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03-29-17 05:10 AM
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0 users reading CoinKiller -- NSMB2 editor upcoming | 1 bot

Main - NSMB2 hacking - CoinKiller -- NSMB2 editor upcoming New reply

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Yami
Posted on 10-22-15 05:50 PM Link | #65153
That's the main problem of Qt: Hardly anyone asks for help (because it's underused), and the official Documentations suck.

StapleButter
Posted on 10-22-15 05:55 PM Link | #65154
... okay?

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RHCafe - NSMBHD - Kafuka - Jul

<SmithJrBlaquaLuigi> Now look, I am not going to make fun of you, but I would like to advise you to kiss my foot.

GunnerBones
Posted on 10-26-15 08:36 PM Link | #65181
Are you sure it's not possible to make NSMB2 levels on Reggie?
I'm sure someone could make a hack for NSMBW that functions as NSMB2. I'm not saying this hack is a bad idea, its great, I'm saying that while its possible to make an editor for NSMB2 someone could also make a hack for NSMB2 on NSMBW in Reggie!, Puzzle (Tileset editor), and Koopatlas (world map editor).

StapleButter
Posted on 10-26-15 08:47 PM Link | #65182
There's a ReggieNext branch that supports NSMB2.


Not a reason to not make CoinKiller though. I believe Python isn't a good language for these things.

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RHCafe - NSMBHD - Kafuka - Jul

<SmithJrBlaquaLuigi> Now look, I am not going to make fun of you, but I would like to advise you to kiss my foot.

Anthe
Posted on 10-27-15 12:09 PM Link | #65185
What does CoinKiller have to offer the ReggieNext branch does not?

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[image]

StapleButter
Posted on 10-27-15 01:39 PM Link | #65186
CoinKiller doesn't rely on an external program to decode textures.


There'll be more, too. It's catching up.

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RHCafe - NSMBHD - Kafuka - Jul

<SmithJrBlaquaLuigi> Now look, I am not going to make fun of you, but I would like to advise you to kiss my foot.

Hiccup
Posted on 10-28-15 06:01 AM Link | #65210
Also, proper tile sizes. :P

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External Signature

Mariomaster
Posted on 10-28-15 12:26 PM (rev. 2 of 10-28-15 12:26 PM) Link | #65216

I have implemented sprite images:

[thumbnail]

So every image you do (best with a good quality) will be implemented directly :)

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GitHub - YouTube - NSMBHD

Hiccup
Posted on 10-28-15 12:43 PM (rev. 2 of 10-28-15 12:43 PM) Link | #65217
Nice work!

Can someone who has a capture card or screenshot homebrew take a picture of Mario standing still in 2D mode, so I can compare ripped tiles with the tiles in 2D-mode screenshots? That would help with sprite images. For example, standing by the blocks at the beginning of 1-1.

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NoThisIsStupider
Posted on 10-28-15 01:52 PM Link | #65218
Sure, i'll do that and post it around 4 est (not at home)

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n3DS XL 11.2 w\ A9LH running latest Luma3DS Nightlty on SysNAND
Wii U 5.5.1 w\ chncdcksn hax DNS & Softmodded vWii

Hiccup
Posted on 10-28-15 01:55 PM (rev. 2 of 10-28-15 01:56 PM) Link | #65219
Thanks. Hopefully I'll find my 3DS soon, and I'll be able to do this sort of stuff myself :P

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Mariomaster
Posted on 10-28-15 03:10 PM (rev. 2 of 10-28-15 03:21 PM) Link | #65220

Posted by Hiccup
Can someone who has a capture card or screenshot homebrew take a picture of Mario standing still in 2D mode, so I can compare ripped tiles with the tiles in 2D-mode screenshots? That would help with sprite images. For example, standing by the blocks at the beginning of 1-1.


You don't need homebrew nor a capture card. Just Press the Home button -> Miiverse -> Save in Screenschoot album. Then you can acces them from your computer

Edit:
You can also search in the NSMB2 Miiverse Community. I found this:
[thumbnail]

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GitHub - YouTube - NSMBHD

NoThisIsStupider
Posted on 10-28-15 03:49 PM (rev. 2 of 10-28-15 04:16 PM) Link | #65221
Miiverse compresses it to crap. I'll edit this post with a few pngs from hans in a few mins, just gotta extract em.

EDIT: Here you go!

[image]

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n3DS XL 11.2 w\ A9LH running latest Luma3DS Nightlty on SysNAND
Wii U 5.5.1 w\ chncdcksn hax DNS & Softmodded vWii

Hiccup
Posted on 10-29-15 08:57 AM (rev. 3 of 10-29-15 08:59 AM) Link | #65228
Thanks!

It seems that tile rips aren't the same as in the screenshot:
[image] <- rip [image] <- screenshot

I guess its close enough. Or maybe there is some on-the-fly image manipulation that can be done to make the rips look like they do in-game :P

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Mariomaster
Posted on 10-30-15 02:17 PM (rev. 2 of 10-30-15 02:28 PM) Link | #65261

I added:
  • Flagpole/Castle
  • Coin Roullete Block
  • Goomba Tower
  • Koopa
  • Midway Flag
  • Special Exit Controller

[thumbnail]

Again: Sprite image contributions are greatly appreciated. Just follow the Guide to *hax 2.5 by NoThisIsStupider

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GitHub - YouTube - NSMBHD

Hiccup
Posted on 10-30-15 02:20 PM (rev. 2 of 10-30-15 02:26 PM) Link | #65262
Looking really great!

If possible, could people follow as many of these guidelines for consistency:
https://docs.google.com/document/d/1jotPLxzVxCV2Rocbep_UEDTonQF0ZmiYn0Y7NuDLddI/edit
Of course the video one isn't possible without a capture card, but iZackefx is getting one soon.

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StapleButter
Posted on 10-30-15 02:27 PM Link | #65263
pretty sweet (minus the jagged borders, but I guess it's like that on the 3DS too)


also, misc hint: for better effect, <li> goes in <ul> or <ol>

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RHCafe - NSMBHD - Kafuka - Jul

<SmithJrBlaquaLuigi> Now look, I am not going to make fun of you, but I would like to advise you to kiss my foot.

Hiccup
Posted on 10-30-15 02:35 PM (rev. 2 of 10-30-15 02:36 PM) Link | #65264
BTW, for some stuff you could use the first frames of animated tiles. From this rip http://www.spriters-resource.com/3ds/newsupermariobros2/sheet/64918/ or it read from the data. The ? block graphics used in the main titlesets aren't the same as the animated ones.

This won't be the exactly same as in-game of course, but meh.

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Mariomaster
Posted on 10-30-15 02:36 PM Link | #65265

Actually I used that one for the coin :)

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GitHub - YouTube - NSMBHD

TheZoroark007
Posted on 10-31-15 08:38 AM Link | #65278
Do you think you can implem romfs loading since more users are using HANS than .cia or 3ds ?
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Main - NSMB2 hacking - CoinKiller -- NSMB2 editor upcoming New reply

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