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Posted on 09-15-14, 09:43 am (rev. 1 by ImageBot on 11-21-16, 03:05 am)
Red Cheep-cheep


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Is anything known about changing the position of the "paths" on the world maps? (you know like, where Mario can walk and where the red dots are and whatever else)

I know that the data for it isn't stored in w<world number>.nsbmd, because this happens if you try to import w2.nsbmd into World 1:



If someone finds out where this information is stored, NSMB hacking will be a lot cooler.

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Posted on 09-15-14, 10:59 am


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Where the paths are shown is stored in the model. But where Mario does actually move is stored somewhere in the overlays I guess.
Posted on 09-15-14, 11:45 am
Birdo


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It is still the case that models do not hide anything, people have tried editing them and they do not change where Mario moves!
Posted on 09-15-14, 12:29 pm (rev. 1 by  shaddow24 on 09-15-14, 12:30 pm)
Red Cheep-cheep


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Posted by Freeze
Where the paths are shown is stored in the model.

Yeah. Whatever. I knew what I meant
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Posted on 09-16-14, 07:54 am
Birdo


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It's not much use if nobody else does though.
Posted on 09-16-14, 04:15 pm
Goomba


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Maybe the paths are in the arm9. At least, we know the level-spots and the corners can be gridded; they're at a concrete distance (at 0.5 meters). I guess the game matchs an "action" byte (walk to up, down, left, right/be stopped by a star-coin sign/a level-spot...), every 0.5 meters in the worldmap.
Posted on 04-09-16, 11:13 am
Panser


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Hello. if for example the map of the world 1 there a point where there are no trees mushrooms etc. how do I add any 3d model?
Posted on 04-09-16, 11:17 am (rev. 1 by  Hiccup on 04-09-16, 11:17 am)
Birdo


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Posted by mikelan98
Maybe the paths are in the arm9. At least, we know the level-spots and the corners can be gridded; they're at a concrete distance (at 0.5 meters). I guess the game matchs an "action" byte (walk to up, down, left, right/be stopped by a star-coin sign/a level-spot...), every 0.5 meters in the worldmap.

*cough*NSMB Worldmap Editor*cough*
Posted on 04-09-16, 11:44 am
Panser


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the problem is that I can not use world map editor opens please consider me overlay9_8.bin files and then nsmbe not decompresses
Posted on 04-09-16, 11:47 am


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The new versions of NSMBe doesn t decompress the overlays. You have to use an old version od NSMBe (I think the 350 decompress the overlay.)
Posted on 04-09-16, 11:56 am
Panser


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there is still a problem in the editor there is a folder called arm9 , opening it what file I have to unpack ?
Posted on 04-09-16, 12:03 pm


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Well, open your ROM with NSMBe r350.
Go in ROM File Browser,
Double click on ARM9 Overlay Table,
click (one click) on 020CC2E0 - 020EE33F, OV 8, FILE 18
Then click on Decompress Overlay,
Export it.

DONE.

However I don't know if this is the correct thread for speaking of this.
Posted on 04-09-16, 12:25 pm
Panser


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this file is not present
Posted on 04-09-16, 12:28 pm


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Did you opened the ROM with NSMBe r350?

Note: ARM9 Overlay Table is a folder, 020CC2E0 - 020EE33F, OV 8, FILE 18 is a file (overlay8).
Posted on 04-09-16, 12:44 pm
Panser


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I opened nsmbe then I opened arm9table and I do not find that file I found only 020DE360-0210081F , OV 8 FILE 20
Posted on 04-09-16, 12:47 pm


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You are using an EUR ROM, true?

I don't know if it work with NSMB WMap Editor.

However it is the overlay8.
Posted on 04-09-16, 12:52 pm
Panser


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IT'S EU ROM
Posted on 04-09-16, 12:53 pm
Roy Koopa
The guy who does things.

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But are you using revision 350? This one
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 04-09-16, 12:55 pm


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Yep. I have understood. You have to decompress 020DE360 - 0210081F, OV 8, FILE 20.
But I don't know if it works with NSMB WMap Editor.
Posted on 04-09-16, 12:55 pm
Panser


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you can do this with a EU rom ?
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