RicBent |
Posted on 03-29-14, 06:24 pm in solved Problem: Level freezes after finish
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Mariomaster
Karma: 8528 Posts: 385/1681 Since: 06-09-12 |
RicBent |
Posted on 12-25-14, 03:50 am in Newer Super Mario Bros. DS (rev. 1 by RicBent on 12-25-14, 03:50 am)
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Mariomaster
Karma: 8528 Posts: 401/1681 Since: 06-09-12 |
RicBent |
Posted on 01-07-15, 06:48 pm in help please! (rev. 1 by RicBent on 01-07-15, 06:49 pm)
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Mariomaster
Karma: 8528 Posts: 404/1681 Since: 06-09-12 |
I didn't download your patch, but I think you have choosen the wrong pallete while editing the numbers.
If they were orange in the graphics editor they have to be the same in-game if you have choosen the correct pallete. Try the correct pallete. I hope that I could help you Also: Is your shift key broken? _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 03-23-15, 08:51 pm in release Super Mario: Endless Earth
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Mariomaster
Karma: 8528 Posts: 421/1681 Since: 06-09-12 |
IMO your level looks pretty nice I really like the colors of your bg.
But your tileset has an a bit low quality. The edges look a bit like cut out of paper with these white edges. Also the clouds in the bg are too blue. IMO you should make them a bit brighter. But overall this looks really nice _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-11-15, 09:54 pm in suggestion Sign for pipe cannon
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Mariomaster
Karma: 8528 Posts: 429/1681 Since: 06-09-12 |
RicBent |
Posted on 06-14-15, 07:50 pm in Worldmap editor and all the information you'll need (rev. 1 by RicBent on 06-14-15, 07:52 pm)
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Mariomaster
Karma: 8528 Posts: 434/1681 Since: 06-09-12 |
Ok let's start:
Freeze and ray seem to have left the forum. So I don't belive, that they will come back soon or will release the source code or any new version. So I decided to code a editor on my own (in C#). Currently it is able to manipulate every visible Node of the worldmap. At the moment I am working on an Editor for the Path animations (the wX_move.nsbca files). And I am doing much progress right now. If somebody is interested I'll already release the beta version and the source code of the visible node Editor. I also plan to release a documentation about the path animations within the next days @staff Should I create a new thread for my documentation or should I post that inside this one? _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-18-15, 05:40 pm in NSMB Worldmap Editor (rev. 8 by RicBent on 06-18-15, 06:34 pm)
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Mariomaster
Karma: 8528 Posts: 439/1681 Since: 06-09-12 |
Posted by KingYoshi It's not possible yet to edit the path of Mario, is it? Maybe you'll find a way to make that possible Actually it is (partly atm) Edit: Little Example This is the JAC section of move00 (1-Starting Point to 1-1) in w1_move.nsbca: 5th byte: Number of Frames 33th to 36th byte: 0x760 (You have to add the offset of the beginning of the JAC section to that (0x254) = 0x9B4) offset to animation data: There are 25 (19 in hex) times 4 bytes. These describe the X-Position of Mario on the map each frame. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-21-15, 09:28 am in NSMB Worldmap Editor (rev. 1 by ImageBot on 11-21-16, 03:16 am)
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Mariomaster
Karma: 8528 Posts: 442/1681 Since: 06-09-12 |
As you can see I implemented an path animation reader into the editor. I am already working on an editor for the path animations. If you would like to try this already you have to build it from the Git Repo. But There are still a few animation files that can't be read (for example W3 beacuase of the Z-Changes). _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-21-15, 07:33 pm in NSMB Worldmap Editor (rev. 2 by ImageBot on 11-21-16, 03:16 am)
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Mariomaster
Karma: 8528 Posts: 445/1681 Since: 06-09-12 |
Here is a new build for you: NSMB Worldmap Editor v1.1
It fixes the fault mentioned by Hiccup. With this built you can also view all the animation paths (wX_move.nsbca) of NSMB. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-24-15, 10:29 am in NSMB Worldmap Editor
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Mariomaster
Karma: 8528 Posts: 450/1681 Since: 06-09-12 |
Posted by Hiccup Can you say the things that are not worked out? My guess is, star coins signs, something to-do with towers and castles? -Positions of Castle/Tower/Toad-Houses -Data Paths -Starcoin signs (May have to to something with data paths) -Views of the worldmap (How far the camera is able to scroll) -Probably more _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-24-15, 10:52 am in NSMB Worldmap Editor (rev. 3 by RicBent on 06-25-15, 08:10 pm)
