Posted on 02-08-12, 04:25 am (rev. 1)
Buzzy Beetle
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Hi its me again. Well, after i edited the area 3 of the level 1-castle, i can't hear bowser's sounds like when he throw the fire, he jumps, or make the Grrh. i have the sound set in 20 like the original, i dunno why i cant hear the sounds. can someone help me?

EDIT: I forgot to tell you. I have all the necesary bowser sprites but Bowser Jr. doesn't appear neither.
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Posted on 02-08-12, 04:59 am
Roy Koopa


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Did you change the Background?
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Posted on 02-08-12, 02:18 pm
Buster Beetle


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Posted by STORMENT
Hi its me again. Well, after i edited the area 3 of the level 1-castle, i can't hear bowser's sounds like when he throw the fire, he jumps, or make the Grrh. i have the sound set in 20 like the original, i dunno why i cant hear the sounds. can someone help me?

EDIT: I forgot to tell you. I have all the necesary bowser sprites but Bowser Jr. doesn't appear neither.


Make sure you haven't used the activator ID of any of the Bowser sprites in another area of the level. Same with the Zone, don't use that in another area either.
Posted on 02-08-12, 05:56 pm


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It is not because of the Zone. That does not matter.
Posted on 02-08-12, 06:00 pm
Roy Koopa


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The Zone just sets the Fighting-View. Thats where the camera can move/Zoom out/Zoom in.
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Posted on 02-09-12, 02:29 am (rev. 1)
Buzzy Beetle
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Posted by ray
Did you change the Background?

Nope i have the configuration like
tileset: 49
background top layer: 49
background bottom layer: 49
sound set (hex): 20

P.S i imported a new BG in the background bottom layer
Posted by luckwii
Make sure you haven't used the activator ID of any of the Bowser sprites in another area of the level. Same with the Zone, don't use that in another area either.

nope i have the original IDs and i'm not using any other sprites that use IDs.
i hope someone can help me

EDIT: I discovered something, if i put the original area in the castle, i keep getting that no-sounds bug and the bowser jr. doesn't appear neither.
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Posted on 02-09-12, 05:10 am (rev. 1)
Roy Koopa


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What the ... o0
Then i think it has to do with the areas before
OR the new imported BG...
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Posted on 02-18-12, 03:11 pm
Fuzz Ball
KirbyFanatic64 (LOL)

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Hi, everyone. I'm now going to check out new sprites- 324/325.
But I want to know whether it'll corrupt something in the rom or not. And can we make it work correctly right now?
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Posted on 02-18-12, 08:34 pm
Fuzzy
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It certainly won't corrupt your ROM. That's all I know, I'm not sure how to get them to function correctly or what they're meant to do.
Posted on 02-28-12, 01:32 pm
Fuzz Ball
KirbyFanatic64 (LOL)

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Excuse me, how can I make high-quality tileset? In NSHB they did it.
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Posted on 02-28-12, 02:39 pm (rev. 1)


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Posted by MarioSunshine
Excuse me, how can I make high-quality tileset? In NSHB they did it.

Oh man... With High quality we just meant that the palattes are NOT overloaded with different colors. There is still place in our palettes we can fill with colors. That means, the importet stuff looks exactly like in our PNG and is not rendered to a lower amount of colours... ===> HIGH QUALITY

Also you should know if you don't do: HQ (High Quality) is definately not HD (High Definition). Quality means something different than Definition.
Posted on 02-28-12, 09:26 pm
Super Mario
( ͡° ͜ʖ ͡°)

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Basically the tricks to avoid your palette filling are:

- Don't draw with lots of different colors or lots of gradients.
- Remove all the tiles you don't use so that you get more colors for your tiles.

If you see pink at the end of the palette, it means the palette is still not full. If there's no pink, it means the image has too many colors and NSMBe has automatically reduced the color count, which results in a quality loss.
Posted on 03-07-12, 03:36 am
Buzzy Beetle
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In the NSMBe, what is the Use MDI button for? or what does i mean?

(it is in the Tools/Options window)

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Posted on 03-07-12, 04:18 am
Fuzzy
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MDI stands for Multiple Document Interface. This will basically group all of NSMBe's windows into one. Try it out and you'll see.
Posted on 03-07-12, 04:28 am
Fuzz Ball
KirbyFanatic64 (LOL)

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Wow! After you posted that, I instantly try it! And it looks good. Much like in photoshop- It has that too. XD
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Posted on 03-07-12, 04:40 am (rev. 1)
Shyguy


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Same. I remember when it use to be like that, dunno how I never knew of that option. xD

EDIT: Spelling error...
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Posted on 03-07-12, 04:56 am (rev. 1)
Fuzz Ball
KirbyFanatic64 (LOL)

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Does anyone know why I got a corrupted tileset after I edit something in map16 of tower tileset?

Edit: Addition, will the castle tileset corrupted if I edit it? I want to modify some tiles in it.
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Posted on 03-07-12, 08:26 am
Roy Koopa


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Its because a compress/decompressing bug in the new revisions. Use older revisions (r234 for example) to edit graphics.
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Posted on 03-07-12, 01:03 pm
Fuzz Ball
KirbyFanatic64 (LOL)

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Posted by ray
Its because a compress/decompressing bug in the new revisions.

Will it happen to editing .ncg .ncl or something like that too? O_o
Posted by ray
Use older revisions (r234 for example) to edit graphics.

Then I will use Elmario's custom build instead for editing graphics. Thanks, ray!

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Posted on 03-07-12, 01:24 pm
Roy Koopa


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A tileset IS a .ncg ... with a tilemap, too.
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