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Main - ROM Hacking - New SMB Editor 2 - Now improved and easier to use! New thread | Thread closed

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Treeki
Posted on 07-24-07 10:09 PM (rev. 5 of 08-24-07 08:31 PM) Link | Quote | ID: 57492


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The old post got deleted and I don't have a backup. But, I've tried to recreate what I can remember here.


This is the rewritten version of my editor for New Super Mario Bros, which was done in 2 days.
It lets you edit various things in the game and is updated often!

FAQ:
Q: Why are the graphics messed up?
A: Because they're not yet finished. You can still see tile previews for some tiles in the Pick Tile/Object Editor dialogs.

Q: Where do I find a NSMB ROM?
A: Somewhere. We can't post ROM links here, so go look on a ROM site or something.

Q: What emulator plays NSMB?
A: No$GBA.

Q: How do I use this?
A: Open program, open ROM, select level.
Double-click on an object in the list to change it.
Click on an object in the level view to scroll to it in the list.
To change time limit, graphics or Mario's tileset, click on Edit Level Header.
Save your level when done.

Q: Why are so many tiles named "Unknown Tile", and why are so few tiles in the Pick Tile list?
A: For a tile to show up in either of these, it must have a name listed in objdef.ini. But not every tile has been documented. The format is relatively easy to understand if you wish to add more tiles; just read the descriptive comments in the file and look at the examples already there!

Screenshot:


Download:
NSMB Editor 2.2
Includes: Editor, object definitions for every object in World 1-1, Visual Basic 6 source code

Old versions: (warning, no support is offered for these and they will no longer be updated)
Editor 2.1
Editor 2.0
Editor 1.4
Editor 1.3

Other stuff:
NSMB Level Format documentation, by me (including enemy data information!) (slightly outdated)

Please post a comment if you tried this!
Before you ask a stupid question, do read the FAQ and see if it's answered there.
Find a bug? Then please report it, as I want this program to be as bug-free as possible!
Improved objdef.ini by adding more definitions and/or previews? Help us out by posting them so they can be added to the next update!


____________________
I'll put something here later.

AlexAR
Posted on 07-24-07 10:36 PM Link | Quote | ID: 57494


Koopa
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Wow, it all looks fantastic Treeki. Very very good job. But...how do we play our hacks? Do we have to load em up onto those flash cards thingamabobs that people use to play home brew games on their DS's? I know there are some DS emulators out there, but they area all terrible and you cant really play any DS games on em at any descent speed.

What do you suggest?

Treeki
Posted on 07-24-07 10:43 PM Link | Quote | ID: 57497


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Posted by AlexAR
Wow, it all looks fantastic Treeki. Very very good job. But...how do we play our hacks? Do we have to load em up onto those flash cards thingamabobs that people use to play home brew games on their DS's? I know there are some DS emulators out there, but they area all terrible and you cant really play any DS games on em at any descent speed.

What do you suggest?

No$GBA! Recent versions play NSMB quite well, even on not-so-good computers. A recent update fixed the "intro takes 1 hour" glitch and now it takes 1-2 minutes, and NSMB is perfectly playable. Even more so if you get to the Tower and save, so you don't have to watch the intro every time. I used No$GBA for all the testing I did for this; I don't have a flash cart.

____________________
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Sonicandfails
Posted on 07-25-07 12:14 AM Link | Quote | ID: 57523


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Well, to get a full speed feel, you may have to set it to double speed.

____________________
I miss post headers more.

Tanks
Posted on 07-25-07 12:25 AM Link | Quote | ID: 57529


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I personally use my M3 but if I'm lazy I just use no$...


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GuyPerfect
Posted on 07-25-07 12:45 AM Link | Quote | ID: 57533


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Ah, OldHack v0.2 is looking quite good!

Treeki
Posted on 07-25-07 12:47 AM Link | Quote | ID: 57534


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Posted by GuyPerfect
Ah, OldHack v0.2 is looking quite good!

0.2?

____________________
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GuyPerfect
Posted on 07-25-07 12:51 AM Link | Quote | ID: 57538


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Indubidibly.

Ailure
Posted on 07-25-07 12:54 AM Link | Quote | ID: 57540

Hats
Steam Board2 group
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And some open source projects is worked on for years without reaching 1.0, while usually being fully usable (just hadn't reached all goals that was set from the beginning).

