dirbaio
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Originally posted by jceggbert5 big post
Thats awesome!
That's why Dialga got the pink flower: the powerups also use jyotyu palette... That could lead us to make differently-looking powerups depending on if theres an underground level (blue pal.) or overground (brown)...
Treeki gave me a great idea that could help us deal with this mess of multiple graphic files and palette files that is to export all files with all palettes at once into a big image, edit them, and import them back. When importing the editor will create all the palettes based on all the images, so jyotyu and powerup graphics will be perfectly editable.
I have it implemented for 3d textures, that's what i used to make the blue pipes. You cant see it in the screenshot, but i also made orange and gray pipes. I needed that because the pipes had one texture for each 16x16 tile of the pipes and one palette for each color. Treeki suggested it to me for 3d textures, but today (at physics class ) i realized that it could be applied also to 2d textures.
I'll make some sort of generic "texture editor" where you can open multiple textures and palettes (2d and 3d), and import/export them all together...
This will be able to handle pipes, jyotyu tileset, koopas (they have 3 colors, so 3 palettes), and much more...
Yay! |
dirbaio
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@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. |
dirbaio
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well, Treeki doesnt know fully how to change paths neither.
Paths consist in some table somewhere, and a NSBCA (3d animation) file that contains all the animations Mario does whan travelling from one point to another. Its quite useless because most of the time it only walks but for example in world 3 it jumps from the beach to the land.
This is the bad thing: NSBCA files are totally (or nearly) unknown. |
dirbaio
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Played your hack for a while, both multiplayer and single player. Very good
Some advice I give you:
Try to make your levels beautiful. I've seen weird things that you should fix. You abuse the blocks, in the first level and in the MvsL levels. They are a bit ugly. Try using more graphics from the tileset, not generic blocks.
The camera in W1-1 doesnt work well. Fix it. And another small thing you should fix is in that in 1-1 cloud area if you fall you die. You should come back to the main level. Do it with sprite 155 (warp to level).
For MvsL, the levels are quite fun. I played them with a friend today and we had a lot of fun.
But there are some problems:
- They arent so "dynamic" as the original ones. In the original ones it was possible to go through the whole level running. In this ones not. I keep getting killed by the goomba next to the hole in grassland level or falling into the hole (trying to avoid the goomba ) Why dont you test the levels in single player mode to make them more dynamic? (import them into a single player level, they still work, but there are no stars)
- You seem to LOVE making two block high passages! Specially in underground level. Those passages are hard to enter when you are big mario and they are not on the ground (you have to jump to enter them). You could fix that to make them higher at the beginning and after two block high, once you're already in.
- In the underground level, you can get stuck inside that closed square with 4 coins if you are small mario. If the other player is big, breaks some blocks of it, you enter it, and the other player gets a star, the walls come back and you cant break them because you're small and you stay there. Too bad
- Some connected pipes in pipe world dont work well. In the path for connected pipes, there's the first and last nodes, which the Unknown 6 tells the direction Mario comes out of the pipe (0 is down, and it goes counter-clockwise if i remember correctly). I guess thats your problem.
and last but not least:
- THE SPIKES in castle level!!!! Take them out!! Right NOW!!
Very fun levels, and you could make a VERY nice hack if you try to keep in mind all these things. And over all, to make a good hack, you have to PLAY your levels a thousand times. You dont know the times i played my levels from HSDB, and checked that they work OK. And I still find errors (look at tower's secret exit!!!!) which i fix, and play again, and fix them. And i give my hack to my friends to play it, and they still find more errors and glitches. Today a friend of mine pointed out that a warp to level in w1-4 was too small and if you jump too far you die instead of entering the warp.
Good work. Keep it up!  |
dirbaio
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| Oh! I'm idiot. will include the DLL right now. |
dirbaio
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done!
I have corrected my typo in the readme in "jyotju" btw |
dirbaio
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New info ds-download play related.
It works when the guest DS is a DS phat, not a DS-lite or DSi.
A friend of mine told me it worked with ds download play, but he didnt tell me that he did id with the old ds phat. i asked him and he told me.
