Pages: 1
Posted on 07-12-16, 04:21 pm (rev. 1 by  MeroMero on 07-12-16, 07:13 pm)
Death by cuteness

Karma: 6554
Posts: 462/598
Since: 05-01-13
Step 1:
Open your NSMB ROM in NSMB editor.

Step 2:
Go to ROM File Browser -> FILESYSTEM -> root -> uiStudio.

Step 3:
Before proceeding any further, extract the file UI_O_1P_course_select_u_ncg.bin, you'll see later why you need to do this step.

Step 4:
Double-click on the file UI_O_1P_course_select_o_ud_ncl.bin to open the Palette Viewer.
Tick 16 Color on the bottom-left, and click Add all.

Step 5:
You can close the Palette Viewer, then double-click on UI_O_1P_course_select_u_ncg.bin.

Step 6:
On the 2D Texture Editor window, click on View in 4 bpp format.
Set Tile Width to 24.
Click on Export this bitmap.

Step 7:
Open the image you exported in Step 6 with Photoshop, GIMP or another Image editor.

Step 8:
Now that the image is opened, click Ctrl+A (which is usually the shortcut for Select All) and click Del.
This will completely erase the image, but not the template, which is what we need.

Step 9:
Now fetch your custom World Icons (who must be 32×32 in size, regardless of transparency), and copy them in the image template with the following line-up:
_Duo 1: W1 with W8
_Duo 2: W2 with W6
_Duo 3: W3 with W4
_Duo 4: W5 with W7
Not only that but to ease the workload, group them in such a way that you can delete the 3 other duos in one single selection, something like this for example:


Step 10:
Select duos 2, 3 and 4 and click Del, then Ctrl+S (which is usually the shortcut for Saving)
On NSMB editor, select palette 5, then click on Import this bitmap and recreate palette to import the image you just saved on Photoshop.

Step 11:
Now go back to Photoshop, and click Ctrl+Alt+Z (which should Undo the last action).
Repeat step 11 but with duos 1, 3 and 4 this time.
Then once you're done you will have to repeat this operation twice more, for duos 1, 2 and 4 and for duos 1, 2 and 3.
When you import the remaining duo, keep in mind the palettes you want to overwrite:
_Duo 1: palette 5
_Duo 2: palette 4
_Duo 3: palette 6
_Duo 4: palette 7

Step 12:
You can click Save all and exit the Tilemap Editor.
Go to file UI_O_1P_course_select_u_ncg.bin and click replace to re-import the file you extracted in step 3.

Step 13:
Repeat Step 4.

Step 14:
You can close the Palette Viewer, then double-click on UI_O_1P_course_select_d_nce.bncd.

Step 15:
Click on View in 4 bpp format.

Step 16:
Now locate each of the World Icons, and click Import this bitmap with existing palette, as a reminder:
_W1: palette 5
_W2: palette 4
_W3: palette 6
_W4: palette 6
_W5: palette 7
_W6: palette 4
_W7: palette 7
_W8: palette 5

Step 17:
Click Save all and exit the Tilemap Editor.

Step 18:
In DeSmuMe:






The World Icons from  Ultraboy are used only as examples.
Posted on 07-12-16, 04:23 pm


Karma: 19752
Posts: 429/1100
Since: 04-02-13
This really seems like a perfect thing to ASM Hack to use separate palettes, you know. Wink Wink Nudge Nudge Poke Poke
Posted on 07-12-16, 04:27 pm
Death by cuteness

Karma: 6554
Posts: 463/598
Since: 05-01-13
The same thing I said to  snake block, I can do that but first I want to finish my (groundbreaking ?) ASM Hack, in fact I already finished it but I still need to re-arrange the, how many? Oh yeah, 2220 new files that I created in a folder named visual_course!

I can give a hint about what it is: this ASM Hack emulates NSMB U behavior kinda.
Posted on 07-12-16, 05:09 pm (rev. 1 by  Hiccup on 07-12-16, 05:09 pm)
Birdo


Karma: 2754
Posts: 1644/2091
Since: 06-26-11
That sounds like something like an extra BG layer or tile layer of some sort
Posted on 07-12-16, 05:15 pm


Karma: 19752
Posts: 430/1100
Since: 04-02-13
"NSMBU behaviour"?

Sounds intriguing.
Posted on 07-12-16, 06:32 pm
Panser


Karma: 577
Posts: 69/332
Since: 04-09-16
Posted by MeroMero
Step 1:
Open your NSMB ROM in NSMB editor.

Step 2:
Go to ROM File Browser -> FILESYSTEM -> root -> uiStudio.

Step 3:
Before proceeding any further, extract the file UI_O_1P_course_select_u_ncg.bin, you'll see later why you need to do this step.

Step 4:
Double-click on the file UI_O_1P_course_select_o_ud_ncl.bin to open the Palette Viewer.
Tick 16 Color on the bottom-left, and click Add all.

Step 5:
You can close the Palette Viewer, then double-click on UI_O_1P_course_select_u_ncg.bin.

Step 6:
On the 2D Texture Editor window, click on View in 4 bpp format.
Set Tile Width to 24.
Click on Export this bitmap.

Step 7:
Open the image you exported in Step 6 with Photoshop, GIMP or another Image editor.

