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Hiccup |
Posted on 10-03-15, 12:28 pm
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Birdo
Karma: 2754 Posts: 1454/2091 Since: 06-26-11 |
Some of them have names which don't match up with any used tileset, so I wondered how I could view the data, to see if they contain anything interesting.
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Arctus Platner |
Posted on 10-03-15, 12:57 pm
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Red Paratroopa
Friend of N64s and DSes Karma: 516 Posts: 42/171 Since: 07-26-15 |
Maybe we can look at the code for them in a hex editor.
_________________________ My Youtube Channel Never use a flash drive unless you are transferring files... |
Hiccup |
Posted on 10-03-15, 01:31 pm
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Birdo
Karma: 2754 Posts: 1455/2091 Since: 06-26-11 |
It is all meaningless to me. A lot of it is 00s though. No header text.
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Dirbaio |
Posted on 10-28-15, 10:58 am
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10020 Posts: 4306/4457 Since: 06-08-11 |
25 days later... lol
This is the code that reads CHK files. https://github.com/Dirbaio/NSMB-Editor/blob/master/NSMBe4/NSMBTileset.cs#L388-L394 CHK files are super simple, they're the tile behavior files. They contain 4 bytes for each Map16 tile. The first 4 bytes are the behavior for Map16 tile 0 (the one at the top left), next 4 are for tile 1 (the one next to the right) and so on for all tiles, in left-to-right, top-to-down order. There are lots of zeros because there are lots of tiles that have all zeros as their behavior |
Pages: 1