Posted on 12-06-12, 02:00 pm
Fuzz Ball
KirbyFanatic64 (LOL)

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After reading this thread >>> Instant click on "Download NSMBe" >>> Downloaded!!!
This's nice!! The editor makes me enjoy editing tileset even more!

@Dirbaio: If I find any bugs, I'll tell you. Although it seems to work fine.

Posted by mrx
Thease updates come down like rain xD ! (Or snow this time of year)

Are you mean in positive or negative way?
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Posted on 12-06-12, 04:07 pm
☭ coffee and cream


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Probably positive. He surely meant that there are many updates coming in a short amount of time.
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Posted on 12-06-12, 08:58 pm
Giant Red Koopa


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Yes exactly that! Rain falls alot in a short time so I meant that many updates come in a short time!
Posted on 12-07-12, 08:25 am
Birdo


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He did not know if that was positive.
Posted on 12-13-12, 10:36 pm
Super Mario
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Build 361 now out!

It fixes a problem when editing the ROM icon, it wouldn't update the checksum for it, so it wouldn't display in some cards and all.

(I wrote the code for the checksum but didn't actually call it from anywhere, lol)
Posted on 12-22-12, 10:15 pm
Super Mario
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Build 362 now out!

Finally, the editor supports DLP mode!
- The editor will not decompress Overlay 0 as soon as opening the ROM. It will only decompress it when editing Tileset 0. This means now you can use FlashMe/firmware.nds as long as you don't edit Tileset 0. (its tile behaviors are stored in Overlay 0 )

- If you enable the "DLP-friendly mode" checkbox in the Tools tab, the editor will not modify the header, so you can do Download Play using the unmodified DS firmware!

About editing Overlay 0: The overlay 0 integrity check is done by code in the arm9, so even when using FlashMe/firmware.nds, overlays aren't editable. This should be solvable with an ASM hack, but I still haven't investigated it...
Posted on 12-23-12, 06:45 pm
Birdo


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overlay 0 is in the header is it?
Posted on 12-23-12, 06:59 pm
Super Mario
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Posted by Hiccup
overlay 0 is in the header is it?

Overlay 0 is a separate file. It's not "in" the header.
More info: http://nocash.emubase.de/gbatek.htm#dscartridgenitroromfilesystem
Posted on 12-23-12, 07:10 pm
Birdo


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If you edit overlay 0 with DLP-friendly mode on can you use DLP?
Posted on 12-23-12, 07:14 pm
Super Mario
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Posted by Dirbaio
About editing Overlay 0: The overlay 0 integrity check is done by code in the arm9, so even when using FlashMe/firmware.nds, overlays aren't editable. This should be solvable with an ASM hack, but I still haven't investigated it...
Posted on 12-24-12, 11:02 am
Birdo


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So, no then
Posted on 12-26-12, 03:32 am (rev. 1 by coolas1 on 12-26-12, 03:33 am)
Porcupo
Did you win the game?

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Posted by Dirbaio
About editing Overlay 0: The overlay 0 integrity check is done by code in the arm9, so even when using FlashMe/firmware.nds, overlays aren't editable. This should be solvable with an ASM hack, but I still haven't investigated it...

Isnt the arm9 binary signed? If it is then you can't send a ASM hack to an unmodified DS. (If it isn't then there's some major security leak.)

Also, could you make it so that the overlay is only decompressed when the behaviours change, meaning you could send new graphics but not new behaviours.
Posted on 12-26-12, 05:24 pm
Super Mario
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Posted by coolas1
Isnt the arm9 binary signed? If it is then you can't send a ASM hack to an unmodified DS. (If it isn't then there's some major security leak.)

Well yes, obviously. It will only work with FlashMe/firmware.nds.
But it's still necessary, because without ASM hacks, when using FlashMe, it's still not possible to modify overlays. The arm9 security check is done at the firmware, but the overlay check is done at the arm9.

In fact I already did the hack to disable the overlay check: https://nsmbhd.net/post/20344/
(it was easy lol)

Posted by coolas1
Also, could you make it so that the overlay is only decompressed when the behaviours change, meaning you could send new graphics but not new behaviours.

That's one of the changes I made in b362
Posted on 12-26-12, 05:44 pm (rev. 1 by ImageBot on 11-21-16, 02:34 am)
Super Mario
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So I got bored yesterday because I had no internet, and made this:



So build 363 now out, adding support for NSCR, NCGR, NCLR. These are formats that are used in MKDS and many other DS games
Posted on 12-27-12, 11:17 am
Birdo


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Many DS games including NSMB?
Posted on 12-27-12, 07:29 pm
Super Mario
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Posted by Hiccup
Many DS games including NSMB?
No, NSMB doesn't use these formats
These seem to be a later version of the _ncg.bin, _ncl.bin, etc that are in NSMB, they contain a header and other stuff.
Posted on 12-27-12, 11:25 pm
Beezo


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Someone could create an editor of files.spa
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Posted on 12-28-12, 01:30 am
Nipper Plant


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Will you ever implement a NSBMD viewer?
Posted on 12-28-12, 05:37 am (rev. 1 by  MarioSunshine on 12-28-12, 05:46 am)
Fuzz Ball
KirbyFanatic64 (LOL)

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Will you ever implement a NSBMD viewer?

You could use MKDS Course modifier too if you would like to view NSBMD. Simply open .nsbmd file with it.

Posted by Ruedajv10
Someone could create an editor of files.spa
AFAIK .spa is too complicated to be edited.
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Posted on 12-28-12, 10:21 am
Roy Koopa


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Posted by MarioSunshine
AFAIK .spa is too complicated to be edited.


Actually not, I guess. Since MKDS Course Modifier already includes a SPA viewer.
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