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Posted on 08-21-11, 06:54 pm
Buster Beetle


Karma: 379
Posts: 187/464
Since: 06-29-11
In older revisions a while back when you start a new tileset, you could left click and mouse over the empty object slots. This would change them from no object, to slots that can have objects added. Now, you cannot open those slots. To see this happen, delete a tileset in the map 16 editor. Then try and add new objects. You can't anymore. I have been reverting all the way back to rev 94 so that I can open the slots again.

Also, is it possible to delete map 16 tiles? Once you select something, you can't delete it. So you are stuck with that tile being filled.

Finally, even when you delete a tileset in the map 16 screen, the old original level data is left behind. The hard coded data is left in the map 16, and the tile behaviors. What this does is either cause tile corruption ingame that is not seen in the editor, or can even cause full level crash. Up to now most of us try and use map 16 tiles that were not used by the tileset we are editing. But any noobs trying to do it will not know this and use them, later wondering why their level isn't working.
Posted on 08-21-11, 08:31 pm (rev. 1)
Super Mario
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Karma: 9979
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Since: 06-08-11
Hmm. I added back the object slots being created on clicking in a recent revision (200+), maybe it was removed again. I'll check. Even with that disabled, you can make more objects clicking the "Set End" button.

Yeah, you're right, the Map16 editor needs a "empty tile" option. Though in practice that only uses the first tile from Jyotyu (yes, that's why that one is empty and you should always keep it empty). That's what the game does for empty tiles.

EDIT: Graah I clicked Post without finising to write this:
The tile behaviors are not erased, that's a bug. But what do you mean with "level data left behind"?
Also, changed this from [suggestions] to [suggestion] so it's the same color.
Posted on 08-21-11, 09:00 pm
Buster Beetle


Karma: 379
Posts: 189/464
Since: 06-29-11
Didn't know about the set end.

I have to look back to see a significantly affected map16 slot, but some cause animations or other issues such as conveyor belts, and palette issues. Or the completely wrong tile will show up ingame, but not in the editor. I don't know what the data consists of, but something in map16 stores hardcoded data into some of the map16 tiles. There are various ones in each tileset. I believe somehow the data links into the nsmbd and nsbtx files which correspond to the tileset in question.
Posted on 08-21-11, 10:18 pm
Super Mario
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Since: 06-08-11
Oh, I see what you mean.
That's completely hardcoded. The data for all those special effects is not in the game files, but in the game code. So its pretty hard to modify. I still haven't found the code for it.

But yeah, there's plenty of similar stuff.

(Speaking of hardcoded stuff, I found that there are hard-coded behaviors too. For the ghost house tileset. Probably for the activatable 1x2 slopes, these change behavior based on an activator I do have found the code for that
Posted on 08-23-11, 10:38 pm
Super Mario
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Karma: 9979
Posts: 705/4456
Since: 06-08-11
I've fixed some bugs in r217 regarding the Delete All button. Mainly: Map16 not redrawing, and the object list glitching so attempting to use Set End would create an exception.

So I'm changing this to Fixed.

The hardcoded stuff is rather an ASM hacking exercise than a problem in the editor
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