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Posted on 08-24-23, 04:00 am in I'm having trouble with the overlays
Mole
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iirc the "search bar" in nsmbe's hex editor is actually just a way to jump to a specific point somewhere, so it doesnt search for any bits of hex specifically. youd need to extract the overlay and open it in an external hex editor to search and make the change i believe
Posted on 08-24-23, 10:02 am in I'm having trouble with the overlays (rev. 1 by  Keeper on 08-24-23, 10:03 am)
Mole
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did you decompress the overlay before extracting it? also, just to check, what version of nsmbe are you using?
Posted on 08-25-23, 05:57 pm in What is the best hex editor to search for lines?
Mole
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you dont have to compress it again. i dont think nsmbe can do that anyway
Posted on 08-31-23, 09:28 pm in wip Goombatlas - The NSMB Worldmap Editor
Mole
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to my understanding the world map paths only exist in the games code, so if you wanted to "edit" them youd basically have to recreate them in goombatlas first
Posted on 09-09-23, 07:14 am in wip Goombatlas - The NSMB Worldmap Editor
Mole
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first would require you (or someone else) to make a code hack for it. as for the second thing, see here. additionally, use this version of nsmbe to decompress the overlay, since certain other versions dont have a functional "decompress overlay" button
Posted on 10-02-23, 02:21 am in Best way to edit menu icon + text?
Mole
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you mean the lil game icon right? have you tried this?
Posted on 01-27-24, 04:43 am in Graphics/Background problem
Mole
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then its probably caused by either the dedicated graphics per area code or dedicated graphics per view code, if you used either if those
Posted on 02-08-24, 09:15 pm in Tileset randomization
Mole
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here. have fun counting
Posted on 02-28-24, 09:21 pm in New Mini Super Mario Bros. developement thread
Mole
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Posted by Mr. Ztardust
My idea is to make an SMB3-Styled Titlescreen, we can do this by disabling the Titlescreen cutscene. Anyway, I don't think I can get it to work, I wanted to add some curtains on the Top background, but both the Top and Bottom Background of the Titlescreen have animations, and any Background that is imported on Titlescreen Top Background looks glitchy... also, I wanted replace the movable flowers with the SMW flower to make a kind of cameo/reference to Rph, but I don't know exactly how to replace those flowers...
i think mario 3s title screen with the curtains feels a bit more in place due to the whole game having a sorta play/theatre aesthetic. as for the flowers, the files for em are mentioned here
Posted on 08-10-24, 06:22 pm in The "bump" project
Mole
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you two know this discussion ended like 3 months ago right
Posted on 08-19-24, 03:15 pm in Cleanup progress update
Mole
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Posted by KingYoshi
If you're going to rename sprites to "stage objects", then how would you call what NSMBe calls objects?

fwiw i use "tile objects" when i feel distinction helps
Posted on 08-19-24, 05:15 pm in Cleanup progress update (rev. 1 by  Keeper on 08-19-24, 05:15 pm)
Mole
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gon play devils advocate rq here
Posted by nr00t
Forcing people into joining a discord server to ask a single question or something is stupid at best,
a good wiki negates this =P
especially with the way discord fucking loves announcing your presence in a server.
which can be disabled

Oh also the amount people screech about that platform doing this or that (same with plebbit/twatter/all the other ones) could so easily be solved by just not using it and ingraining yourself in their ecosystem so obsessively, but yknow, people are gonna do what they're gonna do.
not sure what this part is specifically pertaining to

Not everyone wants to stick around a server
leaving servers
(and end up missing what they originally came for in a busy environment)
an active server is more likely to be able to answer a question i feel, plus you can get pinged when someone does answer it (which imo is nice to have and something the forum lacks— people will pop in for a question then vanish)
and also you seem to forget that discord forces you to make another account to bypass its server limit, which often if you're not using a gmail account on android/iOS it gets cocky and starts pestering you for your phone number.
idk about you but thats been so much of a non issue that iun even know the server cap

