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05-03-22 08:23:53 AM
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 11-22-10 12:24:12 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Also 2-6 area 2 is autoscrolling.

NsmB_PrO: I dont understand WHAT you're trying to do. Please explain clearly what do you want, what did you do, and what did you get instead, please

dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-22-10 06:51:36 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Hmm... I see
That's because you haven't imported it properly, I guess.

You have to open the image and the corresponding palette in NSMB Editor, then click Export all, edit, then click Import all.
(post in restricted forum)
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-25-10 06:22:39 PM, in Editor Development thread Link
What do you mean? The Object x/y position fields in the left panel?
Did you find that handy?

LOL... I never used it, and it was just taking away screen space...
Well, i was wrong, I'll put it back soon...

Just curious, what were you using it for? I find it much simpler to drag the objects around
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-26-10 12:05:15 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Hmm.. Your problem is probably the following:

Do you see the 16x16 block grid the editor displays? The game NEVER scrolls into a block that is empty, which means, it doesnt contain objects. Even if it contains sprites, entrances, whatever.

Try checking for empty blocks, and put one object tileset 0, object 2 in each one (it's an invisible/transparent object which does nothing)

I hope this is the cause for your problem
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-26-10 12:07:12 PM, in Editor Development thread Link
Anyways, i'll put it back because more people might find it useful.

If you're recreating levels from other games, check out the bg feature. It allows you to load an image and display it behind the level you're editing, so you can use it as a guide.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-28-10 03:53:35 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
So it exports an image of the area you select?
Yeah, it would be cool

I'll do it.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-30-10 07:24:21 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
You usually shouldn't accept compiled editors from other people. Nobody knows what he has done to it, it might be broken, modified, whatever...

You can either download the latest version of the editor: http://code.google.com/p/nsmb-editor/ This one is guaranteed to work, but it lacks some new features.
Or, you can compile yourself the latest SVN revision (currently r130). That one should work, but sometimes its a bit broken. If something is broken, you can tell me and i'll fix it.

Anything else is not supported. I just can't know what revision SKJnim compiled, and whether he modified it or not so I can't fix it. You should just get everything from the official google code project page above.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-30-10 07:57:21 PM, in Editor Development thread Link
@illserveu: I'll definitely do it, it's quite easy.

@luckwii: Well... You can always export the whole tileset, add the tiles you want, and then import the tileset with the extra tiles... What's the problem with that?
dirbaio
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Posted on 11-30-10 07:59:36 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Vines?

There's an object in tileset 0 that lets you put one in the level directly.
Alternatively you can use the vines coming out of ? blocks / bricks / invisible blocks.

I've never seen them crashing... What's the one you're trying to use?
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 12-01-10 11:39:09 AM, in Editor Development thread Link
In other words, allow you to change the camera settings from the editor itself
Yeah, that's planned too
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 12-01-10 11:41:35 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
The vine sprite that is used somewhere in world 4? It should work... Have you enabled the proper sprite set?

@luckwii: The next version will have a button to delete everything in a tileset. Probably that's what you want...
dirbaio
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Posted on 12-01-10 12:58:58 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
A platform that falls when you step on it?

You can use the moving platform on line but without any line. It falls if it doesn't find a line.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 12-02-10 05:56:03 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Oh, true... That's my fault!
I first coded editor support for views, and prevented them from being less than 256x192. As zones had the same format on the level file, and were edited the same way, I reused the code for the zones too, but I didn't think about the limit...

This is nice, there are being a lot of bug reports here lately
dirbaio
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Posted on 12-03-10 08:15:18 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
@luckwii: Could you post a screenshot of the tileset in-game and in-editor?

@NeonGaming: Yes, there's one. It's not complete but it has most of the stuff.



