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Main - ROM Hacking Related Releases - New Super Mario Bros. Editor 4 New thread | New reply


Treeki
Posted on 04-27-09 04:00 AM (rev. 5 of 06-29-09 03:45 PM) Link | Quote | ID: 105974


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What's up? Editor is up! Blackhole89 pestered me to crosspost it on board2, so I did so.

NSMB Editor 4
This is my new editor for NSMB. I've been working on it for a few weeks on and off; it's basically a complete editor with almost all the same features as NSMBe2, but much more stable and easier to use.

- Features -
Complete graphics support:
Levels are rendered almost 100% accurately. Some complicated objects (especially diagonal objects) aren't rendered perfectly, but I've tried to implement it as best as I can. Each level uses the correct tileset.

Object previews:
No longer must you choose numbers for objects and hope you have the correct one.
Every object is shown in a list with previews. Tileset 0 (the generic tileset which all levels use) has each special object listed with notes on their use.

Minimap:
Click the View Minimap button to show a minimap of the level you're currently viewing. You can also click and drag to scroll the view.

No more stupid dialog boxes:
Editing an object or a sprite shows the info on the panel on the left. Objects can be dragged and resized easily. Blocks have the item they contain inside overlaid on top, so you can see what they contain at a glance.

Add/delete objects and sprites:
Now you can easily add and delete objects and sprites - you're not restricted to the default amount in each level.

Integrated Nitro Explorer:
Browse, extract and replace files in the ROM easily without a separate program, for more advanced hacking.

Export Level:
A level can be exported to a file, and later imported back in (either to the same slot, or a different slot).

Multiple Windows:
You can open and edit as many levels as you like in the same editor.

Sprite List: (New in 4.2)
Almost every sprite in the game is now identified and choosable in a list! Invalid sprites which won't work in a level are highlighted in red, and they can be made usable by changing the sprite set used. Note that some need specific sprite data to set up correctly.

Entrance Editing: (New in 4.3)
Change entrances and exits to create special areas, pipes, doors, move the start location, and other things.

Level Hex Editor: (New in 4.6)
For stuff not supported by the editor, edit individual blocks in a level file without having to constantly import/export files.

- Screenshots (Quite outdated) -
File Browser
Level Chooser
Main Editor
Minimap

- Download -
Version 4.0: http://treeki.shacknet.nu/NSMBe4.0.zip [The original]
Version 4.1: http://treeki.shacknet.nu/NSMBe4.1.zip [Can't think of any more witty time-based descriptions]
Version 4.2: http://treeki.shacknet.nu/NSMBe4.2.zip [Older than time itself]
Version 4.3: http://treeki.shacknet.nu/NSMBe4.3.zip [Seriously The Oldest]
Version 4.4: http://treeki.shacknet.nu/NSMBe4.4.zip [Oldest]
Version 4.5: http://treeki.shacknet.nu/NSMBe4.5.zip [Older]
Version 4.6: http://treeki.shacknet.nu/NSMBe4.6.zip [Old]
Version 4.7: http://treeki.shacknet.nu/NSMBe4.7.zip
Requires .NET Framework 2.0 if you don't already have it. If you're on Linux or Mac OS X, use the special Mono version included. Enjoy it. Don't ask stupid questions.

- Changelog -
v4.0 - 13th April 2009:
Editor released.
v4.1 - 13th April 2009:
Now supports different region ROMs.
v4.2 - 19th April 2009:
Fixed a bug with different region ROMs.
Sprites are now listed and choosable. Some of them may be inaccurate; please inform me if so. Many thanks to Pirahnaplant for the list!
v4.3 - 26th April 2009:
- The biggest update yet!
- Entrance/exit editing is now supported.
- Views are viewable (sorry for the bad pun) but can't be edited yet.
- Multi-language support is added; Spanish is available.
- Level settings changeable, including tilesets and backgrounds.
- Right-click dragging to move the level field around added.
v4.4 - 13th May 2009:
- New option allowing levels which wrap horizontally and loop.
- Alternate version included which works on Mono, for Linux and Mac OS.
v4.5 - 23rd May 2009:
- Data finder added to the Settings tab. This tool makes it easier for advanced ROM hackers to find out more data about NSMB.
- Sprite sets are now choosable, so you can choose which sprites work in a level. Want to put Bowser in 1-1? Go for it, but don't complain when the game crashes halfway through the battle
- Mono graphics support fixed.
v4.6 - 14th June 2009:
- All levels should now work without crashing.
- Level files can now be edited in a hex editor without a separate program.
- Added options to the Options menu to delete all sprites and objects.
v4.7 - 29th June 2009:
- LZ compression is fixed.
- Object definitions updated.
- Dragging an object with the Shift key held will now allow you to resize it.
- Clicking and/or dragging an object with the Ctrl key held will create an exact clone of it.

- FAQ -
Check the readme file, this post is long enough already as it is.

