Posted on 05-11-14, 02:55 am
Super Mario
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You have to apply the .xdelta patch to a ROM and then open the patched ROM in NSMBe. You can't open xdelta patches directly.

If you did that and you still can't edit the levels, it's because he changed the gamecode in the ROM header. You will need to change it with an hex editor.

Open an unedited NSMB ROM, go to File Browser, select header.bin and click on Hex Edit. Copy the first 16 bytes (the first row).

Then open the NSMB3 ROM in the editor, hex edit header.bin again and replace the first 16 bytes with the 16 bytes you copied before. Make sure you're replacing, not adding bytes (otherwise all the data after moves and everything breaks). Then save, close and reopen NSMBe, and you should be able to see the levels.
Posted on 05-11-14, 05:01 am (rev. 1 by Asprok on 05-11-14, 05:01 am)
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Posted by Dirbaio
(...) Then save, close and reopen NSMBe, and you should be able to see the levels.

Everything was going well until I clicked "Save" and I got a dialog box that says: Already editing file: header.bin. Did I do something wrong?

I could not…
Posted on 05-11-14, 10:39 am
Paratroopa


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You can also, extract the "root" folder and open a clean ROM. Then you just replace the same folder with the one you extracted.

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Posted on 05-11-14, 10:44 am
Super Mario
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Im not sure.. Sounds like a bug in the editor.

Try doing that eith an hex editor program, like xvi32. The header is right st the beginning of the rom.
Posted on 05-11-14, 01:01 pm
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I got the same dialog box.

I could not…
Posted on 05-12-14, 03:07 pm
Super Mario
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Are you sure you did it right? I meant edit the ROM with an external hex editor program, NOT the hex editor in NSMBe.

- Download XVI32
- Open an unmodified NSMB rom in XVI32
- Copy the first 16 bytes
- Close XVI32
- Open the NSMB3 ROM in XVI32
- Replace the first 16 bytes with the ones you copied before
- Save and close XVI32
- Open the edited NSMB3 ROM in NSMBe, now you'll be able to edit levels.
Posted on 05-13-14, 01:28 pm (rev. 2 by Asprok on 05-13-14, 01:59 pm)
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Same problem! Well, doesn't matter.

Is it possible to change the palette's colours without importing and without ASM hacking?
Is it possible to add more power-ups with or without ASM hacking?

I could not…
Posted on 05-13-14, 04:05 pm (rev. 1 by  Arceus on 05-13-14, 04:05 pm)
We do what we must because we can

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Posted by NSMBHN
Same problem! Well, doesn't matter.

Is it possible to change the palette's colours without importing and without ASM hacking?
Is it possible to add more power-ups with or without ASM hacking?


1. Yes. Hold ctrl and click on the colour you want to change.
2. It is possible only with ASM hacking.
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Posted on 05-13-14, 11:41 pm (rev. 1 by Asprok on 05-18-14, 04:15 pm)
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Thank you! I think I won't ask anymore! You REALLY helped me a LOT!


I could not…
Posted on 05-18-14, 04:14 pm (rev. 3 by Asprok on 06-14-14, 09:20 pm)
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Finally, SKJmin told me the tile behaviour for the solid "un-wallkickable" block: 00 70 01 00
Also, an ice block of the castle tileset has this parameter (see Object 58).

I could not…
Posted on 05-24-14, 12:53 am (rev. 7 by Asprok on 05-24-14, 08:19 pm)
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1. How could I change the world icons? xP
2. Is it possible to create another collapsible stairs in another tileset (like the castle)?
3. How do the View settings called Camera top offset, Camera bottom offset, Camera top offset special and Camera bottom offset special work? Are they similar to the Entrance's ones?
4. How the hell do the Value 1 and Value 3 work in both the path and progress path settings?
5. What the f**k do the objects 1, 3, 4, 6, 7, 8, 126 and 127 do?
6. Is it possible to use the coin outline animation with a block, modifying it and replacing its tile behaviour?
7. Where's the animation for the Star Coin and the conveyor belt? I cannot find them.
8. Will the camera spin from the W8 Final Castle work in another levels?

I could not…
Posted on 05-25-14, 06:44 pm
Cheep-cheep


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1.


















When you are done editing, you can close the window. BUT:

When you are done editing DO NOT forget to LZ DECOMPRESS the pallet! If you forget to, the game won't work (crash).