Maybe its some sort of protection Nintendo added in the newer firmwares? |
dirbaio
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Back with some cool idea.
http://home.comcast.net/~olimar/DS/
In that web page there's a copy of the DS firmware but converted to a .nds image. It seems to be the DS phat version. (I'm not sure: i cant do the pictochat thing because i cant test it with my R4sdhc because it autostarts right after the nintendo ds logo) but if we get it to run with a newer r4 that doesnt autostart (r4i for example, which my friend has) maybe we can use it to download a hacked rom even on a DS lite. I'll test it on Monday with him... |
dirbaio
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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... |
dirbaio
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ok.
dl'ing it... |
dirbaio
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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. |
dirbaio
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wow!
that doc is awesome!
If you want, we can include it with the editor...
there is one error though: you can NOT edit exported png's with Paint. it doesnt support transparency! It will screw up the image. |
dirbaio
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Ok. i'll include it
i havent read it all yet, but i've not seen any spelling errors yet...
Maybe it'd be better to have some document in the form of tutorial, instead of Q&As, and in HTML, well styled and with screenshots... It'd be really nice if you could make such a thing! It'd be the editor's help file... |
dirbaio
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yeah, its definitely some sort of protection in the firmware.
today i managed to get it WORK on a DS LITE , running that firmware from my r4sdhc. the problem is that that firmware as a .nds doesnt work on all flashcarts: works for me on my r4sdhc but not for my friend in his r4i...
And today i also confirmed that it is possible to edit tileset graphics (havent tested map16/objects yet but i think they'll work also) and pipe graphics. I made a blue grassland level with blue pipes! and it worked! |
dirbaio
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Originally posted by Dark_fusionX
the spikes in what castle level?
in the MvsL castle level.
oh, and i've seen that you took my hard super dario bros ROM and edited from it, and you have left world 1-4 and so on of my hack. Try not to include other people's levels in your hack. It's OK, I know you didnt make it on purpose, but keep it in mind  |
dirbaio
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Originally posted by Dark_fusionX cool, the card he used is a r4sdhc anyway so i could do that instead of having to copy a new rom over every time i update NSFB. (actually to to tell the truth mvl editing has become annoying because every tweak i make requires me to copy the narc files over and over again...)
yeah, I agree. the narc stuff is annoying. That's why the next version will be able to do it automatically, plus copy the tilesets, not only the levels.
and you will be able to open the narcs in the editor itself and copy files easily, for more advanced MvsL hacking... |
dirbaio
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i just had a kick-ass idea.
you can even use that firmware to play a hacked MvsL game on two DS's Lite with only one flashcart.
You put it in one DS, boot the firmware, take it out (the firmware does not hang, at least with my r4sdhc), put it on the other, open NSMB, send it.
btw, i'll try to investigate and fix why that firmware as nds doesnt work on all flashcarts...
Will test it tomorrow! |
dirbaio
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Looks cool!
A very important hint: when you do a remake you should delete everything in the level and make it from scratch. That way it wont look similar to the original level, like this one does... Like Hiccup said, you can see the original level in it. That's bad. This is the way to fix it. Absolutely necesasary if you want to make good hacks and remakes. Be Creative!
Great work so far! Waiting for more... |
dirbaio
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- The multiplayer narc patch is for putting the MvsL levels in the narcs automatically, so they work. It'll be available in next version (i have already implemented it...)
- To change music, select the view and change it on the left panel. I dont know whether it will work on boss fights...
- The mega goomba, hmm??? That's a boss, and they dont work properly on normal levels. I recommend you export the level that contains it and import it in your level (you'll need another area). Even with that, i dont guarantee your rom wont crash... |
dirbaio
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yeah, those gfx glitches need fix.
However i think that these few tiles dont fit in my grassland tileset which you used. A hint: you can put only the new 8x8 tiles in it, and in the Map16 build the 16x16 tiles...
Maybe it'd be cool to have a feature to import Map16 directly, which would do a "tile-ification" like the BG importing... |