Also forums are just plain better for posting about project updates and progress. You make a fancy thread and format it nicely and you can put stuff up to follow through and answer peoples questions. It isnt a mess. Discord formatting is a pain in the arse on the other hand tbh.
idk id consider markup and not having to use an uploader easier. not like people really do anything outside of maybe centering text in their hack threads here

To use the other thing I said: the signup process here on the other hand is just "type a username and password"
if you dont have a discord acount the process is pretty much the same, and if you do have one already the process is shortened to "click link"
and it's also not really bound to any specific else specifically,
not quite sure what you mean here
so cross-community drama being ignited from someone's sheer existence is less likely to happen.
good server rules take care of that =P
Before Discord people didn't always use the same username everywhere after all
i mean i dont think thats true but like i dont really see the problem with that anyway

edit: ninji'd big time
Posted on 08-19-24, 09:01 pm in Cleanup progress update
Mole
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i dont think i said anything thatd indicate i think the board should be archived in this thread earlier but to clarify i do feel the board serves a long term purpose and that theres not really anything to gain from locking it up
Posted on 08-25-24, 08:16 am in Misc. NSMB trivia
Mole
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Posted by me!!!
sure, the more trivia the better
Posted on 09-10-24, 10:54 am in Misc. NSMB trivia
Mole
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i just checked how it works in the american version and it seems to be the same; ill probs have to check the level in the rom hack linked in the thread specifically
Posted on 11-05-24, 12:04 pm in How do I convert an image to nmt??
Mole
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to make a new tileset youll have to replace an existing one. since this is your first time making a tileset it might be a good idea to replace the unused bonus room one (slots 20, 67-72), that way you not only dont have to sacrifice any of the used vanilla tilesets, you also sidestep more complicated things (like tileset animations, randomization, or other stuff) so you can just worry about getting a feel for nsmbe's tileset editor.

to start editing a tileset, go to the "Tilesets" tab in NSMBe (1), select the tileset you want to edit (2), and click the "Edit" button (3), which will open NSMBe's tileset editor.

alternatively, you can double-click the tileset to go into the tileset editor.

since youre making a totally custom tileset, youll probably want to hit the "Delete All" button so that youre working with a more-or-less blank slate


now youll wanna go to the "Graphics" tab

here, you can import custom graphics for your tileset or draw them directly in the editor (though the latter i wouldnt reccomend). there are 3 buttons for importing graphics: "Import this bitmap with existing palette", "Import this bitmap and recreate palette", and "Import all bitmaps with all palettes". The first one imports your graphics while trying to adapt it to the palette you have selected, and the second imports your graphics while overwriting the palette you have selected with a new, custom palette. for these options, the image you wanna import should be the same dimensions as the image in nsmbe, which for typical tilesets is 256 x 112. the third one, "Import all bitmaps with all palettes", overwrites all palettes and requires the dimensions of image youre importing to be 256 x (112 * number of palettes). (you can read a bit more on multi-palette tilesets here, but for sake of this tutorial and because the info there is a touch lacking, id reccomend just using the "Import this bitmap and recreate palette" option for now).
when prepping the graphics for importing, try to keep things locked to an 8x8 grid.
once youve got your graphics imported, make sure to save.

next, youll need to head to the "Map16" tab

this is where youll be mapping your tiles. you can select tiles from your tileset's graphics on the right, and draw on your tilemap to the left by using the pen tool. you can also mirror tiles horizontally or vertically, copy and paste tiles on your tilemap, or change which palette certain tiles are using. make sure to keep things locked to the 16x16 grid.

Once youve done that, youll have to set the tile behaviours of your tiles by going to the "Tile Behaviors" tab.

here, you can set how the tiles are supposed to behave--- whether theyre meant to be solid, semisolid, slopes, slippery, or whatnot. you can also select multiple at a time to set tile behaviours en masse.

