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05-03-22 03:45:50 AM
Jul - Posts by Spenstar
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Spenstar

Level: 13


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Since: 11-21-10

From: United States

Since last post: 11.3 years
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Posted on 11-21-10 07:56:47 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Alright, so I'm just playing around with the editor learning as I go and I have come across a problem.

I'm trying to make a room where the camera automatically moves to the right, forcing the player to continue to move to the right. I've tried using the 'Auto Scroll Start' with a path, but nothing happens. Any help would be appreciated!

Thanks!
Spenstar

Level: 13


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Posted on 11-21-10 08:17:39 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by dirbaio
Hm...
I don't know yet how the autoscroll works. You also have to put some data in the nodes of the paths, but I don't know what it means.
The easiest way to create an autoscroll level for now is copying one of the original autoscrolling levels and delete everything in it but the autoscroll sprite and path.

Alright, thanks for the fast reply!

One problem is I can't remember which levels have the auto-scrolling.. XD
Would you by chance know which levels have it?
Spenstar

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Posted on 11-25-10 03:48:29 AM, in Editor Development thread Link
This is concerning the NDMBe rev 117 - 130

Why was the 'object positioning' taken out of the level editor?
Just curious, because that feature is very handy. Would there be any chance of adding that feature back into future revisions?

Thanks!
Spenstar

Level: 13


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Posted on 11-25-10 04:29:54 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by NsmB_PrO
@Link70222:
Yes, this is the best block^^! The camera moves absolouteley free:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00 00 00

Which block are you editing?
eg: 1, 2, 3..
Spenstar

Level: 13


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Posted on 11-25-10 06:38:22 PM, in Editor Development thread (last edited by Spenstar at 11-25-10 06:41 PM) Link
Actually, you don't need to put it back in of you don't want to. I was able to put it in myself.

I used it to see the dimensions of my objects I was using, which helps when your recreating levels from a previous game. It just made editing quicker.

---------

Edit: While going through the editor I found a bug concerning the 'cheep cheep' sprite. When "Green (chases Mario)" is selected for the type, its actually the normal orange cheep cheep. and when "Jumping" is selected, its the green cheep cheep. Also when you change the type of cheep cheep, the color of it doesn't change in the editor.
Spenstar

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Posted on 11-25-10 06:39:36 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
I know I was just wondering what block you were editing in
Spenstar

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Posted on 11-26-10 04:28:08 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Also, if you want to scroll freely for underwater, you can use this hex
23 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00 00 00
Spenstar

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Posted on 11-27-10 12:28:12 AM, in Editor Development thread Link
In rev 130, there is a bug in "TilesetObjectEditor.Designer.cs" Line: 58

((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit()


Saying, "Unable to cast object of type 'System.Windows.Forms.SplitContainer' to type 'System.ComponentModel.ISupportInitialize'."

This happens when you try to open up a tileset.
Spenstar

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Posted on 11-30-10 10:59:54 PM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by Spenstar at 11-30-10 08:00 PM) Link
Originally posted by luckwii
Continuation of my question from suggestion section...

I am starting with 1-1 area 1. The tileset for that has behaviors that make things able to walk on, or be kind of background. I get that. But, they also have slope to them that is hard to eliminate. So, the entire tileset is kind of tied to the level 1-1 area 1 detail. How do I edit 1-1-1 with a clean tileset that where I can assign the objects in the scrolling object menu?

I have tried to import an entire tileset from scratch, but it seems it is bound to the old level design. Meaning, trees are still trying to be trees, slopes are still trying to be slopes.



Have you looked at the value of the tile you are using?
A tile that is solid has the value "00 00 01 00"
While a tile with a slant that goes to the right has the value "01 00 20 00"

Make sure your tiles have the right behavior values.
Spenstar

Level: 13


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Since: 11-21-10

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Posted on 11-30-10 11:47:29 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
@luckwii

Ahh, I read you first post again and I now get what you are trying to ask. You want to change the objects using the tiles, not the tile values of the tiles themselves.

Well, I would just delete all the old objects from the 'Objects' tab and start new. That is probably the best route to take.
Spenstar

Level: 13


Posts: 11/25
EXP: 8081
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Since: 11-21-10

From: United States

Since last post: 11.3 years
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Posted on 12-01-10 01:35:04 AM, in Editor Development thread Link
@The current developers and editors of the NSMBe:

Heres a cool idea I thought of for the Level Hex Editor in the NSBMe.
For example, in block 2 of the level hex editor it deals with the camera settings for the level. Instead of having to edit the hex data itself, could there be options for each camera setting and choosing that option will change the levels hex value for you.

If this is possible, that would be awesome
Spenstar

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Posted on 12-01-10 04:58:03 PM, in Editor Development thread Link
Sweet, thanks
Spenstar

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Posted on 12-02-10 04:38:53 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
I was able to make zones that were smaller than 256x192 and work.
Spenstar

Level: 13


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Since: 11-21-10

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Posted on 12-05-10 02:26:47 AM, in Editor Development thread (last edited by Spenstar at 12-04-10 11:41 PM) Link
Thanks for the new revisions dirbaio, they are great! Keep up the great work!

I'll try to think of new features that would be awesome to add in the future.

EDIT: Hmm, it looks like rev132 is having problems durring compile time. Here is the log:

------ Build started: Project: NSMBe4, Configuration: Debug Any CPU ------

C:\Documents and Settings\[username]\Desktop\rev132\NSMBe4\NSMBLevel.cs(277,17): error CS1501: No overload for method 'write' takes 3 arguments
C:\Documents and Settings\[username]\Desktop\rev132\NSMBe4\NSMBView.cs(113,21): (Related location)

Compile complete -- 1 errors, 0 warnings
Build started 12/4/2010 9:33:52 PM.

