or 3D textures? |
dirbaio
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| Okay. I'll see if I can reproduce it and i'll fix it. |
dirbaio
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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? |