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Posted on 01-24-12, 06:19 pm (rev. 1)
Roy Koopa


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Suggestion: Adding the "View in 4bpp" checkbox to Tilesets Simple
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Posted on 01-24-12, 06:20 pm
Super Mario
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But, why?

NSMB can't *use* 4bpp graphics as tilesets.
Posted on 01-24-12, 06:22 pm
Roy Koopa


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Can you make a small test revision? I have to test something. If it really works, it would break some "walls" in hacking
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Posted on 01-24-12, 06:24 pm
Super Mario
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Give more details before asking me to code something, please

If I'm right, you want to import 4BPP graphics into tilesets, so that you will have the double space to draw tiles, right?

Well, that won't work. Why? becuase NSMB just loads the tileset graphics into VRAM and tells the DS graphics hardware that it's 8BPP graphics, always. So if you import 4BPP graphics, you'll just get the same garbled mess as when you open 4BPP graphics as 8BPP

Were you going to do that, or something else?
Posted on 01-24-12, 06:27 pm
Roy Koopa


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Nope, not that. I imported a image from the UI_Studio folder with its .nsc (tilemap)
So if I can edit the image now in 4bpp in the Tileset Editor, it would be awesome. With this nice little trick, I can edit .nsc files. So no more HEX-Editing
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Posted on 01-24-12, 06:28 pm
Super Mario
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Oh no no no no.
It doesn't work that way. The Map16 tilemap has a slightly different format than normal tilemaps.

Proper support for editing *any* type of tilemaps is coming soon.
Posted on 01-24-12, 06:29 pm
Roy Koopa


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But it works o0 I tested it already. It shows me the Image in the wrong format with the very small Map16
I can make a screen, if you dont trust me
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Posted on 01-24-12, 06:31 pm
Super Mario
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If you want proper editing just wait

If the editor can't edit tilemaps for now, it's because it can't, even if you try to make tricks with the tileset editor If it could, I would have already added proper suppor for it, for sure.
Posted on 01-24-12, 06:32 pm
Roy Koopa


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But... it WORKS...
Damn... I hate waiting
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