--- BASIC ---
00 00 00 00 - Walkable
00 00 01 00 - Solid
00 00 00 80 - Solid-on-top platform
00 10 01 00 - Icy solid

--- SPECIAL ---
00 60 01 00 - Horizontal rope (Like in W2-Tower)
00 A0 00 00 - Vertical pole (Like in W3-Castle)
04 00 00 10 - Lava - Instant death
02 00 01 10 - Spikes facing up
03 00 01 10 - Spikes facing down
01 70 01 10 - Spikes facing right
00 70 01 10 - Spikes facing left
00 40 01 00 - Conveyor belt (Must check direction/speed)
00 50 01 00 - See above
01 40 01 00 - See above
01 50 01 00 - See above
00 00 00 01 - Door - bottom left tile (Assumed)
01 00 00 01 - Door - bottom right tile (Assumed)
02 00 00 01 - Mini-Mario door
03 00 00 01 - Boss door (3x3) - bottom left tile
04 00 00 01 - Boss door (3x3) - bottom centre tile
05 00 00 01 - Boss door (3x3) - bottom right tile
01 02 00 80 - Falling platform from beach levels - left tile
02 02 00 80 - Falling platform from beach levels - right tile
00 30 00 80 - Quicksand
0X 00 00 08 - Patterns of solid 8x8 blocks.
X is a bitfield: 1 = top left, 2 = top right, 4 = bottom left, 8 = bottom right
Default patterns from the Mini Mario bonus room tileset:
http://treeki.shacknet.nu/screenshots/romhacking/mmblocks.png
00 E0 01 00 - Ground which Mummy-Pokey can come out of

--- CLIMBABLE FENCES ---
[Normal Fences]
02 00 00 04 - Top left corner
03 00 00 04 - Top side
04 00 00 04 - Top right corner
05 00 00 04 - Left side
06 00 00 04 - Middle
07 00 00 04 - Right side
08 00 00 04 - Bottom left corner
09 00 00 04 - Bottom side
0A 00 00 04 - Bottom right corner
[Flip Fences]
0B 00 00 04 - Top left corner
0C 00 00 04 - Top side
0D 00 00 04 - Top right corner
0E 00 00 04 - Left side
0F 00 00 04 - Middle
10 00 00 04 - Right side
11 00 00 04 - Bottom left corner
12 00 00 04 - Bottom side
13 00 00 04 - Bottom right corner

--- PATHS ---
These are used for moving platforms. They are all walkable!
01 00 00 00 - Diagonal path, from Bottom Left to Top Right
02 00 00 00 - Diagonal path, from Top Left to Bottom Right
03 00 00 00 - Corner (Place on the top left)
04 00 00 00 - Corner (Combines horizontal + vertical path)
05 00 00 00 - Horizontal path
06 00 00 00 - Vertical path
22 00 00 00 - Reverses direction of the platform/object?

--- SLOPES ---
00 00 20 00 - 1x1 slope, from Bottom Left to Top Right
01 00 20 00 - 1x1 slope, from Top Left to Bottom Right
02 00 20 00 - Left part of 2x1 slope, from Bottom Left to Top Right
03 00 20 00 - Right part of 2x1 slope, from Bottom Left to Top Right
04 00 20 00 - Left part of 2x1 slope, from Top Left to Bottom Right
05 00 20 00 - Left part of 2x1 slope, from Top Left to Bottom Right
06 00 20 00 - Top part of 1x2 slope, from Bottom Left to Top Right
07 00 20 00 - Bottom part of 1x2 slope, from Bottom Left to Top Right
08 00 20 00 - Top part of 1x2 slope, from Top Left to Bottom Right
09 00 20 00 - Bottom part of 1x2 slope, from Top Left to Bottom Right
0A 00 20 00 - Always used directly under any sloped tiles?

--- ICY SLOPES ---
0X 10 20 00 - Seems to be the same as the normal slopes section, but acts like ice.

--- UPSIDE DOWN SLOPES ---
0X 00 40 00 - Seems to be the same as the normal slopes section, but Y flipped.

