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Posted on 07-23-11, 09:22 am
Buster Beetle


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I have edited the 17 Snow (with ice) tileset. I have finished building the level and found out in my first test that the map16 has animation data in it. It is corrupting my imported tileset because of it. Can I hex edit so that the tiles are removed from the tiles? I want the tiles to go back to regular tiles so I don't have to delete the whole level and a few days work. The problem is mostly in the 2nd palette.

How do I change these back to regular tiles with no assigned animations? I know it is possible to edit individual tiles say for instance in the Nohara tileset. How do I find the offsets for the tiles? What is the value for a regular tile?
Posted on 07-23-11, 09:46 am
Roy Koopa


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The snow tileset has animations?? o0
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Posted on 07-23-11, 09:54 am
Buster Beetle


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Posted by ray
The snow tileset has animations?? o0


At least one for sure. I think that a lot of it is the moving wood platform on line tiles. Not sure though. But there are tiles trying to animate. The rest corrupt back to ice colors.
Posted on 07-23-11, 10:14 am
Roy Koopa


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Posted by luckwii
Posted by ray
The snow tileset has animations?? o0


At least one for sure. I think that a lot of it is the moving wood platform on line tiles. Not sure though. But there are tiles trying to animate. The rest corrupt back to ice colors.


The moving platforms are sprites with NO animation and the lines are only the behavior.
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Posted on 07-23-11, 04:55 pm (rev. 2)
Buster Beetle


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I was referring to possibly the corruption being caused by the tracks.

Still there are animated tiles in it the tileset within the second palette.


...Or another solution to my problem. Is it possible to import all objects, map 16, everything into a new palette without having to completely rebuild the level?
Posted on 07-26-11, 09:52 am
Super Mario
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I didn't know that the Ice Tileset had animations, in fact, i'm pretty sure it doesnt..

Although an easier solution, in 5.2, would be to just export the whole tileset (to a .nmt file, not just the png image) and importing it in another slot, so that the other tileset doesn't have animations.
Posted on 07-26-11, 01:04 pm
Buster Beetle


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Posted by Dirbaio
I didn't know that the Ice Tileset had animations, in fact, i'm pretty sure it doesnt..

Although an easier solution, in 5.2, would be to just export the whole tileset (to a .nmt file, not just the png image) and importing it in another slot, so that the other tileset doesn't have animations.


I did that and it worked.

There is only one tile that has a few pixels that blink. It is in the second palette. It looked like more because I was using that tile a lot in a level.
Posted on 07-26-11, 01:27 pm
Super Mario
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Weird...
Was it a palette animation, or the tiles themselves were being changed?
Posted on 07-26-11, 05:33 pm
Buster Beetle


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It is one tile that had probably a 4 pixel by 8 pixel bar that ran horizontal and blinked. I could try checking a few saves ago to try and find the tileset location for it.
Posted on 07-27-11, 10:58 am
Super Mario
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Yeah, it would be very interesting
Thanks!
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