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05-03-22 04:21:01 AM
Jul - Posts by BastarB
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BastarB
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Posted on 01-21-10 02:06:08 PM, in NSMB Editor 5 Downloads Link
What an outstanding editor you guys have created, it's very good, atleast the features I currently have been using =) I'm very impressed^^ Keep up the nice work!^^

Well, I'm very new when it comes to level editing and stuff. I have made my first test level, just the very first part of it.
However, how do I make mario so he is in the center of the camera all the time! At first I thought it was the "view option" that was the only thing that had to be changed, but that seems to just affect the area that mario can visit in the level, not how the camera scrolls thru the level (please correct any misunderstandings). In my level, mario dissapear above the tallest hill, and then he comes down again on the other side of the hill, so how do I make the Camera always center Mario? I have not succeded with the camera options either.

I also wonder what the "zone-feature" is for? What is a Zone?

Lastly I wonder why the game-icon and the header of the game (name of the developer ect.) seems to be destroyed when I apply my changes to the rom-file (E)-version

I hope these questions does not sound to n00bish to be worth answering!=P

Have a nice day everyone!^^
BastarB
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Posted on 01-21-10 07:33:36 PM, in NSMB Editor 5 Downloads Link
Originally posted by dirbaio
@BastarB

For the hill, these are issues related to block 2. That block determines whether the camera in a level is stuck to the bottom of the view or not, among other things. Do this to solve it:

- Make sure the view is big enough to cover all the hill. The camera will never pan out of the view.
- If that doesnt solve it, select a level where the camera is free (for example 2-3), and click Hex Edit. Select block 2, and copy the bunch of numbers.
- Go to your level, hex edit it, go to block 2, delete everything in it, paste the contents of the other block 2 and save.
- Delete any scroll control sprites in your level if you havent put it, they are limits in the camera that probably you dont want.

That way the camera in that level will be free.



Hi Dirbaio!

Thanks for your very detailed description of how to make things work for me, =) however, I have not yet have a chance to try it out since there is a crash in the level editor when I hit the hex editor button on the level that you specified for me.

here is the error code, i wonder if my computer is missing a component or something, I already .NET framework 2.0 sevicepack 2 installed:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'Be.Windows.Forms.HexBox, Version=1.3.0.21615, Culture=neutral, PublicKeyToken=e0e5adf0ebc99863' or one of its dependencies. The system cannot find the file specified.
File name: 'Be.Windows.Forms.HexBox, Version=1.3.0.21615, Culture=neutral, PublicKeyToken=e0e5adf0ebc99863'
at NSMBe4.LevelHexEditor.InitializeComponent()
at NSMBe4.LevelHexEditor..ctor(String LevelFilename)
at NSMBe4.LevelChooser.hexEditLevelButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
NSMBe5
Assembly Version: 5.1.0.0
Win32 Version: 5.1.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Administrator/Desktop/Mario%20Kul/NSMBe5.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.






BastarB
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Posted on 01-21-10 08:40:05 PM, in NSMB Editor 5 Downloads Link
Originally posted by jceggbert5
@BastarB
You are missing the HexBox DLL file.

Download 5.0a and extract the Be.Windows.Forms.HexBox.dll file from the archive to the directory that NSMBe is in. That should solve your problem



Thanks alot for the help Jceggbert5, and also great thanks to dirbaio, you two have made my levelediting life alot easier^^
BastarB
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Posted on 01-22-10 09:06:44 PM, in NSMB Editor 5 Downloads Link
Hi there!

I just wonder, why can't I slide down on my back down the hill slope in the level I just created??? I checked an official level to think it out but I didn't succed to get it work correctly?

I also wonder if it is possible to have an Enemy-in-pipe generator that spawns goombas in an horizontal pipe instead of a vertical one?

Thanks!
BastarB
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Posted on 01-23-10 07:19:42 PM, in NSMB Editor 5 Downloads (last edited by BastarB at 01-23-10 07:00 PM) Link
Originally posted by gridatttack
BastardB@ Mmm. Did you make the tile behavior the same as them? For the 45 degrees put 00 00 20 00 for the less inclinated for the top part put 03 00 20 00 and for the other part put: 02 00 20 00.

