Pages: « 1234
Posted on 11-18-24, 12:39 am in tutorial Cheating an extra 255 jyotyu colours
Nipper Plant
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  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.
Posted on 01-21-25, 10:51 am in tutorial Slope control (rev. 1 by  Keeper on 01-22-25, 04:22 am)
Nipper Plant
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 tiles

These make the tiles tile all diagonal-y.

80 --- Tiles up right starting from bottom left; examples:

tile object
in-game






























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 tilers

These tile tiles relative to the diagonal-y tiles.

84 --- Slope fill-in tiler above (seemingly unused); examples:





























(as you can see control tiles 82 and 83 cause it to effectively tile below)






















85 --- Slope fill-in tiler below; examples:





























(as you can see control tiles 82 and 83 cause it to effectively tile above)






















Additionally, you can use both tilers 84 & 85 at the same time:









would prolly be useful for slopes thatre meant to have bg tiles under them

Control byte 4

As 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.
Posted on 02-06-25, 08:45 am in New Super Mario World: The New Journey
Nipper Plant
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
Myeah, any way to fix that without changing the music?
the soundset is different from the music; you can change it by going to the level options from the palette tab. this is a good list of what actors need which soundsets. since whomps are in group five, youd need to use a soundset with group five--- 9 would probs work
Posted on 02-17-25, 01:14 am in v1.10 New Super Mario Bros. U DS
Nipper Plant
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
Posted on 03-05-25, 09:50 pm in Zoom actor
Nipper Plant
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
Posted on 03-10-25, 08:09 pm in helpcameralevel editing Help with camera panning to the right
Nipper Plant
I do things sometimes

Karma: 1205
Posts: 374/406
Since: 08-07-17
uploader: https://nsmbhd.net/uploaderlist/?cat=7
Posted on 03-10-25, 08:14 pm in helpcameralevel editing Help with camera panning to the right
Nipper Plant
I do things sometimes

Karma: 1205
Posts: 375/406
Since: 08-07-17
those red tiles prevent the camera from entering the 16x16 chunks
Posted on 03-30-25, 12:57 pm in 2d graphics Keeper's graphics
Nipper Plant
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
Posted on 07-13-25, 10:55 am in New Sunshine Mario Bros.
Nipper Plant
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
Posted on 07-18-25, 10:29 pm in New Super Mario Land
Nipper Plant
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
Pages: « 1234