Posted on 08-25-16, 06:24 am
Panser
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But what about the NSMBe actor spawner mod?
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Posted on 08-25-16, 04:51 pm (rev. 1 by  Luluca on 08-25-16, 04:52 pm)
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That's not a NSMBe evolution, It depends of an ASM code to insert by editor.

What Mero Mero did was improve the editor to new version.

I saw Mario Master used a parallel version. If this have something to merge, may be interesting to study the integration of this two version.

(wow, sometimes I talk so many shit that people will start to believe that I know something about code-programming)
Posted on 08-25-16, 06:49 pm
Birdo


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He knows that. The reason MarioKart7z wants them to be merged is because they are separate.
Posted on 08-26-16, 08:02 am
Fuzzy
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Thing is, I think mariomaster wants to destroy all the bugs and everything before he decides to release it. Same with his easy level creation mod.
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Posted on 08-26-16, 09:28 am
Roy Koopa
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Didn't know where else I'm supposed to post this

The fields for Lava seem to have been deleted from the sprite database? You can no longer set settings for rising lava.
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Posted on 08-26-16, 10:14 am
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Lava and Poison Water data were restored.
Posted on 08-26-16, 11:24 am
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Posted by MeroMero
Lava and Poison Water data were restored.

Which is yet another reason why i want the mod updated... Mariomaster plz
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Posted on 08-26-16, 01:12 pm
Birdo


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Posted by MarioKart7z
Posted by MeroMero
Lava and Poison Water data were restored.

Which is yet another reason why i want the mod updated... Mariomaster plz

That has nothing to do with the editor version. That is to do with the sprite database.
Posted on 08-26-16, 05:03 pm
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Lava and poison for MarioKart7z provide to us a bunch of new levels!

Oh, I'm sincerely so excited with the contributions of this new promising designer...

\o/
Posted on 08-26-16, 10:07 pm
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What contributions, the blood you'll provide by cutting your wrists?
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Posted on 08-26-16, 10:49 pm


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...what the fuck, Butter.
Posted on 08-27-16, 12:03 am
Fuzzy
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Never question our (second in command)overlord, skawo.

But this is going offtopic. Could somebody add sideways scrolling into the level editor? It's pretty annoying that it's not a thing. If not, I could do it.
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Posted on 08-27-16, 01:06 am
Roy Koopa
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Hold shift and scroll. Pretty basic.
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Posted on 08-27-16, 06:26 am
Fuzzy
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Omg. I didn't even know that was a thing. Thanks.
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Posted on 08-27-16, 09:47 pm (rev. 1 by  MeroMero on 08-27-16, 09:56 pm)
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Pull request updated with the following:
_Conveyor Belts direction highlighted as per  Hiccup request
_Tileset, FG and BG names updated according to  KingYoshi's list


Conveyor belts only display their arrows when Tileset is either 1 (Castle) or 39 (Tower).
The check is done on Tile Numbers rather than Tile Behaviors because the conveyor animations are tied to the former.

Download link:
nsmb-editor-380b.zip
Posted on 08-28-16, 09:45 am
Birdo


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Couldn't you make it based on tile behaviour and just have an rectangle with arrows in it?

Anyway, still very helpful.
Posted on 09-04-16, 02:19 pm
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Uploading those 3 files as a fail-safe, just in case:

SpriteData.cs
SpriteEditor.cs
spritedata.xml

I made the level editor read the Actor's graphics AND data associated to each of the 326 sprites, the 3 files above are what I modified to achieve that.

Now the only thing I have to do is make the Level Editor read the Actor Data as bits.
Posted on 09-05-16, 03:18 pm
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nsmb-editor-380b.zip
I finally completed my end of the bargain.

On top of the previous changes, what this update brings to the table is something else entirely:
_Sprites will take the ActorData from the Actor they are linked to;
_Sprites' names on the level editor will now take into account their respective Actor rather than the Sprite itself;
_Changes to Sprite<>Actor associations in the table located in overlay 0 will be reflected correctly on the Level Editor upon restarting the NSMBe;
_spritedata.xml, while it keeps its name, now holds the data for the Actors themselves rather than the Sprites as it previously did;
_the ids in the spritedata.xml field tags now take ids from 1 to 48 (bit), improved from the previous range of 0 to 11 (nybble).
_last but not least, SpriteData.cs was modified to make the Level Editor capable of reading and writing SpriteData (or rather ActorData now) bit per bit as opposed to nybble per nybble, allowing for far more accurate parameters (as in taking into account modulos when data was read nybble-wise), or even new parameters that couldn't be previously specified, as shown in some examples below:

NEW: Starting direction




NEW: Direction




NEW: Color




NEW: Scrapped width






The only thing left, modifying this page, is up to  Dirbaio now.
Posted on 09-05-16, 03:32 pm (rev. 4 by  Hiccup on 09-05-16, 03:36 pm)
Birdo


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Very good work. I don't really understand the "scrapped width" thing though, what is that setting about?

Also, have you done something with the actor sets? They are hopelessly outdated in the main fork (done by sprite rather than actor, old names (like "Pipe caterpillar guy" instead of "Squiggler", presumably missing stuff).
Posted on 09-05-16, 03:38 pm (rev. 1 by  MeroMero on 09-05-16, 03:39 pm)
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Remember my Sprite 84 helper, if you put a zoom right above 32, you'll see what happens.
Basically, if you put a scrapped width of 3 for example, the zoom won't take into account the 3 closest columns of tiles from each part of the Y-axis (in total 6 columns).

Oh derp, I didn't touch Actor Sets names yet, but that can wait for the next update, for now I just want to chill a bit.