Posted on 10-25-13, 05:47 pm
Giant Koopa
We do what we must because we can

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Nice work but:
It seems you cant edit the unknown 5&6 values of the paths anymore. Is that a bug? It seems so.
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Posted on 10-26-13, 02:06 pm
Fuzzy
Full mod

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Posted by Arceus
Nice work but:
It seems you cant edit the unknown 5&6 values of the paths anymore. Is that a bug? It seems so.

What? They can still be edited. Open a new thread if you're having problems with them.
Posted on 08-18-16, 02:44 pm


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Since: 05-01-13
Pull request done on GitHub with the following files/folders waiting for the update:
_Sprite Images
_Resources.resx
_NSMBSprite.cs


Details:
Sprite 21 (Mega Goomba): Sprite 29 (Princess Peach): Sprite 35 (Final Boss): Sprite 41 (Bowser Switch): Sprite 58 (Bowser): Sprite 63 (Dry Bowser): Sprite 65 (CheepSkipper): Sprites 129 & 140 (Boss Key): Sprite 229 (Petey Piranha): Sprite 295 (MummiPokey): T-Pose illustration implemented Sprite 245 (Swollen Pipe): Swollen Pipe implemented Pump position calculated Sprites 71, 72 & 297 (Stone Lift): Height calculated Sprite 296 (Lift): Illustration implemented Sprite 297 (Stone Lift): Illustration implemented Sprites 162 & 174 (Mushrooms): Green mushroom implemented Sprite 303 (Ball 'n' Chain): Starting position calculated Sprites 68 & 71: Sprite 136 (Pokey): Modulo taken into account when calculating size



If you don't want to wait for the pull request to be accepted, here is a direct download link:
nsmb-editor-380b.zip
Posted on 08-19-16, 06:54 am
Pokey
Will never finish a hack

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Wow. NSMBe got updated.

You did it, meromero. Maybe this was just a drought, and this is signaling the end.
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Posted on 08-20-16, 10:36 am
Red Cheep-cheep


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Now we can all hope for working decompress overlays button again.
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Posted on 08-23-16, 02:48 pm


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Since: 05-01-13
Pull request was updated with the following:

_Added support for Chinese NSMB Rom.
_NSMBe can open .ids files now.
_iQue protection byte will automatically be set to 0 for any NSMB ROM regardless of the region.
_When drawing the sprites in the Level Editor, NSMBe now takes into account the Actor itself rather than the Sprite.

Actor 28 Green Cheep Cheep implemented Actor 30 Illustration implemented Actor 43 Illustration implemented Actor 60 Copied from actor 28 Actor 64 Illustration implemented Direction highlighted Actor 65 Rotation highlighted Actor 69 Illustration implemented Actor 79 Big sizes implemented Actor 105 Copied from actor 190 Actor 108 Copied from actor 107 Actor 124 Horizontal position implemented Actor 129 Illustration implemented Actor 130 Rotation highlighted Actor 134 Illustration implemented Actors 150 and 157 T-Pose implemented Actor 154 Copied from 148 Actor 173 Length calculation corrected Actor 175 Long platforms taken into account Rotation highlighted Actor 177 Left and right taken into account Actors 179, 180 and 181 Shifting 1/2 tile down taken into account Rotation highlighted Actor 184 Height calculation corrected Actor 186 Rotation highlighted Actor 189 Length modulo 8 taken into account Actor 190 Length modulo 4 taken into account Actor 195 Length modulo 8 taken into account Actors 196 and 197 Height is capped Actor 202 Pipe points in the right direction Actor 209 Size calculation corrected Actor 214 Illustration implemented Actor 228 Amplitude highlighted Starting position highlighted Starting direction highlighted Actor 230 Amplitude highlighted Starting position highlighted Actors 251 and 253 Copied from actor 252 Actors 255 and 256 Copied from actor 254 Actor 259 Brick Block head implemented Actor 262 Height calculation corrected Actor 264 Illustration implemented



Preview:
Enemy generator:


Lakithunder:


Monty Tank:


Rotation:


Draw Bridge:


Pendulum:




Download link:
nsmb-editor-380b.zip






Posted by LuigiXHero
Now we can all hope for working decompress overlays button again.