Hmm, I guess I give this a spin. Been awhile since I tried DS emulation after all...

____________________
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Treeki
Posted on 07-25-07 01:06 AM Link | Quote | ID: 57549


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Posted by GuyPerfect
Indubidibly.

It won't be the only release ever; I will make sure of that.
Yes, it's still a work-in-progress, but there are also stable releases with not all the planned features, which are 2.0, 2.1, etc.
And yes, my "released later" comment was correct.

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Tanks
Posted on 07-25-07 01:16 AM Link | Quote | ID: 57551


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Treeki: I was wondering, what do you think the Big Coins are? Are they objects of some sort? I just want your take on this before I do something stupid AGAIN

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Treeki
Posted on 07-25-07 01:24 AM Link | Quote | ID: 57553


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Posted by Tanks
Treeki: I was wondering, what do you think the Big Coins are? Are they objects of some sort? I just want your take on this before I do something stupid AGAIN

Probably stored as enemies.


That's a scrapped "show enemy" mode in the old editor. I never finished it, but it works on 1-1 (somewhat)l. You can clearly see the Star Coins!

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Sonicandfails
Posted on 07-25-07 02:52 AM Link | Quote | ID: 57587


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They are enemies. Located at EB.

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Tanks
Posted on 07-25-07 04:17 AM Link | Quote | ID: 57637


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Posted by Sonicandfails
They are enemies. Located at EB.


Ironic how they are "Enemies" yet you need to get them to beat the game. LOL

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Squash Monster
Posted on 07-25-07 04:26 AM Link | Quote | ID: 57643


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That's because every game ever does sprites/objects, not enemies/notenemies.

This looks great. Reminds me of EggVine back when I was making it. To a ridiculous degree.

Keep up the good work. And try to get graphics in there, or idiot hackers will be bugging you to add that feature four years later when you don't remember anything about the game.

____________________

Tanks
Posted on 07-25-07 05:24 AM Link | Quote | ID: 57685


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[citation needed]

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Treeki
Posted on 07-25-07 12:00 PM Link | Quote | ID: 57794


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Posted by Tanks
Pretty much what you can do when you put your mind to it

Since sonic's too lazy I'll post his vid too

That was almost impossible to see, and why did you link to it twice?

Oh yeah, I'm also planning on creating a sort of "patcher" that can create patches for NSMB levels, since apparently IPS doesn't work on 16MB+ files (NSMB is 32MB).
Basically, it will run through the ROM, create a checksum of each level and if it's not the same as the original, it will be saved in the patch file. Not sure if it will be in the next version, though.
Here are my priorities for stuff I need to do: (stuff at the top has the highest priority)
Enemy editing
More header editing
Easy patching for distribution of hacks
Graphics (From included files, similar to that Super Mario Kart editor)
Graphics (From ROM)

____________________
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Raccoon Sam
Posted on 07-25-07 12:08 PM Link | Quote | ID: 57795


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Posted by Treeki
Oh yeah, I'm also planning on creating a sort of "patcher" that can create patches for NSMB levels, since apparently IPS doesn't work on 16MB+ files (NSMB is 32MB).


May I suggest NINJA?

____________________


Squash Monster
Posted on 07-25-07 12:10 PM Link | Quote | ID: 57797


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You should make your patcher go through all the files in the ROM, not just the levels. It shouldn't be any harder to code, and it'll help the scene out as a whole. The hacking scene needs a new patcher for the new systems anyway.

____________________

Treeki
Posted on 07-25-07 12:18 PM Link | Quote | ID: 57799


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Posted by Squash Monster
You should make your patcher go through all the files in the ROM, not just the levels. It shouldn't be any harder to code, and it'll help the scene out as a whole. The hacking scene needs a new patcher for the new systems anyway.

Well, it -may- be harder if the files are larger/smaller than the originals. I haven't yet figured out how to insert data (instead of overwrite) using VB's Get and Put statements, so I can't easily make something like that.
I would also have to insert all the modified files into the patch, instead of just what's changed, which could cause a problem with the "copyrighted data" thing on games which store all their data in one file (I know there are a few).
That's why I chose to only have it work on NSMB levels.

____________________
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Main - ROM Hacking - New SMB Editor 2 - Now improved and easier to use! New thread | Thread closed

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