Step 8:
Now that the image is opened, click Ctrl+A (which is usually the shortcut for Select All) and click Del.
This will completely erase the image, but not the template, which is what we need.

Step 9:
Now fetch your custom World Icons (who must be 32×32 in size, regardless of transparency), and copy them in the image template with the following line-up:
_Duo 1: W1 with W8
_Duo 2: W2 with W6
_Duo 3: W3 with W4
_Duo 4: W5 with W7
Not only that but to ease the workload, group them in such a way that you can delete the 3 other duos in one single selection, something like this for example:


Step 10:
Select duos 2, 3 and 4 and click Del, then Ctrl+S (which is usually the shortcut for Saving)
On NSMB editor, select palette 5, then click on Import this bitmap and recreate palette to import the image you just saved on Photoshop.

Step 11:
Now go back to Photoshop, and click Ctrl+Alt+Z (which should Undo the last action).
Repeat step 11 but with duos 1, 3 and 4 this time.
Then once you're done you will have to repeat this operation twice more, for duos 1, 2 and 4 and for duos 1, 2 and 3.
When you import the remaining duo, keep in mind the palettes you want to overwrite:
_Duo 1: palette 5
_Duo 2: palette 4
_Duo 3: palette 6
_Duo 4: palette 7

Step 12:
You can click Save all and exit the Tilemap Editor.

Step 13:
Repeat Step 4.

Step 14:
You can close the Palette Viewer, then double-click on UI_O_1P_course_select_d_nce.bncd.

Step 15:
Click on View in 4 bpp format.

Step 16:
Now locate each of the World Icons, and click Import this bitmap with existing palette, as a reminder:
_W1: palette 5
_W2: palette 4
_W3: palette 6
_W4: palette 6
_W5: palette 7
_W6: palette 4
_W7: palette 7
_W8: palette 5

Step 17:
Click Save all and exit the Tilemap Editor.

Step 18:
In DeSmuMe:






The World Icons from  Ultraboy are used only as examples.




thanks MeroMero for tutorial. I feel honored because you have used my icons
Posted on 08-13-16, 07:10 pm
Goomba
banned for being too dumb

Karma: -46
Posts: 24/28
Since: 08-06-16
I would not want to appear the icons and change them easily then there is an easier way?
Posted on 08-13-16, 08:05 pm
Death by cuteness

Karma: 6554
Posts: 542/598
Since: 05-01-13
Posted on 09-28-16, 10:11 am


Karma: 6
Posts: 2/2
Since: 09-27-16
I can't find UI_O_1P_course_select_u_ncg.bin !
Please help !
Posted on 09-28-16, 11:58 am (rev. 1 by  MarioFanatic64 on 09-28-16, 11:59 am)
Roy Koopa
The guy who does things.

Karma: 12684
Posts: 2236/2796
Since: 07-01-11

New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 10-06-16, 03:08 pm


Karma: -30
Posts: 6/6
Since: 10-03-16
Posted by skawo
This really seems like a perfect thing to ASM Hack to use separate palettes, you know. Wink Wink Nudge Nudge Poke Poke
Hey swako , you know what name of ''NEW'' font of NSMB Series Logo?
Posted on 10-06-16, 03:35 pm (rev. 2 by ImageBot on 11-21-16, 03:24 am)
Mariomaster

Karma: 8528
Posts: 670/1681
Since: 06-09-12
Perfect thread you chose to ask this question, really.
Also  skawo's quote fits your question perfectly.
Lastly why don't you send a pm to him, if you only want an answer from him

Anyways, not a perfect match, but Imaki Condensed Bold Italic seems simmilar.


_________________________
GitHub - Kuribo64 - YouTube
Posted on 10-06-16, 05:53 pm (rev. 1 by  Hiccup on 10-06-16, 05:54 pm)
Birdo


Karma: 2754
Posts: 1908/2091
Since: 06-26-11
I don't know if this contains the font, but it might be helpful anyway: an official (or at least licensed) SVG of the logo http://www.pidgi.net/wiki/File:Logo_(SVG)_EN_-_New_Super_Mario_Bros.svg
Posted on 04-09-17, 08:57 pm, deleted by RicBent: And a 3 month unnecessary bump...
Posted on 02-02-20, 04:32 pm


Karma: 103
Posts: 12/38
Since: 04-14-19
I tried doing this, but I kept failing. Is there any way you can help me with it?
_________________________
very noice

My old hack: https://nsmbhd.net/thread/5153-more-super-mario-bros-ds/
My new hack: https://nsmbhd.net/thread/5551-more-super-mario-bros-3ds/
My website: https://uptownranger.weebly.com/
Posted on 05-18-21, 01:48 pm
Buster Beetle
something that resembles the blaze of a fire

Karma: 506
Posts: 237/464
Since: 03-18-21
Posted by MeroMero
Step 1:

Step 6:
On the 2D Texture Editor window, click on View in 4 bpp format.
Set Tile Width to 24.
Click on Export this bitmap.


Can someone help me? The width box is blocked

Posted on 05-18-21, 07:03 pm
Giant Red Paratroopa
Not Edible

Karma: 3366
Posts: 1282/1447
Since: 02-12-16
that's because you only opened the palette without the bitmap
_________________________
Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

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