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Please chime in on a proposed restructuring of the ROM hacking sections.
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Treeki
Posted on 07-21-07 10:41 AM, in Let's hack NSMB! (To be exact, a level viewer.) (rev. 2 of 07-21-07 01:29 PM) Link | Quote | ID: 56545


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From: Rogueport

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Noooo, about half the thread was killed. I've readded the latest screenshot and download to the first post.

edit: Oh yeah, to Sonicandfails: I did get the download you posted, so don't worry about reuploading it.

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Treeki
Posted on 07-22-07 12:42 AM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 56637


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From: Rogueport

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Yaaay, new version! 1.4, to be exact.

What's new:
+ Sonicandfails's pack of definitions (with some slight modifications by me) is now included
+ Support for BGDAT files has been removed: now ROMs can be directly loaded/edited
+ Descriptions can now be used for object definitions. See Help for details!
+ Some other minor fixes.

Go to first post for download! (If you got it in the small period before I took it down, please redownload, as it has a rather annoying bug I fixed!)

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Treeki
Posted on 07-22-07 12:48 AM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 56639


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From: Rogueport

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Posted by Sonicandfails
Castle side extension is actually what Mario goes behind when you beat a level I believe. Didn't test it too much but it's what it seems like.

It is, that's why I mentioned it's necessary. (Having used an ARDS with "always Mega Mario" code and having Mega Mario be hidden only by that object kinda gives it away!)

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Treeki
Posted on 07-22-07 12:55 AM, in Favorites... Link | Quote | ID: 56641


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From: Rogueport

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Posted by Stifu
If you're really worried about users messing with thread titles, you could go for somewhat-annoying-to-implement workarounds, such as having moderators validate new thread names before they're accepted (users would suggest a new title, and mods would be warned by a little icon or text next to the thread title, then they accept or refuse)...

Or another solution: you could have some kind of list of actions users can do (or profile fields they can edit), and add the possibility for admins/mods to lock/disable some of them for certain users who abused them (o user X can no longer edit the title of his threads, or change his user title, for example)...


Truthfully, though, I don't think people would really abuse it... I've seen no such thing on ezboard, phpBB and the likes...

Yeah, having thread title editing would be great.
Not having it is the reason why my NSMB editor thread is stuck with an old title that misrepresents it and doesn't make sense.

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Treeki
Posted on 07-22-07 02:20 AM, in smb1 level making Link | Quote | ID: 56652


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From: Rogueport

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Posted by Simango
Another cool thing is if you could get the player you controle to be Peach and then have her rescue Mario. That would be funny.

Have you ever played Super Princess Peach? (It's not a hack.)

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Treeki
Posted on 07-22-07 11:25 AM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 56782


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[citation needed]

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Treeki
Posted on 07-22-07 02:51 PM, in About "what happened"... Link | Quote | ID: 56795


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From: Rogueport

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Kinda off-topic..

There's a link to a more recent backup in a sticky. But only the first page of anything works, the others just show the first page.

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Treeki
Posted on 07-22-07 09:03 PM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 56850


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Posted by Sonicandfails
I tried my best but that header file refuses to load. It's as if it tries to load graphics data that isn't there so it crashes. With the level two tileset though it works pretty much ok, but you cannot see the ground because the camera is wonky. If we could select all objects and move them at the same time this would be alot easier. Which reminds me...Is there anything in the game that when you get it it makes sparkles around you quickly and gives you about 1000 points? Something invisible in the level was giving me that right before a pink spinning log. The ground is composed of mostly normal ground tiles but some of them are really messed up and are angled wrong and everything. Theres even parts with massive chunks of the floor missing.

Nope.. I don't think there's any of that..
I tried all the different unused levels. Some weren't accessible; some were. It would be a lot easier if it was possible to use the headers, since then the correct graphics would be loaded, etc, and it would play just like a normal level.

