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Posted on 06-21-15, 02:57 pm (rev. 2 by RicBent on 06-21-15, 02:59 pm)
Mariomaster

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Posted by Hiccup
I also noticed that 8-Red Toad House appears to be missing.


Posted by Mariomaster
Edit: Just noticed that w8 has 17 nodes, not 16. Have to update the xml...


That is my fault. The editor goes to the offsets given in the xmls and reads as many nodes also given in the xmls.

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Posted on 06-21-15, 03:19 pm
Birdo


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Can you fix it?
Posted on 06-21-15, 07:33 pm (rev. 2 by ImageBot on 11-21-16, 03:16 am)
Mariomaster

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Here is a new build for you: NSMB Worldmap Editor v1.1

It fixes the fault mentioned by  Hiccup.
With this built you can also view all the animation paths (wX_move.nsbca) of NSMB.


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Posted on 06-21-15, 07:57 pm
Birdo


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Thanks. Which revision is that build based on?
Posted on 06-21-15, 08:08 pm
Mariomaster

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Posted by Hiccup
Thanks. Which revision is that build based on?


The latest
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Posted on 06-21-15, 09:07 pm
Hammer Brother


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Er.. Maybe a dumb comment, but I don't really get what those 'Animation paths' are.
Posted on 06-22-15, 01:52 pm
Birdo


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They change where Mario moves.

--

These are the unused nodes I've found:
http://hiccup.shoutwiki.com/wiki/New_Super_Mario_Bros.#Unused_World_Map_Nodes
I have some questions about them:
* Are there any others?
* Are they actually unused?
* How can you properly determine what level the "area" means?
* Are there any unused paths?
Posted on 06-22-15, 02:12 pm (rev. 2 by RicBent on 06-22-15, 03:01 pm)
Mariomaster

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1. Don't know. Maybe there are also nodes after these in the xml files that are working
2. Yes they are (otherwise it wouldn't make any sense )
3. Let me give you an example:
-1-1 Area 1 -> Area 1
-1-1 Area 2 -> Area 2
-1-1 Area 3 -> Area 3
-1-2 Area 1 -> Area 4
And so on
4. Atm I haven't seen any. The editor shows every path that is in the files. So i doubt that there is any.

Edit: You can increase the shown nodes in the dataNodes.xml. But the editor will probably crash if there is a number out of range the numeric up and downs.

Edit 2:
W3: Node 6 is unused, too

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Posted on 06-22-15, 02:53 pm (rev. 3 by  KingYoshi on 06-22-15, 02:53 pm)
Hammer Brother


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I guess it could be that some unused nodes are in the (U)ROM,
but not - for example - in the (E)ROM, couldn't it?

@Hiccup
Thanks
Posted on 06-22-15, 04:48 pm (rev. 5 by RicBent on 06-22-15, 05:55 pm)
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Good news!

I succesfully made the editor able to mod the different frames of the paths.

Here a little example of what's possible:



Now I have to implement that you can actually add frames to an animation.

Here is also a new buid for you containing that function: NSMB Worldmap Editor v1.2
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Posted on 06-22-15, 06:28 pm
Birdo


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Posted by KingYoshi
I guess it could be that some unused nodes are in the (U)ROM

I used a U rom, like usual. I think only the U rom works with this editor anyway.
Posted on 06-24-15, 10:14 am
Birdo


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Can you say the things that are not worked out? My guess is, star coins signs, something to-do with towers and castles?
Posted on 06-24-15, 10:29 am
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Posted by Hiccup
Can you say the things that are not worked out? My guess is, star coins signs, something to-do with towers and castles?


-Positions of Castle/Tower/Toad-Houses
-Data Paths
-Starcoin signs (May have to to something with data paths)
-Views of the worldmap (How far the camera is able to scroll)
-Probably more
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Posted on 06-24-15, 10:45 am
Hammer Brother


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Wait, what about the path of Bowser Jr?
Posted on 06-24-15, 10:52 am (rev. 3 by RicBent on 06-25-15, 08:10 pm)
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Posted by KingYoshi
Wait, what about the path of Bowser Jr?


Maybe he uses the same animation paths as Mario. Maybe there is a list in overlay 8 that tells Bowser Jr., which ones he has to use to get to the towers/castles. That is the most plausible way it could work, because every model that moves need a file (a .nsbca) that tells it where to move.

Edit: Made a mayor progress today

Edit 2: Well. Shit. *RicBent smashes his head against a wall thinks about what he made wrong
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Posted on 06-29-15, 03:56 pm (rev. 3 by RicBent on 06-29-15, 04:44 pm)
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Well. Today I made a huge progress with the path editor. Currently there is only one mayor bug (that I can fix pretty easy with a bit of time). When I fixed that, I'll release another build.

That one will include:
+ Every frame of the paths in x, y, z and Mario's looking direction modifyable
+ Frame adding/removing
+ Walk generator (so you don't have to set the settings of every frame on your own)
- You can't use the original .nsbca files of NSMB, because they are so overcomplicated that creating an editor for them would be way to time consuming (so the .nsbca files are created by the editor itself)

You can already do all that (including the bug ) by building the editor from the git repo.

I hope that I'll get the bug fixed already today

Edit: A little example of what's now possible (x, y, z (Seen as jump), direction transformations)




Edit 2: And I can confirm that Bowser Jr. uses the exact same path as Mario (including jumps)
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Posted on 06-29-15, 04:55 pm
Hammer Brother


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But sometimes, there are several ways to reach to the Tower/Castle on the Worldmap.
For example, in World 3, Mario could take the following paths:
1.) W3-1 --> W3-2 --> W3 Tower
2.) W3-1 --> W3-A --> W3 Tower

Bowser Jr takes the first one, probably because that's the regular way(?)
But Mario can choose which path he takes.
Shouldn't it be possible to make Bowser Jr take the second path then?
Posted on 06-29-15, 05:06 pm (rev. 5 by RicBent on 07-03-15, 10:09 am)
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Probably there is an array in the overly which tells Bowser Jr. wich paths he has to use

Edit: And I think the bug is fixed now


Edit 2:
First atempt, creating a fully custom worldmap:

*Video moved to next post


Also: The Pathanimations Editor works atm but very unstable and with (probably) a few bugs. So I'll release a new build when I think it's ready.
But you can already try it yourself after building it from the git repo.
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Posted on 07-01-15, 01:15 am
Ninji


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Green Hill Zone is that you? All joking aside really nice work! I really didn't expect this to go this far. Keep up the good work
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My Hack (whoops link is fixed now):
http://nsmbhd.net/thread/2953-super-luigi-world-ds/
Posted on 07-03-15, 10:14 am (rev. 1 by RicBent on 07-03-15, 10:14 am)
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If you haven't seen it yet, because I couldn't douple post:

My first atempt to create a fully custom worldmap:


It has still many bugs caused by the data paths, but that 'll be doable soon.


Here is a new build for you: NSMB Worldmap Editor v1.3

This allows you to create a fully custom .nsbca file with as many frames you want. You are also able to edit every frame in x, y, z and direction. I also added a small tool which allows you to create a walk, so you don't have to edit every single frame on your own.
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