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Posted on 04-11-13, 06:28 pm
Red Paragoomba


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I decided to edit Tileset 2 (Sub Nohara) and change Castle tileset. Everything look fine on editor but when i turn game it looks pretty weird like mix of old and new version:



Anyone have idea how to fix it?
Posted on 04-11-13, 06:38 pm
Super Mario
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Edit the 3D files in polygon_unit folder too, and it'll look right.
Posted on 04-11-13, 07:54 pm
Red Paragoomba


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It worked but I got another question. Is it possible to make flag appear lower in castle than normal, I mean I can see it before it rise and I'm not sure if it looks fine.
Posted on 04-11-13, 08:01 pm
Super Mario
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You have to place the tiles exactly the same way as in original levels, then it should work fine. If it doesn't, you have done something wrong. I don't know what.
Posted on 04-12-13, 06:56 pm
Red Paragoomba


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Here's the problem I told about:



As you can see there's small piece of flag you can see.
There are also two things I'd like to ask. First is there any way to fix the lower screen? It only screw up at levels, but in overworld it's ok. I remember that I tried to edit one file in uiScript but forgot wich one. I tried to replace almost all of files in this folder with files from orginal ROM but didn't worked.

And the Second one. Is there way to change colour of background on overworld. I want to change it into dark blue to make World 1 looks like night world.

Thanks for help.
Posted on 04-12-13, 08:09 pm (rev. 1 by  SaturnYoshi on 04-12-13, 08:11 pm)
Giant Red Koopa


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I think the glitched BG is from editing the castle, not shure though.
I dont know how to change the map BG but if you change it darken ALL map textures for W1.

Unrelatedly: How old are you?
Edit: About the flag its because your new castle is lower then the original. It should be easy to fix though.
Posted on 04-12-13, 08:50 pm
この記号は… 解読できないよ…


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Hey, but you changed the pallet!

I think that the pallet is the same that d_2d UI_O_1P_game_in_b_d_ncl.bin


Posted on 04-12-13, 09:19 pm
Giant Red Koopa


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And there is a unused cloud FG that you can edit to be a solid color and use it to make your levels have more of a night feel.
Posted on 04-13-13, 09:49 am
Red Paragoomba


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Posted by mrx
I think the glitched BG is from editing the castle, not shure though.


This is not the problem of edited castle because i got it before I edited castle. If it will help I can upload my hack one more time to show you how this problem looks like.

PS: How i can change pallete for World 1 textures?
Posted on 04-13-13, 05:35 pm
Super Mario
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Posted by Crist_93
As you can see there's small piece of flag you can see.

Oh, that
If you look at the original castle image, it isn't transparent at that place, so it covers the flag completely and it can't be seen. On your replaced image, it can be seen because you have transparent pixels there.

Since it's just a few pixels of the flag visible, making these pixels opaque in your replaced images will work. That's the only thing I can think of to fix it easily.

Posted by Crist_93
First is there any way to fix the lower screen? It only screw up at levels, but in overworld it's ok. I remember that I tried to edit one file in uiScript but forgot wich one. I tried to replace almost all of files in this folder with files from orginal ROM but didn't worked.


I have no idea
It looks like the palette is corrupted or someting, but it's weird that it happens in a level and not in the world map.

Posted by Crist_93
And the Second one. Is there way to change colour of background on overworld. I want to change it into dark blue to make World 1 looks like night world.


You can open the world map models and edit the textures to achieve the effect you want
Posted on 04-13-13, 05:40 pm
Roy Koopa


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@BG: He probably just compressed/decompressed a palette. He gotta find the right one.
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Posted on 04-19-13, 05:01 am
Fuzz Ball
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Posted by Crist_93
Is there way to change colour of background on overworld. I want to change it into dark blue to make World 1 looks like night world.


You can edit it in World1.nsbmd file.
However, don't make it so identical to this:


(Because my hack is about nighttime too)
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Posted on 04-19-13, 05:01 pm
Red Paragoomba


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May I ask should I compress/decompress w1.nsmbd file before I edit it? I'm asking because some parts are glitchy in editor and for diffrent bitmaps i need to use diffrent palletes.

I'm going to make World 1 much darker, I plan to make it close to midnight stages.
Posted on 04-19-13, 06:29 pm
Super Mario
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Just double-click it and it opens, then edit whatever you want.

And yes, different bitmaps use different palettes. That's perfectly normal.
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