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Mariomaster
Karma: 8528 Posts: 451/1681 Since: 06-09-12 |
Posted by KingYoshi Wait, what about the path of Bowser Jr? Maybe he uses the same animation paths as Mario. Maybe there is a list in overlay 8 that tells Bowser Jr., which ones he has to use to get to the towers/castles. That is the most plausible way it could work, because every model that moves need a file (a .nsbca) that tells it where to move. Edit: Made a mayor progress today Edit 2: Well. Shit. *RicBent smashes his head against a wall thinks about what he made wrong _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-29-15, 05:06 pm in NSMB Worldmap Editor (rev. 5 by RicBent on 07-03-15, 10:09 am)
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Mariomaster
Karma: 8528 Posts: 454/1681 Since: 06-09-12 |
Probably there is an array in the overly which tells Bowser Jr. wich paths he has to use
Edit: And I think the bug is fixed now Edit 2: First atempt, creating a fully custom worldmap: *Video moved to next post Also: The Pathanimations Editor works atm but very unstable and with (probably) a few bugs. So I'll release a new build when I think it's ready. But you can already try it yourself after building it from the git repo. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 06-30-15, 09:12 pm in How to put screen shots in along with your post? (rev. 1 by RicBent on 06-30-15, 09:19 pm)
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Mariomaster
Karma: 8528 Posts: 456/1681 Since: 06-09-12 |
RicBent |
Posted on 07-03-15, 04:07 pm in NSMB Worldmap Editor
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Mariomaster
Karma: 8528 Posts: 462/1681 Since: 06-09-12 |
RicBent |
Posted on 07-04-15, 10:54 am in How to properly load files from fs?
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Mariomaster
Karma: 8528 Posts: 470/1681 Since: 06-09-12 |
In the symbols.x there are a lot of functions which seem to load files.
Here a few examples: Can somebody explain how these functions work and which parameters they take (generally how to do that). _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-10-15, 04:54 pm in nsmb2 NSML - New Super Mario Land (rev. 1 by RicBent on 08-15-15, 01:44 pm)
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Mariomaster
Karma: 8528 Posts: 488/1681 Since: 06-09-12 |
I am rearranging the worlds a bit. That beach/forest world will be moved to world 1. Also I plan to show you updates and what I am working on more recent. So let's start!
Beta Stuff (1) This is an screenshot of world 1-2 - Waterfall Peaks. As you can see I am using the waterfalls of Newer. I don't know if I'll change them, because they look fantastic The backgrounds are still original ones and will be changed soon. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 08-15-15, 01:10 pm in nsmb2 NSML - New Super Mario Land
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Mariomaster
Karma: 8528 Posts: 490/1681 Since: 06-09-12 |
Beta Stuff (2)
This is the cave tileset. The beach and the forest areas will be connected with 1-3 - Flooded Cave, which will make use of this tileset. Maybe I will add a few decorations like cristalls or rocks. Also the quality is very low because I'm only using one pallete to make the map16 arrangement easier. What do you think? _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 09-13-15, 12:16 pm in nsmb2 NSML - New Super Mario Land
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Mariomaster
Karma: 8528 Posts: 498/1681 Since: 06-09-12 |
RicBent |
Posted on 10-31-15, 07:35 pm in nsmb2 NSML - New Super Mario Land
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Mariomaster
Karma: 8528 Posts: 510/1681 Since: 06-09-12 |
As you might know (or not) I'm working on CoinKiller right now.
While seeing all these new sprites and possibilitys such as another layer, I realy want to make a NSMB2 hack. I'm undecided, how to treat this project. It has some IMO realy great levels and ideas. I got the idea, to port them to NSMB2 when CoinKiller is ready. But I spend a lot of time creating some ASM hacks, which would get dropped then. I also made a cool loking and working Angry Sun sprite from Arisotura's first custom sprite thingy. What do you thing about that situation? Should I... A: drop NSML, port the cool stuff to NSMB2 and release all ASM hacks and (animated) tilesets. B: continue NSML (I doubt that it'd be ever become more than 2 or 3 Worlds, but with some hax it should look like a finished project). I have to admit I prefer A. _________________________ GitHub - Kuribo64 - YouTube |
RicBent |
Posted on 12-06-15, 11:03 am in nsmb2 NSML - New Super Mario Land
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Mariomaster
Karma: 8528 Posts: 515/1681 Since: 06-09-12 |