For horizontal enemy in pipe generator put 00 00 02 00 00 00 as the sprite data.

Hope it helps.



Well great thanks for your help, but since I am quite a n00b when it comes to Level-editing, I got no clue where in the editor I should enter that kind of information you so kindly shared to me! Is there a more complete documentation than the included readme file of the Editor, that covers more of its functions?

Sorry for these simple questions!

Thanks^^

EDIT: Well, I found the Tile-editing section, but it seems that it edits the tilesets which affects every level in the game that uses that edited tileset, what I do not understand then is why I could "slide on my back" in a official level (Like the Level 1-4 Area 1), but not on my own level (I created my level from a "tile and sprite deleted" L 1-1 Area 1, the original official level had unlike mine the slide function) when both of the levels was a part of the same rom-file and uses the same shared tileset? I have not made any changes at all to the affected tiles behaviour earlier in the level editing process?!?! =S=S Weird!=P

Thanks!

EDIT: Is it possible that the slide problem is corrected with some kind of Hex-edit modifications??? in that case, i really wonder which one, which "block" does what? Are there any documents or forum thread that covers this??=)
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Posted on 01-24-10 03:51:17 PM, in NSMB Editor 5 Downloads Link
Originally posted by dirbaio
Send me your ROM to yosoydario@gmail and i'll have a look at it...

and for the documentations, no. NSMB editor is not very well documented. I was thinking about making some sort of help file that explains everything, but i'm too lazy, and i think it would not be that useful...


Okey, so you want me to send the whole rom as it is? Not just the exported level?
BastarB
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Posted on 01-24-10 05:34:44 PM, in NSMB Editor 5 Downloads (last edited by BastarB at 01-24-10 02:35 PM) Link
Originally posted by dirbaio
I know what's going on, but i dont know why. Its VERY weird.

Its the rope in your level. Once you touch it, you can't slide on slopes anymore... Try to put the entrance in the slope: you can slide in it. But if you go back, touch the rope, and come back to the slope, you can't slide on it anymore...

Probably a bug in NSMB. Notice that all levels that use these ropes don't use the slopes.

Solution: Take out the rope or the slopes.


Hmm, well thats really strange! Thanks for figuring it out^^ IWonder if this bug is in all region versions of NSMB?
Well, I think I have to remove that rope then, sad because it is a great element of this game! =)

Good luck with further development, your editor rocks^^
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Posted on 01-24-10 05:36:14 PM, in NSMB Editor 5 Downloads Link
Originally posted by gridatttack
Here is some document I made. You can add, edit information etc. What I have done in it contains information for backgrounds, tilesets, sprites and changing graphics.

Download


http://www.mediafire.com/?v5mjzzyjyhn


(this is my first document I ever written, so dont be so hard on it)




Wow, nice, I will download it right away=)
BastarB
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Posted on 01-27-10 08:28:41 AM, in NSMB Editor 5 Downloads Link

Thanks gridatttack for your doc, it gave me useful information and also a link to the thread about the sprite-data, that was really useful, to bad the main spritedata-list isn't updated with all other discovered sprite-data that has been discovered by all you clever forum-users, I guess Treeki is to busy with nsmbWii editor for the moment maybe!=P

Have a nice day everyone!^^

And dirbaio, do you have any further plans for this great editor?=)
BastarB
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Posted on 01-29-10 05:59:08 AM, in NSMB Editor 5 Downloads Link
Originally posted by dirbaio
narc editing (already done) and 3d texture modification (i'm on it right now). I'm not sure if i will get it to support all textures in game, because a big part of the textures in nsmb (including Mario's and bosses and world maps) are compressed in a very weird way that i dont know how editable they are... and i'm still finding out how to display them correctly...


Well, thanks for the info, that sounds really nice, I hope you will have great success in the work of finding out how things work=) Good luck^^
BastarB
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Posted on 01-29-10 09:36:45 AM, in NSMB Editor 5 Downloads (last edited by BastarB at 01-29-10 06:42 AM) Link
Well, there is another "little" thing I'm wonder about!