Lastly, youll wanna head to the "Objects" tab. this is where you can create tile objects. you can select tile objects to edit from the left and select tiles from your tilesets tilemap you wanna add on the right. the middle shows the current selected object.

clicking the numbers in the object editor selects the line your adding tiles to. you can add new lines by clicking the "New Line" button. clicking tiles selects them, allowing you to delete it, adjust the tile its meant to be, or change the control byte for it.
the control byte affects how the tile is tiled in the level editor--- for example, setting it to "1" will repeat it horizontally. you can see the effects of different control bytes on the tiling on the preview screen at the bottom.
additionally, you can add slope control tiles by clicking the "Slope Control" button. these help with the tiling for sloped things and can be adjusted by tweaking their control byte.

once youre done with everything, click "Save Tileset".
hopefully this is all understandable and helpful--- this isnt comprehensive, but it should cover most things well enough. additionally, try to experiment with the editor and use other in-game tilesets for reference, and feel free to ask here if theres something youre trying to do but dont know how to.
Posted on 11-17-24, 09:39 pm in tutorial Replacing TileGod Blue Coins with Normal Coins (rev. 1 by  Keeper on 11-28-24, 09:00 pm)
Mole
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A simple tutorial for replacing the blue coins placed by TileGod with normal yellow coins. This will not affect normal p-switch coins. (EDIT: will affect those star activated blue coins tho i think. would need to test to be sure)

1. Open the jyotyu tileset in NSMBe's tileset editor.

2. Go to the map16 tab.

3. Select the palette tool and highlight this seemingly empty area with it.

It will become a yellow coin.

This tile is the one used for the blue coin TileGod places.

4. Change the tile behaviour of the tile to that of a normal coin.

This will make it so that, when collected, the coin will show yellow sparkles instead of blue ones.

5. As always, save.
Posted on 11-18-24, 12:39 am in Cheating an extra 255 jyotyu colours
Mole
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This is intended to demonstrate a practical use-case for the palette abuse technique  MeroMero detailed on his tile-share thread, taking advantage of the unused second palette for the top bg of the titlescreen (as it seems to be always loaded) to gain an extra 255 colours for use in the jyotyu tileset, as even minor edits to that tileset can be somewhat troublesome. These colours will stay constant between jyotyu palettes
You'll need to download this (file 1) and this (file 2). It may be a good idea to do this in a throwaway rom, unless you've planned ahead.

1. Open a bitmap big enough for the tiles you want to add and d_2d_I_M_free_demo_castle_ncl.bin. Add the second palette to your bitmap.

2. Import your graphics, overwriting the palette (here I'm demonstrating with this impractical rainbow tile). Save.


3. Import (file 1) into your rom somewhere. Open it and add the second palette.


4. Open the bitmap for the jyotyu tileset. Export both the bitmap with your graphics and the graphics for the jyotyu tileset individually, using the rainbowy palette from (file 1).

5. In an external image editor of your choice, open both exported images and add the tiles from the bitmap containing your graphics to the jyotyu tileset bitmap where theres space (the tiles with the s are your safest bets) and save it.

6. Back in NSMBe, import the modified jyotyu bitmap over the original one using the "Import this bitmap with existing palette" option. Save and close out of the graphics editor.


7. Import (file 2) into your rom somewhere, export the jyotyu palette, and decompress the jyotyu palette in your rom.

8. Open the jyotyu palette and (file 2) in NSMBe's hex editor, select everything from (file 2), copy it, and paste it all at the very end of the jyotyu palette. Save and recompress the jyotyu palette.

9. Open the jyotyu tileset in NSMBe's tileset editor and add your graphics to the map16 using the all-orange palette for them. Set tile behaviours and make tile objects as normal (and perhaps add tile descriptions, as your tiles won't be visible in NSMBe), then save.


10. Reimport the jyotyu palette you exported earlier.

Assuming you followed everything right, and that I am right, everything should work alright.
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