- Credits -
Treeki- Main coding and design
Blackhole89- Object parsing/rendering code
Piranhaplant- Sprite list
Madman200, Tanks- Misc sprite data info
Master01 - Spanish translation for the sprite list
Treeki, Piranhaplant, Madman200- Sprite data list
Hex editor control- http://sourceforge.net/projects/hexbox
Icons- http://www.pinvoke.com

Have fun.


____________________
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blackhole89
Posted on 04-27-09 04:08 AM Link | Quote | ID: 105975


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Moloch whose eyes are a thousand blind windows!
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Nice work! This has changed quite a bit since I last tried out the editor (which was, granted, really long ago...)

It would appear like blank cornerpieces of objects that have them (e.g. the bush at the start of 1-1 Area 1) aren't being blanked (i.e. set to blank tiles) by the renderer correctly (thus appearing as ground tiles). Could you fix that?

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Treeki
Posted on 04-27-09 04:16 AM Link | Quote | ID: 105977


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Posted by blackhole89
Nice work! This has changed quite a bit since I last tried out the editor (which was, granted, really long ago...)

That's the reason why I ended up rewriting it. The old version was terrible (VB6 ), full of bugs, extremely slow, and crashed a lot.

Posted by blackhole89
It would appear like blank cornerpieces of objects that have them (e.g. the bush at the start of 1-1 Area 1) aren't being blanked (i.e. set to blank tiles) by the renderer correctly (thus appearing as ground tiles). Could you fix that?

I've tried, but I can't figure out how the game blanks tiles. For now I added this which seems to work well enough: if (t.TileID == 0 && t.ControlByte == 0) t.TileID = -1;

There are a lot of inaccuracies like that (the diagonal object system, for example) that I want to fix some day. I was working on trying to convert the entire object renderer from NSMB using No$GBA's debugger and the disassembler in it, but I gave up after translating a 480-instruction function to pseudocode, and not finding anything useful.

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Reini
Posted on 04-29-09 07:37 PM Link | Quote | ID: 106109


Koopa
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I usually don't post too much on this site, but I have to say that this editor IS amazing. I'll try hacking some NSMB levels with this. An extremely well done Treeki!

Treeki
Posted on 05-13-09 08:56 PM Link | Quote | ID: 106907


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4.4 is out. Now with Mono support!

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Stepped Goomba Juice
Posted on 05-16-09 09:31 PM (rev. 4 of 05-16-09 09:40 PM) Link | Quote | ID: 107009

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Nice job on the editor. It's pretty easy to use, and MUCH more user-friendly than v2.

Here are a couple of things I'd like to see in the next version (not forcing or rushing you to do them, though), ordered by priority (in my opinion):

#1-View editing
#2-Music editing
#3-View backgrounds in the level editor

That's not a lot, and maybe you're already working on those (if so, then great), but just so you know. And don't feel rushed, please.
I await any future updates from you.

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Treeki
Posted on 05-17-09 03:37 PM Link | Quote | ID: 107027


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Posted by Stepped Goomba Juice
Nice job on the editor. It's pretty easy to use, and MUCH more user-friendly than v2.

Here are a couple of things I'd like to see in the next version (not forcing or rushing you to do them, though), ordered by priority (in my opinion):

#1-View editing
#2-Music editing
#3-View backgrounds in the level editor

That's not a lot, and maybe you're already working on those (if so, then great), but just so you know. And don't feel rushed, please.
I await any future updates from you.

If by music editing you mean changing the music a level used, that goes along with views.

The reason I haven't implemented view editing yet is that I'm not entirely sure about the format - there are a lot of bytes I still don't know the use for.
For entrances, I waited until I had the entire format known to implement them - I think I'm going to do that for views as well.

As for backgrounds, I'm not planning to add that to the main editor, just the preview box. The reason for that is that backgrounds don't scroll at the same speed as the level - in most levels (especially ones where the view isn't located directly at the top left) backgrounds will be mislocated. I don't feel it's worth it, especially considering some backgrounds don't even render completely in my editor.

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roxahris
Posted on 05-18-09 07:32 AM Link | Quote | ID: 107106


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Posted by Stepped Goomba Juice
#2-Music editing
If you mean editing the actual tracks, there are some tools you can use for extracting the tracks in the game into MIDI files, and maybe even some to reimport them. You'd need to make sure that the instruments and stuff matched up, though, as most DS games rarely include the full MIDI set.

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Stepped Goomba Juice
Posted on 05-18-09 01:52 PM Link | Quote | ID: 107129

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Nah, I meant edit the music played in a level.

Treeki: Alright, then. I'll wait for a new release and hope for the bytes to be uncovered soon.

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m is real
Posted on 07-04-09 03:57 AM (rev. 2 of 07-04-09 08:20 AM) Link | Quote | ID: 109885

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lol this pwnzs all editors

Main - ROM Hacking Related Releases - New Super Mario Bros. Editor 4 New thread | New reply

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