--- MUSHROOM PLATFORMS ---
0X B0 20 80 - These are a little more complicated to explain so here are images of all the matching tiles:
http://treeki.shacknet.nu/screenshots/romhacking/mplat.png
I'm pretty sure these are mapped in a similar way to the normal slopes, although they have different behaviour bytes. Not sure exactly what the difference is.

--- GHOST HOUSE NORMAL STAIRS ---
0X B0 20 80 - Apparently, the stairs in ghost houses (Normal ones - NOT the collapsing ones) also use the mushroom platform behaviours.
Just refer to the normal slope info.

I also found blocks with these attributes in the ghost house tileset, but I don't know what they do:
0A B0 A0 00, 0A B0 21 00, 00 D0 01 00

--- GHOST HOUSE COLLAPSING STAIRS ---
These are split into two parts.
First off, you have the -top- part of the stairs (The bit you can stand on) which uses:
0X 70 20 00 - Refer to the 1x2 normal slopes for the value of X.
Next up, you have the bottom part of the stairs (which you can't jump through, but is a diagonal roof) which uses the upside down slopes:
0X 00 40 00 - Refer to the 1x2 upside down slopes.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 12-03-10 06:25:38 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Did you set the progress path ID in the view?

Also, keep in mind the game takes all the progress paths in a level (from ALL the areas) and "sorts" them. For example, if you want a level path like this:

Area 1, View 0 ---> Area 2, View 0 ---> Area 1, View 1

you'll need three progress paths with 3 different ID's, one for each view, and IN ORDER.
1 (in area 1, linked to view 0)
2 (in area 2, linked to view 0)
3 (in area 1, linked to view 1)

The game automatically calculates the length of each one and splits the whole level progress between them all proportionally.

Also, if you want two alternate paths in a level, they must "share" a Progress Path (set the Progress Path ID of the 2 views to the same.) If I remember correctly, 3-tower uses that trick.

Progress path ID's should start from 1. If you set a view's Progress Path ID to 0 , the indicator on the bottom screen will blink and stay in the same position, like in the bonus rooms from the original levels.
dirbaio
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Posted on 12-04-10 12:45:53 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Oh, don't worry too much about the DS port of the editor... Lots of people are experiencing the same crash.
Right now i'm trying to finish the new version of the editor, and after that i'll begin working again on NSMBeDS. So, for now, it doesnt work.
dirbaio
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Posted on 12-04-10 06:01:53 PM, in Editor Development thread Link
Yay!

r132 is out. It adds the zoom, the object positioning is back, it can now edit the camera settings for each view, and zones can be smaller than 256x192. (I restricted them to be min 16x16. In theory they can be even smaller, but if you could scale it to 0x0 it would be impossible to select and make it bigger: FAIL)

I'm thinking about how to improve the copy-pasting...
I've been thinking about copying the objects and sprites to a text format using the system clipboard. It'd be cool because you would be able to copy-paste stuff between levels, also from/to a .txt document, and even this forum. It could be a nice way to share "level snippets"

dirbaio
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Posted on 12-11-10 11:40:51 AM, in Editor Development thread Link
Originally posted by Spenstar
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.

Yeah, that would be very cool... Added to the to-do list

Originally posted by Spenstar
• 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.

There's already one: hold Alt while dragging or resizing.

Originally posted by Spenstar
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?

Oh, no... It's not possible (well, it might be possible, but it's not as easy as in NSMBW)
In NSMBW you have an ARC file for each level. The ARC file contains files for all the areas. So adding an area to a level is as simple as adding another area file to the ARC...
In NSMB DS it's not that simple... There's a table somewhere that says how many areas a level has, another one that maps level and area numbers to file IDs... I dunno. Maybe some time in the future.

@NsmB_PrO: I KNOW the texture editor doesn't work YET. It WILL work in the next release.
dirbaio
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Posted on 12-11-10 12:45:24 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
If I remember correctly, it was one of the jyotyu palettes.
BG_ncl/A_J_jyotyu_ncl.bin
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Jul - Posts by dirbaio


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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