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Treeki
Posted on 08-11-07 10:43 AM, in ROM hacking utilities Link | Quote | ID: 61834


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Posted by Luigi-San
Posted by Treeki
Add my NSMB level editor, please: http://acmlm.no-ip.org/board/thread.php?id=1976


No problem

Now please update it to the new thread I made for version 2.0: http://acmlm.no-ip.org/board/thread.php?id=2079

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Treeki
Posted on 08-11-07 12:37 PM, in Reading NSMB's TSA format? Link | Quote | ID: 61838


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I have been attempting to add graphics support to my editor, and I have got it to load graphics and TSA/Map16 data. However, I'm still having trouble with the format that defines what objects are displayed, where.
Can anyone help with this?

Here's what I've discovered so far: (Do note that all data to do with the grassland tileset, which I am using for testing, is stored in files named with some combination of "I_M" and "nohara".)
TSA data is stored in the 'bg_pnl' folder.
Object conversion data is stored in the 'bg_unt' folder. (There is a normal file, as in "I_M_nohara.bin" which I describe below, and another, as in "I_M_nohara_hd.bin", which I do not yet know the format for.)
Collision/behaviour data for tiles (I still need to research this) is stored in the 'bg_chk' folder.

What I'm mostly concerned with is the bg_unt folder.
I will explain the format of the normal, non-"_hd.bin" files (from what I know so far):
Each tile is 3 bytes long. (Although I have seen some that are 4 bytes long.)
After a tile, there may be an FE, which defines that the tile placement should go on to the next line.
After a FE, there may be an FF, which defines that the object is complete and another should be started.

Now! I have figured out that the TSA number seems to be the second byte in the 3-byte tiles. (I have not yet researched the 4-byte tiles too much)
Yet, I cannot correspond these to the actual TSAs.
If you would like a copy of the 2.1 beta to help me with this (which includes a tileset and TSA viewer, and a WIP (breaks on 4-byte tiles) viewer for this format) then PM me.

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Treeki
Posted on 08-12-07 02:14 AM, in New SMB Editor 2 - Now improved and easier to use! Link | Quote | ID: 61903


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Version 2.1 is up, now with enemy editing and preliminary (but broken) graphics support. Enjoy

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Treeki
Posted on 08-12-07 12:06 PM, in Problem playing Bio World (rev. 2 of 08-12-07 12:19 PM) Link | Quote | ID: 61966


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I am trying to play Bio World, which is a SMB3 hack listed in the Hack List thread in ROM Hacking-Related Releases.
However, it does not work. I have tried patching it to both a PRG0 and PRG1 ROM, and the same results occur.

On FCE Ultra:
the game freezes at curtains, ground sometimes flashes for a second at the bottom of the screen

On Nestopia:
the game freezes at curtains, pressing a button causes it to report "CPU jam!" and the same ground flashing problem

On VirtuaNES:
the game freezes at curtains, turning Throttle on will cause it to display many glitched graphics, the longer it runs the more it starts glitching

On Famtasia:
Unknown opcode 17 at FEEC, nothing more happens

On Nintendulator:
game does not run, it complains about unknown opcode 17 at FEEC

On NESten:
Exception while drawing to the canvas

On LazyNES:
Unrecognised Opcode on startup. Game can be started as Luigi (with swapped around A and B) but the animations on map screen are very fast, I cannot move, and A opens the inventory (but switches it back very quickly)

So, those are all that I had and I've tried. None of them work.
Anyone know how to get Bio World running?

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Treeki
Posted on 08-12-07 09:41 PM, in Problem playing Bio World Link | Quote | ID: 62007


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Posted by Dwedit
For me, Bio World works perfectly in all emulators.

Hmm, could either the ROM or the patch be the problem?
The same ROM has worked for several other hacks (Luigi vs. Mario, Mario Adventure, Mario in Some Usual Day) so I don't see why BW wouldn't work. Maybe I will try redownloading the patch. Thanks anyway..

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Treeki
Posted on 08-14-07 01:07 PM, in IE bashery (rev. 2 of 08-14-07 01:07 PM) Link | Quote | ID: 62370


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IE sucks.You're most likely using Firefox, which sucks. Go get Opera.

edit: WTF, why does this not work?

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Treeki
Posted on 08-14-07 01:36 PM, in The return of the no backspace gae... game.. Threas.. bah Link | Quote | ID: 62371


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I think I'm good at this.. let's try. xD
(All this post, including that and this, was done without backspace, or any other method of overwriting characters!)
The quick brown fox jumped over the Lorem ipzusum dolor sit amet oh no I'm mixijng up stuff. AND I'M MAKING MISTAKES! AAAARGH! I thought I wouldn.t' @)

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Treeki
Posted on 08-23-07 01:25 AM, in This is a general topic for general discussion Link | Quote | ID: 63120


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General post generally declaring my general boredom.

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Treeki
Posted on 08-23-07 01:27 AM, in Handling the DS file system in VB6. Link | Quote | ID: 63123


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Posted by MathOnNapkins
http://www.bottledlight.com/ds/index.php/Main/FileFormats

ndstool.exe also will unpack the filesystem as well as reassmble it. One might start by looking at what it does. The source is probably available too.

Bump.