When I started the creation of my level I added some "Koopa Paratroopas" into my level, it was then very easy and simple to change it's color and flying direction ect. which I was able to choose easily without manually edit the sprite-data (There was in other words a more user-friendly function added fot that sprite). But now when I'm edit the koopa paratroopas, there is no such options anymore available and you can only configuring their behaviour by manually enter the sprite-data. The same goes for the Bullet-Bill Launchers, before there was a user-friendly way to edit them, but it is not anymore. Is there a option I mistakely have turned off?

However, I have redownloading the editor to my computer since I started the creation of my level. The first version I downloaded of this editor was the one where dirbaio forgot to include the "Be.Windows.Forms.HexBox.dll" into the zip-file. In the first version I used of this fantastic editor, I remember I was able to use the more user-friendly way to edit the sprite-data.


When I saw he had updated the download with the "Be.Windows.Forms.HexBox.dll" into the zip-achive, I just redownloaded that updated Zip-file and unzipped it and overwrote it over my old Editor-files.
I cannot remember if was able to use the more user-friendly sprite-editing method after that, but maybe dirbaio included another version of the editor when he updated the zip-file with the Be.Windows.Forms.HexBox.dll, or maybe not. Correct me if I'm wrong!=P

EDIT: The version I got installed at the moment is version 5.1=P And if I'm not wrong I extracted it from the Zip-file called. "NSMBe5.1b.zip"
BastarB
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Posted on 01-29-10 04:36:59 PM, in NSMB Editor 5 Downloads (last edited by BastarB at 01-29-10 01:37 PM) Link
Originally posted by dirbaio
that function is related to spritedata.txt
That file contains all data for all sprites. Check that you have it in the same dir than your editor, and that it is not empty. If that does not help, you can try downloading the old version that worked for you (you can find it on the google code thing, under deprecated downloads) and get its spritedata.txt.

Dont know if i missed it in the new zip. will try to look at it...


Well, thanks! Of course the problem was related to spritedata.txt, that file was missing, I must mistakely deleted it when I was about to delete some other exported levels that I stored in the same main directory. =P
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Posted on 01-29-10 08:14:29 PM, in NSMB Editor 5 Downloads (last edited by BastarB at 01-29-10 05:17 PM) Link
Well, I'm sorry to bother you guys with another n00b question. It's related to how the entrances work.
I can't manage to get down into my green pipe even when I have prepared it nicely to take me to area 3 of my level with a correct target ID(area 3 which is still unmodified from the original level by nintendo, and yes I have checked the entrance settings in that area too!)

there is some things I wonder about:

- Why do the entrances (like the ones for the pipes) in the officially levels have THREE entrances instead of just one?=S

- Does it matter where on the pipe I put the entrance sign, will it work in any case?

- Does it matter if I use Tile number 102 or tile number 53 to create a green pipe that will be able to support the ability to add a entrance so you can enter it? Is there any differences beetween tile 102 and 53? Does it have something to do if the player will be able to destroy it as a gigant mario or not maybe!? In the official levels they have often combied those two tiles when making just one pipe!?

- What does the "entranceSetting16" mean?

Thanks for all your help you have gived me, I really appriceate it!^^
BastarB
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Posted on 01-29-10 08:47:12 PM, in NSMB Editor 5 Downloads (last edited by BastarB at 01-29-10 05:47 PM) Link
Thanks for your help both of you, it makes things more clearly for me! It was really useful to know about the use of the shift-key since the reason why things didn't worked for me was because a badly placed entrance, but now it works perfectly.=)
So the differences about 102 and 53 was just as I thought it was=)

BastarB
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Posted on 01-30-10 01:52:51 PM, in NSMB Editor 5 Downloads Link
Well, are there any documentation about how to use midway points correctly? I get a confirmation when I played the level that I have reached the midway point, and I had also added a new normal entrance just before the midway point, but when I die and restart the level I'm just starting from the beginning again?=P
BastarB
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Posted on 01-30-10 04:41:23 PM, in NSMB Editor 5 Downloads (last edited by BastarB at 01-30-10 01:52 PM) Link
Originally posted by dirbaio
Check that in Level Config you have put midway entrance to the ID of the entrance you put next to the midway point.
Check that the view of the entrance is set correctly...


