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Posted on 02-29-12, 06:07 pm
Roy Koopa


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Fr33ze and me figured out how to open and view .enpg's (The credit roll images). But if we edit it, we get a corrupted image after compressing again.
Informations how to view:
-Decompress one .enpg
-Open it in TileMolester
-Set the Mode to "2-Dimensional"
-Set the Codec to "8bpp linear"
-Choose the same file for importing the palette
-Use the arrow buttons to correct the view

Now, when we import a new image into it, and compress it in NSMBe again, we get a corrupted image. Maybe you can help there? (Dirbaio/Mega-Mario)
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Posted on 02-29-12, 06:44 pm


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Hmmm... I already know the tile format of those ENPGs... Probably I will make an editor.
Sometimes I am in the mood to modify NSMBe's code. But otherwise I am a java programmer.
Never played around with C#. I have seen it is really similay.
Posted on 02-29-12, 06:49 pm
Roy Koopa


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Hmmm? I know that you know that. Me, too. But you didnt know how to view them, until we both discovered that xD?
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Posted on 02-29-12, 06:53 pm


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I knew all the stuff... I only did not know, that they were 2-dimensional.
I thought NSMB didn't have 2-dimensional things...

I will download the latest source now and look how the Texture Editor works. Then I will try to insert ENPG compatibility. I will probably epic fail.
Posted on 02-29-12, 06:55 pm
Roy Koopa


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Ohhhh... THAT you mean Yeah, that was random. Actually I did not want to click on the 2-Dimensional button, but that was the sucess
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Posted on 02-29-12, 07:12 pm
Panser


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Have you tried to compress it and bring it back to a size that were there before decompress?
Posted on 02-29-12, 07:13 pm
Roy Koopa


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Of course, I tried nearly everything
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Posted on 02-29-12, 07:26 pm


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OK. If anybody else wants to add the ability to edit ENPGs here is some basic information about it. That is all I know.

ENPGs are an image and a palette in one file. The palette is 512 colors big. The palette begins at the offset "65536" of the file. Colorformat is "CF00". They are 8bpp linear and 2-dimensial. Tileformat is "LN06" and they are 2D.

That is all I know about it.
I just viewed the Source and it is not really understandable to me. That is because I will have to study ALL of it.
It seems easier to code a seperate tool in java than coding for the editor in C#. I really have no idea how to do this.
Posted on 03-01-12, 05:02 am
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Posted by NsmB_PrO
OK. If anybody else wants to add the ability to edit ENPGs here is some basic information about it. That is all I know.

ENPGs are an image and a palette in one file. The palette is 512 colors big. The palette begins at the offset "65536" of the file. Colorformat is "CF00". They are 8bpp linear and 2-dimensial. Tileformat is "LN06" and they are 2D.

That is all I know about it.
I just viewed the Source and it is not really understandable to me. That is because I will have to study ALL of it.
It seems easier to code a seperate tool in java than coding for the editor in C#. I really have no idea how to do this.

I see you got this info here
I guess Jul is still useful...
I could make a Python tool, but I would need to know how the color format and and tile format and such works plus I would need to know how it works in TM so I can port some code.
Posted on 03-01-12, 05:04 am
Roy Koopa


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Loooool. I SWEAR I found that out myself xD Mabye Fr33ze got the informations from there, but not me^^
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Posted on 03-01-12, 03:03 pm
Fuzz Ball
KirbyFanatic64 (LOL)

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Finally there're intelligent guys who was able to discover ENPG files. What a good news! Now we can add cool pictures or our levels' pictures in the credit! Yippee! Splendid!

I've asked about editing ENPG once, but in that time, it's not discovered yet.
But now, it is!
Keep up your work(s)!
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Posted on 03-01-12, 03:05 pm (rev. 1)


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@ELMario: Yup! Most of the info is from there. But some are figured out by myself. I never said Jul was not useful...
Hmmm... ELMario can you code in C#? Probably you can start coding this for NSMBe. That would be really cool!

EDIT: There is the source of TM. Probably you can get more info about the ColorFormat and TileFormat there.
Posted on 03-01-12, 03:46 pm
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Posted by NsmB_PrO
Hmmm... ELMario can you code in C#? Probably you can start coding this for NSMBe. That would be really cool!

If I could, I would be contributing to NSMBe much more and slapping myself across the face.

No, I can only program in Python 3.
Posted on 03-01-12, 06:48 pm
Super Mario
( ͡° ͜ʖ ͡°)

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Well, adding support for ENPGs should be easy with the current NSMBe image code. InlineFiles + Image2D + FilePalette



I'll look into it! Thanks for the info.
Posted on 03-01-12, 07:23 pm
Panser


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I tried to edit a file enpg with TM and 32-bpp the image is clear you can see this if you need
Posted on 03-01-12, 07:25 pm
☭ coffee and cream


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It is said that TM is, uh, bugged. It is proved that the compression works, so that we can atleast know which part of the chain is failing?
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Posted on 03-03-12, 02:48 am (rev. 1)
Buzzy Beetle
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Hm i always have problems with the new nsmbe, when i try to compress or decompress something, it always mess up the stuff.
I made a quick credit-hack and it worked. I still have to know how to edit the pallette

to compress and decompress i used NSMBe r105
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Posted on 03-03-12, 02:55 am
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Huh did  Dirbaio change the compression/decompression algorithm or is there another bug?
But anyways, that's awesome!
Posted on 03-03-12, 02:58 am
Buzzy Beetle
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Posted by ELMario
Huh did  Dirbaio change the compression/decompression algorithm or is there another bug?
But anyways, that's awesome!

i think it is a bug, because when i try to compress/decompress something, import a new bg, o edit ncg files, i get my files mess up
P.S. thank you
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Posted on 03-03-12, 08:21 am
Roy Koopa


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Yeah, I also use older revisions for Tilesets and stuff. But to compress the enpg with an older revision was not my idea xD Now I know why I get always a corrupted enpg.
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