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Posted on 11-18-24, 12:39 am in tutorial Cheating an extra 255 jyotyu colours
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![]() I do things sometimes Karma: 1205 Posts: 365/406 Since: 08-07-17 |
This is intended to demonstrate a practical use-case for the palette abuse technique
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 ![]() 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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![]() I do things sometimes Karma: 1205 Posts: 367/406 Since: 08-07-17 |
NSMBe's slope tile object previewer tends to be somewhat touchy, only really accurately rendering slope setups used in the retail game, so I made this thread to try and give a broad overview of how the control tiles n things used in slopes work— those being control tiles 80 through 85 as well as control byte 4.
Slope control tilesThese make the tiles tile all diagonal-y.80 --- Tiles up right starting from bottom left; examples:
81 --- Horizontal flip of 80; Tiles up left starting from bottom right; examples:
82 --- Vertical flip of 80 (this also flips fill-in tiles); Tiles down right starting from top left; examples:
83 --- Vertical flip of 81 (this also flips fill-in tiles); Tiles down left starting from top right; examples:
Slope fill-in tilersThese tile tiles relative to the diagonal-y tiles.84 --- Slope fill-in tiler above (seemingly unused); examples:
85 --- Slope fill-in tiler below; examples:
Additionally, you can use both tilers 84 & 85 at the same time:
Control byte 4As far as I can tell, this makes the tile only tile once horizontally. It doesn't have any sort of icon in NSMBe, so I've given it a green diamond. Examples:
While I'd imagine the practicality of all this is probably offset by the confused in-editor previews, hopefully this might still be useful in making smarter or easier-to-use slope tile objects. |
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Posted on 02-06-25, 08:45 am in New Super Mario World: The New Journey
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![]() I do things sometimes Karma: 1205 Posts: 370/406 Since: 08-07-17 |
Posted by Staryu Trek Posted by Keeper - 1-2 lacks the soundset for whomps |
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Posted on 02-17-25, 01:14 am in v1.10 New Super Mario Bros. U DS
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![]() I do things sometimes Karma: 1205 Posts: 371/406 Since: 08-07-17 |
Posted by Staryu Trek Just curious. I always admire code hackers. could take a peek at IllyCat's hack or somea the stuff Will Smith coded for sakura super mario bros |
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Posted on 03-05-25, 09:50 pm in Zoom actor
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![]() I do things sometimes Karma: 1205 Posts: 373/406 Since: 08-07-17 |
this was more or less the setup that i recommended to someone else
![]() the zoom actor has two areas that set two different zoom ammounts, so by making one that zooms to the default zoom ammount on the left side and the desired zoom ammount on the right side it effectively makes a vertical line of sorts that zooms out when you pass it from left to right and resets the zoom when you go back. then you can make another zoom that zooms to the default zoom on the right n zooms to the desired zoom on the left to make an area of sorts that when entered zooms out and when exited resets the zoom. youll also probs wanna add a delay |
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![]() I do things sometimes Karma: 1205 Posts: 374/406 Since: 08-07-17 |
uploader: https://nsmbhd.net/uploaderlist/?cat=7
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![]() I do things sometimes Karma: 1205 Posts: 375/406 Since: 08-07-17 |
those red tiles prevent the camera from entering the 16x16 chunks
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Posted on 03-30-25, 12:57 pm in 2d graphics Keeper's graphics
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![]() I do things sometimes Karma: 1205 Posts: 378/406 Since: 08-07-17 |
thread for any original graphics i make. may add more eventually
Pipes ![]() ![]() ![]() zip comes with nsbtx files for pipes/mini pipes/pipe joints as well as replacement enemy palettes for the pipe fragments. no credit needed download |
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Posted on 07-13-25, 10:55 am in New Sunshine Mario Bros.
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![]() I do things sometimes Karma: 1205 Posts: 399/406 Since: 08-07-17 |
was able to get it to work by replacing overlays 0 and 9 with ones from a fresh rom; here
hopefully if the creator ever returns they can make an xdelta patch from the original rom |
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Posted on 07-18-25, 10:29 pm in New Super Mario Land
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![]() I do things sometimes Karma: 1205 Posts: 401/406 Since: 08-07-17 |
the snes one isnt a bootleg, its just a homebrew game. theyre both called new super mario land because thats the most intuitive name for a nsmb-style mario land remake
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