Thanks for the help, the solution as you described was so embarrassing simple =S

Well, I don't really know if this is already discovered or not, but I would like to share my findings anyway since the editor state the affected settings as "Unknown":

"Unknown 6" setting of a "Path":
Specifies in which way mario will leave a pipe if the entrance and the target entrance(the one that mario will be leaving) are connected together in the same Area using the "Connected pipe" setting under the entrance options.
The ID of the path must match the "Connected Pipe ID" of the two entrances.

0 = Down(like mario came from a pipe that facing downwards)
1 = Right(Right facing pipe)
2 = UP (up facing pipe)
3 = Left(Leftfacing pipe)

I don't know if there are more values available for this setting

The officially Level 7-A is a good one to see how it works.
BastarB
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Posted on 02-05-10 12:10:38 PM, in NSMB Editor 5 Downloads (last edited by BastarB at 02-05-10 09:12 AM) Link
Hi everyone, here comes one simple question:

How do I change the background music of a level, I thought I have seen such option earlier or have I maybe been mistaken, since I can't be able to find it now? when I mean change music I don't mean how to compose new melodies, I mean how to change the background music to another existing kind of music from another level!!?

Thanks for your help^^
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Posted on 02-05-10 12:20:18 PM, in NSMB Editor 5 Downloads Link
Originally posted by Treeki
Originally posted by BastarB
Hi everyone, here comes one simple question:

How do I change the background music of a level, I thought I have seen such option earlier or have I maybe been mistaken, since I can't be able to find it now? when I mean change music I don't mean how to compose new melodies, I mean how to change the background music to another existing kind of music from another level!!?

Thanks for your help^^
You can use different music for each view. Click the "Views" mode, select the view you want to change it for and choose a track from the options panel on the left.


Big thanks for your help Treeki^^
Well, I also wonder what kind of option the "Sound Set (hex)" option is, that is available under the level configuration menu!? =)
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Posted on 02-05-10 01:18:54 PM, in NSMB Editor 5 Downloads Link
Originally posted by Treeki
Originally posted by BastarB
Big thanks for your help Treeki^^
Well, I also wonder what kind of option the "Sound Set (hex)" option is, that is available under the level configuration menu!? =)
Due to the DS's limited memory, not all sounds can be loaded at once. Some sounds (like Dry Bones and such) need a different Sound Set setting in order to work properly.

This list has some of them: http://jul.rustedlogic.net/thread.php?id=6267


Thanks for the list, it answered another question I had why my bullet bill Launchers didn't sound at all.=)

Well, now I also got another problem, I have tried to enter a pipe from Area 3 of my level to Area 2, but However, as soon as I've enter it I got black screens and the music just freezes! I have checked the entrance options and everything seems fine, is there anyone who got similiar experiences like this???

Thanks^^
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Posted on 02-05-10 03:52:26 PM, in NSMB Editor 5 Downloads (last edited by BastarB at 02-05-10 01:39 PM) Link
Originally posted by Treeki
Originally posted by BastarB
Well, now I also got another problem, I have tried to enter a pipe from Area 3 of my level to Area 2, but However, as soon as I've enter it I got black screens and the music just freezes! I have checked the entrance options and everything seems fine, is there anyone who got similiar experiences like this???

Thanks^^
Check to make sure you don't have Sprite 0 anywhere (especially in the top left corner of the area) as it will make the game crash.

If that doesn't work, then you might want to get someone here who's more knowledgeable to look at the level.


Thanks for the tip, but I didn't have any sprite of that kind in my level. I exported my level-files than imported them again in a fresh copy of the game, but the problem is still there, it continues to crash when I try to enter area 2 from area 3 using a pipe entrance.=/


EDIT: Well, now I also had tried to replace Area 1 of level 1-2 with this custom problematic "Area 2 of Level 1-1". However, the game continues to crash as soon as I have pressed the A-button to start the 1-2 Level.=P
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Jul - Posts by BastarB


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