I can try to get it done by next update, but I'm not making any promises.
Posted on 08-23-16, 03:17 pm
Birdo
Disgustingly Immature Naive Smartass

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Very nice sprite rendering!

What do you mean by "When drawing the sprites in the Level Editor, NSMBe now takes into account the Actor itself rather than the Sprite."?

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Posted on 08-23-16, 04:15 pm
Panser
I AM DERP INCARNATE

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Oh man! I can't get the new version because i'm using the Actor Spawner mod
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Posted on 08-23-16, 04:39 pm


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Posted by Hiccup
Very nice sprite rendering!

What do you mean by "When drawing the sprites in the Level Editor, NSMBe now takes into account the Actor itself rather than the Sprite."?


He means that if you, say replace sprite 1 with a Goomba in the class table, it'll show a Goomba in the editor, not a box.
Posted on 08-23-16, 05:36 pm


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Basically what Skawo said.
Next step will be to transform spritedata.xml into actordata.xml.
Third step will be then to make NSMBe read Actor Data in the xml file as bits instead of nybbles.
Posted on 08-23-16, 05:39 pm
Panser
I AM DERP INCARNATE

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Posted by Arceus
Nice work but:
It seems you cant edit the unknown 5&6 values of the paths anymore. Is that a bug? It seems so.

What do those 2 values even do?
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Posted on 08-23-16, 08:15 pm
Birdo
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Posted by MarioKart7z
Posted by Arceus
Nice work but:
It seems you cant edit the unknown 5&6 values of the paths anymore. Is that a bug? It seems so.

What do those 2 values even do?

They may be unused and useless, which is a valid reason to remove them IMO
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Posted on 08-23-16, 08:23 pm


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Since: 05-01-13
Dunno about value 5, but value 6 is used on the ending node and some others for Dorrie paths.
Posted on 08-23-16, 08:24 pm (rev. 1 by Asprok on 08-23-16, 08:25 pm)
I Am Not Inteligent

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*ahem*
Also, I've had a problems with value 6 (a. k. a. unknown 6) before and, sometimes, if I put any value on one node, it applies to the entire path's nodes, but I don't know if that issue persists.

EDIT: Ninja'd.
Posted on 08-23-16, 09:30 pm
Pokey
Will never finish a hack

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Holy shit meromero. You're our fucking savior.

Next up easy level creation? MARIOMASTER?
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Posted on 08-24-16, 12:45 am (rev. 1 by ImageBot on 11-21-16, 03:23 am)
Banned for being a complete retard.

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And it's compatible with my flocking language!
Please, some admin raise his level karma to 1 billion.




Kisses.
Posted on 08-24-16, 03:36 pm


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Since: 05-01-13
Decompress overlays work again!
nsmb-editor-380b.zip

Also added the xrpl and lrpl method for the ASM Patcher.
On top of that the ASM Patcher now takes into account the following 35 ROMs before putting the "uint sectionTableAddr" parameter to use:
_Pokémon Diamond version (all 7 languages)
_Pokémon Pearl version (all 7 languages)
_Pokémon Platinum version (all 7 languages)
_Pokémon HeartGold version (all 7 languages)
_Pokémon SoulSilver version (all 7 languages)

Which means that if you plan to ASM Hack one of the above ROMs, the only things you have to do is to fetch the Arena offset and modify the arenaoffs file.
Posted on 08-24-16, 08:18 pm
Red Cheep-cheep


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Since: 08-17-11
You are amazing!

Its great to have new progress on the tool. Would be cool if dirbaio gives you full push access.
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Posted on 08-24-16, 11:31 pm (rev. 1 by  pinet on 09-11-16, 05:05 pm)


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Oh my! When I saw this visual improvements on vs 380b, excellent!

[] -P
Posted on 08-24-16, 11:40 pm, deleted by  Piranhaplant