Also, I've looked at the NDSTool code, but I can't understand how it works.
(Maybe not a good idea.. it doesn't reassemble NSMB into a working state!)

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Treeki
Posted on 08-23-07 12:27 PM, in This is a general topic for general discussion Link | Quote | ID: 63329


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Generally, I'm listening to Super General Mario 64 DS's generic staff roll theme in general VGMTrans.

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Treeki
Posted on 08-23-07 12:31 PM, in POLL: Suggest the new name for the community! Link | Quote | ID: 63330


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What about board2, or "Not Acmlm's board"? Game Aver is an awful name.

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Treeki
Posted on 08-23-07 09:20 PM, in Attempt to make an Adventure Island 3 level editor Link | Quote | ID: 63440


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Posted by master higgins
Yeah, i forgot to put that the thread title was: "Attempt to make and Adventure Island 3 level editor". I'm planning to code it in VB6, because it doens't need additional files or installation packages to run the compiled programs (.NET and its annoying .NET framework). I know that C#, Java and another Object Oriented programming laguages will make the code more clean, but most of them will make the application a little sluggish. As soon as I finish finding all the offsets for all the levels, I'll be posting what values are what scenes or enemies.

The main things the editor will modify are the scenes (the size of a screen) used by the levels, the enemies positions and enemies Id's (change an enemy to another).

Cya!

PS: if any moderator can, and editthread.php (i don't remember how was it called) is done, please change this thread title to Attempt to make and Adventure Island 3 level editor


Actually, VB6 does need runtimes. But they're very small, easily found, and new Windows versions come with them, I believe. That's why I love VB6 so much.

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Treeki
Posted on 08-24-07 12:59 AM, in Attempt to make an Adventure Island 3 level editor Link | Quote | ID: 63519


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Posted by master higgins
Posted by paulguy
Visual Basic programs tend to not run at all in Wine. Take SMILE for example. Although, I've found some parts of that to not even run in Windows...


Hmm, I missed that. And the fact that i was not thinking in linux or MacOS X users. Can you suggest me a linux/MacOS framework that supplies a graphic interface to draw interfaces and write the code based on events for linux, macOS? The only cases that come in my mind are java with netbeans or eclipse using Swing (or even AWT to have more compatibility), which would run on all machines, but it's going to be sluggy, adding the fact that Windows XP, 2000 and 98 comes with just the default Virtual machine installed (which I think is 1.1.8), and would not be able to run it. So in that sense jdk 1.1 will be the only choice to be almost FULLY COMPATIBLE with everyone .

Any suggestions for a programming language/framework that provides MAXIMUM COMPATIBILITY for OS'es, mainly Windows, Linux and MacOS X?

REALbasic compiles for Windows, Linux, MacOS 9 and MacOS X. It's quite expensive though (and the Standard version only compiles for the platform you're running on, although the same project works for RB on any platform). It also makes quite huge files (3MB for a simple test program on Windows)

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Treeki
Posted on 08-24-07 08:10 PM, in syug yeH Link | Quote | ID: 63612


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body { direction: rtl }IT'S EASIER IN RIGHT TO LEFT TOO! <>

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Treeki
Posted on 08-24-07 08:32 PM, in New SMB Editor 2 - Now improved and easier to use! Link | Quote | ID: 63614


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2.2 is released, with bugfixes. Get it from the first post It also has improved graphics support! (But it's still incomplete)

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Treeki
Posted on 08-30-07 01:43 PM, in Mario's Lost World Link | Quote | ID: 64298


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I'm stuck on finding the secret exit in Sumo Secrets! I opened it in LM out of desperation, and found the key and keyhole. But how do I get to them? Key can only be accessed if I'm small, but if I'm small, I cannot break the bricks there and go across the plants. Keyhole seems impossible to get to.

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Treeki
Posted on 09-01-07 04:47 PM, in NSBM rom problems Link | Quote | ID: 64481


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Set the NDS Cartridge Backup Media to EEPROM 64kbit.

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Treeki
Posted on 09-09-07 10:57 PM, in what's the age demographic here Link | Quote | ID: 65103


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12, although I'll be 13 in a month.

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Treeki
Posted on 09-11-07 02:01 AM, in what's the age demographic here Link | Quote | ID: 65185


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So I guess I'm still one of the youngest here?

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Treeki
Posted on 09-17-07 06:01 PM, in New SMB Editor 2 - Now improved and easier to use! Link | Quote | ID: 65588


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Posted by Master Toad
Before I download it I have a couple of questions: 1. Can you edit the overworld? 2. What do you mean by enemy support? 3. Will there be stuff for custom blocks? (Such as blocks that enemies can go through but Mario Cannot) 4. Is it possible to make custom power ups?

1. Overworld cannot be edited due to the fact it is a 3D model.
Don't think this is a Lunar Magic clone: it's only a simple level editor. (3.0 will include more features such as graphics and text editing, but I do not plan to add overworld editing.)

2. Previous versions of the editor didn't support editing enemies, due to the format being unknown. [Enemy editing is rather hard to use, however, due to their modifiers which can get annoying.]

3, 4. ASM hacking is needed for this. You'll likely see custom objects in SM64 before you do in NSMB. You can edit the block and item graphics in 3.0, though.

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Main - Posts by Treeki

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