Posted by Sonicandfails
I took the level 2 code because it was a little bigger then the mysterious level and used Translhextion to select all the bytes needed to be used by the last level and then Filled Selection with File and loaded up the last level. All of it's bytes overwrote the ones previously in level 2, and from what it seems after loading it in the editor all of the level data was completely removed from level 2 and even some enemies were replaced, but of course, there was a few lines of hex left which are most likely other enemies (From the overwritten level 2) from what I can guess. I also found that if you take a clean rom and overwrite it with part of a repacked NDS file (After NDStool) making it the same filesize, it still crashes in No$ and other emulators because it seems NSMB has some sort of checksum that it runs through in the beginning after the Nintendo logo. If we can find a way to kill the check or even simulate another checksum (If that is possible) then we could expand levels as far as we want.

There's lots of free space in the NSMB ROM!
NDSTool seems to not work on NSMB; repacked ROMs fail to run.
It is possible to place unused levels (layout, at least) into slots for bigger levels, since a tile of type "255 255" signals the end of a level (no other information is given. just a straight "FF FF" end to the file) and no more objects are read after that. But I don't think there's something similar for the header files.
Probably our best bet is editing the file system table to point the start/end offsets for the level files to the unused levels. Safest, and more efficient. I may try that later! Just a matter of adding some code to the editor's file system parser so I can tell where these offsets are stored.

Posted by Sonicandfails
Interesting point: 144832> <Tanks> I found that the "put under #102" pipes don't break when you try to run into them with massive mario

Yeah, I do think the put under/over #number pipes are something to do with them breaking with Mega Mario. Since they're only in some levels.. Perhaps the bottom one is the part in the ground (that can't be broken) and the top one is the part that can be broken/stamped down?

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Treeki
Posted on 07-23-07 12:56 AM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 56911


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From: Rogueport

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Hmm. I hadn't thought about being able to repack ROMs to create larger levels.
It is possible to make larger levels, as the trimmed ROM is only about 19-20MB. So much expansion is possible. (Don't count on being able to add more levels to the game, though!)
I'm surprised the game still ran once when I tried editing the filename table to swap around the names for one of the unused levels and 1-1 (unsuccessfully- the game still loaded 1-1). Of course, that was quite some time ago. I now know more about the filesystem, so it would probably be better to do it by editing the FAT to point to different (or figgerent, as I almost typed?) levels.

As is probably obvious by looking at the code, my method of loading/saving levels is rather non-technical. I load the filenames, IDs, offsets, etc into an array. For every course file that matches the expression Like "[A-J][0-9][0-9]_[0-9]_b gdat.bin" it is added to a ListBox. Then, the ItemData value of each list item is set to the ID of the file within the various arrays.

The only challenge I would probably face is easily (and efficiently) moving data around in the ROM using VB's Get and Put statements, which aren't very useful when it comes to some things- you can get data and overwrite data, but nothing more! Hopefully, it shouldn't be too hard to find a solution for this. (This is the way of doing things learning programming using QBasic as a 9-year-old has left me with..)

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Treeki
Posted on 07-23-07 01:18 AM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 56929


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[citation needed]

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Treeki
Posted on 07-23-07 01:29 AM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 56936


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[citation needed]

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Treeki
Posted on 07-23-07 01:48 AM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 56949


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From: Rogueport

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Posted by HyperHacker
New YY-SMB? *shot*

.. 3 years later ..

Now, NEW YY-ME is not best NSMB level editor.
You become happy if you use "nsmb Utility".
"nsmb Utility" included the emulator and will give
you an exact display and editing environment.


*shot again*

(yes, that's edited from YY's site)

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Treeki
Posted on 07-23-07 01:24 PM, in Mario's Lost World Link | Quote | ID: 57132


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From: Rogueport

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This hack looks awesome! I can't wait for its release.