Build FAILED.

Time Elapsed 00:00:01.29
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Spenstar

Level: 13


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Posted on 12-06-10 03:45:29 AM, in New Super Mario World - Spenstar Edition (last edited by Spenstar at 12-26-10 09:41 PM) Link


Since everyone is starting to release their versions of NSMB hacks, I decided to finally release what I have been doing to JUL!
An almost complete level remake of Super Mario World from both the SNES and GBA! (sorry, no Feather or Yoshi )
World 1 is complete and going through the debugging process and World 2 is under way!

My main thread will be on GBAtemp. You can find it here: New Super Mario World - Spenstar Edition
I can't guarantee a date when I'll release my hack, but a version of it will be released in the near future!


Credits!
Spenstar (me) - Recreating the levels, remaking tilesets, debugging
SKJmin - For being an awesome debugger/encourager!
And possibly others soon to come

Looking For:
• Someone who is good at image hacking and would know how to put the logo in. (Meaning, knows a solution for adding to the palate so the letters can be different colors.)
• Someone who would be willing to create a .sdat with (possibly all) the sounds/music from the original SMW
• Someone with mad ASM/hacking skills to possibly create the feather powerup and possibly even Yoshi. (Most likely not going to happen unless someone can prove me wrong!)
• A person who can take the tilesets I have so far and change them into tiles that will fit in better with the NSMB Mario but still have that SMW look and feel.

Levels Completed:
World 1:
World 1-1 = Yoshi Island 1
World 1-2 = Yoshi Island 2
World 1-3 = Yoshi Island 3
World 1-Tower = Iggy's Castle
World 1-4 = Donut Plains 1 & Yoshi Island 4
World 1-5 = Donut Plains 2 & Donut Ghost House
World 1-A = Donut Secret 1 & Donut Secret 2
World 1-Castle = Morton's Castle

World 2:
World 2-1 = Donut Plains 3 & Donut Plains 4
World 2-2 = Vanilla Dome 1
World 2-3 = Vanilla Dome 2
World 2-4 = Vanilla Dome 3
World 2-Tower = Vanilla Fortress

Here are a few pictures of my hack!

World 1-1:
__________Original__________________________New_____________
-->

-->

World 1-2:
__________Original__________________________New_____________
-->

World 1-3:
__________Original__________________________New_____________
-->

-->

World 1-Tower:
__________Original__________________________New_____________
-->

-->

World 1-4:
__________Original__________________________New_____________
-->

-->

World 1-5:
__________Original__________________________New_____________
-->

World 1-Castle:
__________Original__________________________New_____________
-->

-->


Videos will be up sometime soon, so no need to ask
Spenstar

Level: 13


Posts: 16/25
EXP: 8081
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Since: 11-21-10

From: United States

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Posted on 12-06-10 07:25:59 PM, in New Super Mario World - Spenstar Edition Link
Thanks guys for the comments so far

I will most likely be releasing the first version of my hack either when I complete W2-Tower or when W1 is fully debugged.

And the flower_Yoshi.narc is the Yoshi mini-game, which wouldn't work for NSMW
Spenstar

Level: 13


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Since: 11-21-10

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Since last post: 11.3 years
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Posted on 12-11-10 05:36:28 AM, in Editor Development thread Link
Alright, so I have come back with some more features that would be nice to have in future revisions.

• One feature that would be really nice is a tile behavior selection for the tileset editor. Instead of entering values, you just need to choose a value from a list. Example pictures would be nice to have next to each behavior also. I got this Idea from the tileset editor 'Puzzle' by Tempus for NSMB Wii. You can download and check it out here. Other useful features from that program would also be nice to have in the NSMB DS tileset editor.
• A feature that would be nice is to have an option to have the views snap to either a 8x8 or 16x16 pixel grid, that way you can align the views perfectly.
• I will try and think of more

And I'm just curious about areas. I saw that in Reggie! the NSMB Wii editor, you can add or delete areas. Would it be possible to do that on the DS version?
Spenstar

Level: 13


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Since: 11-21-10

From: United States

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Posted on 12-11-10 08:19:29 PM, in Editor Development thread Link
@dirbaio

Just curious, do you compile and test the revisions before you release them? Because in the past few revisions there have been multiple compile/build errors
Spenstar

Level: 13


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EXP: 8081
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Since: 11-21-10

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Posted on 12-11-10 09:00:32 PM, in Editor Development thread (last edited by Spenstar at 12-11-10 06:23 PM) Link
Originally posted by NsmB_PrO
Originally posted by Spenstar
@dirbaio

Just curious, do you compile and test the revisions before you release them? Because in the past few revisions there have been multiple compile/build errors

r133 compiles fine
use the visual studio 2010 express

Oh I didn't know that rev133 came out. I'll check it out.

I have Visual Studio 2010 Ultimate.

------------------------------------------------------------------------

Well, it looks like File.cs has an error when trying to open a NSMB.nds ROM.
rev133 error
Spenstar

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Since: 11-21-10

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Posted on 12-12-10 05:48:51 PM, in Editor Development thread (last edited by Spenstar at 12-12-10 02:49 PM) Link
Alright, here is a picture of the 'Call Stack' tab:


Also, I am using the (U) version of the game.
Possibly, could you Email me your build that works? Unless you are going to update the revision, then you don't have to.
Pages: 1 2
Jul - Posts by Spenstar


Rusted Logic

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

22 database queries, 55 query cache hits.
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