Thanks to Thierry for the tutorial
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Posted on 05-25-14, 08:23 pm (rev. 2 by Asprok on 05-25-14, 08:27 pm)
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Thanks!

I could not…
Posted on 05-26-14, 06:32 pm
a

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Posted by NSMBHN
7. Where's the animation for the Star Coin and the conveyor belt? I cannot find them.


The Star Coin does not use any animations, it's a 3D model.
Posted on 05-30-14, 02:22 pm
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Posted by hamza62240
Posted by NSMBHN
7. Where's the animation for the Star Coin and the conveyor belt? I cannot find them.


The Star Coin does not use any animations, it's a 3D model.

Well... where's its file?

And could someone answer the other questions, please.

I could not…
Posted on 05-30-14, 02:46 pm
この記号は… 解読できないよ…


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1.
*snip*
Thanks to Thierry for the tutorial


Thanks for sharing it.

7. The star coin is a .nsbmd file.

Root > enemy >

Golden star coin: coin.nsbmd
Already taken star coin: blie_coin.nsbmd

The animation is supposed to be a .nsbca file.
Posted on 05-30-14, 03:02 pm
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Posted by Thierry
7. The star coin is a .nsbmd file.

Root > enemy >

Golden star coin: coin.nsbmd
Already taken star coin: blie_coin.nsbmd

The animation is supposed to be a .nsbca file.

Thank you very much! LOL, I think that it's called blie_coin.nsbmd because of a typing error. xD

I could not…
Posted on 06-01-14, 09:23 am
die

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Hello people of NSMBHD, I am new to this site and also new to New Super Mario Bros. DS hacking, I am Stanley A.K.A Cackletta, I hack Super Mario 64/DS and SMG. Anyways can I please get a list of applications I will need if I embarked on hacking NSMBDS? Thanks!
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Posted on 06-01-14, 09:52 am
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Only needs NSMBe. Con the toolbar select download NSMBe.
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Posted on 06-01-14, 09:59 am (rev. 1 by  snake block on 06-01-14, 10:01 am)
a

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1. Download New Super Mario Bros. Editor from here.

2. Dump a ROM from a NSMBDS disk or download the ROM (I can't give links, Google is your friend.)

3. After ROM and NSMBe done downloading, open NSMBe and then click "Open ROM". Open the ROM you dumped/downloaded with NSMBe.

4. You should see a list of levels (1-1, 1-2, 1-3 etc. etc.). Click a "+" behind a level (--> click [+] in [+] 1-1 to edit 1-1). You will see Areas. Some levels do not contain areas; you have to double click the levels which do not have a [+]. If it does have areas, double click an area.

5. You should see a level editor. Now press Ctrl+A, delete everything and start your new level. (If you're planning to make an edit of the original, do so if you want but do not make a hack with it.)

6. If you're starting from scratch (no entrances, views etc.) with Ctrl+A and then Delete, click the tab with the black square icon. Click "Add" and it will make a new 'view' (the camera of the level). Stretch it around. (The more you stretch it, the longer your level.) If you want the camera to be able to scroll up, click "View 0" and choose "Scroll vertically". Now design your level by clicking the tab with the icon with three squares (red, blue and green). Once done, click the tab with the icon of a wood door and click "Add". Drag the entrance to the exact place where you want Mario or Luigi to be when the level starts (or weird things will happen, mostly being in nowhere and losing a life after entering the level). If you want to change the background or tileset, click the tab with the icon of a palette with three colors (red, yellow and blue). Click "Graphics" and click the dropdown box under "Tileset", choose a new tileset, and then click the dropdowns under "Background top layer" and the "Background bottom layer". Choose the background which should be on the front (actually the foreground) with "Background Top Layer", and then guessably, the one with "Bottom Layer" would be for the background (the bottom layer).

To make a midway point, place a Midway Point sprite in your level where you want the checkpoint/midway point to be, and go to the icon with the palette in it, and choose the "Options" tab. Make an entrance where you want Mario or Luigi to be when they die after the checkpoint, and memorize the number on the entrance (it should be written on it). Choose the Options tab in the palette tab and change "Midway Entrance" to the number of the entrance where Mario or Luigi will be after dieing in the checkpoint.

Full tutorial

Also...

To make a flagpole/Goal Pole/End-of-level pole, go to a non-editted level, and go to the area (find it) where a goal pole is. Select only the parts of the Goal Pole and paste it into the end place of your level.