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Treeki
Posted on 07-23-07 02:37 PM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 57143


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From: Rogueport

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Posted by Ailure
Posted by Tanks
*huge picture*
OK GUYS! I'VE SET MY CLAIM! SMB1 REMAKE IS GONNA' HAPPEN!
All thoose Mario remakes on SMW isn't enough?

Obviously not. Besides, I don't think SMW supports all the SMB1 features, while NSMB does. (Haven't played SMW much, hacked it even less, so I don't know much about it..) As far as I know, for a few: breakable bricks, proper Goombas, SMB1-style Koopas, SMB1-style Bowser, not sucking. NSMB is truly a versatile game for hackers, because it has so many graphics, so many different objects and enemies, that it's hard to resist hacking it. I wonder if I will make a SMB remake first, though..

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Treeki
Posted on 07-23-07 04:23 PM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 57180


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Posted by GuyPerfect
Posted by Reini
This editor surely deserves to be used.I think I'm gonna try it.Off-topic:I thought NSMB cannot be run in a DS Emu.With what emulator did you play it?

Come, now. The thread is only three pages long. 14 pages, I can understand if you missed it. But go back a page and you'll get all the info you need.

You obviously don't know Reini.. He's permabanned at MFGG (a Mario fangaming forum). He loves doing nothing other than pestering game-makers/hackers/etc to release before a certain day, to post a demo, to answer endless stupid questions, etc.

BTW, the new editor is coming along well. The filesystem loader is done, it's just a matter of programming the main editor code, which I'm about to start. (It's an improved version of the filesystem code from the old editor, which is why I've done it so quickly- I started it this morning).

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Treeki
Posted on 07-23-07 05:03 PM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 57188


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Posted by Tanks
Posted by Treeki
I wonder if I will make a SMB remake first, though..


Sorry, Sonic and I already took it.

We have the first level pretty much complete. W hat we now need is:

A) Ability to edit enemies
B) Ability to move the flag
C) Ability to get rid of those "Big Coins"
D) Tedious little things that I probably forgot to mention.

Hopefully with the reasearch that's been going on we can pull this off sooner than I expect.

Not too far off! Especially with the new editor, which will make it easier than ever to add these features.

If you really need to edit enemies and stuff, then here's a little tutorial on doing it with a hex editor:
Be warned that I'm not exactly sure about these, so do test it and see what works. I haven't added support to the editor yet because of that, and the fact the enemy offsets seem to be different in every level, and I don't yet know the format well enough to figure it out.
Enemies are 12 bytes long. The first one I know of (a Goomba) starts at offset 0x184 (only in 1-1). It should not be too hard to identify enemies by looking at their approximate position in the editor's X/Y coordinates and searching for these positions in the file, but do try with several variations of the number (eg. for 95, you could try 93, 94, 96, etc) in case the positioning works differently than you think. That's how I managed to move the flag once.
The data I do know of is first 2 bytes = object type, next 2 = X, next 2 = Y.
To encode these 2 byte numbers: second byte is amount of 256's in the number, first byte is what remains. So 512 would be encoded as 00 02, but 517 would be encoded as 05 02. Yet 2 would be encoded as 02 00.


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Treeki
Posted on 07-23-07 08:08 PM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 57237


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[citation needed]

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Treeki
Posted on 07-23-07 08:10 PM, in thread 2k Link | Quote | ID: 57239


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Posting in a not-so legendary thread.


[backwards]alutaps ftw[/backwards]

owait that isn't bbcode

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Treeki
Posted on 07-23-07 11:41 PM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 57318


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Posted by Sonicandfails
Haha, I was thinking about this myself. What about tiles that are on top of each other? Any way to figure that one out

The tile that's latest in the Object List gets drawn on top.

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Treeki
Posted on 07-23-07 11:49 PM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 57322


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Posted by Sonicandfails
In the game? Can we move objects in the object list then?

I dunno about how the game works.. Maybe I will try some tests for that later. I will consider adding a Move Up/Down Object feature!

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