Kuribo64
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03-28-24 08:29 AM
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TheSaturnyoshi
Posted on 01-28-16 11:15 PM Link | #67350
What level would those sprite blocks be in? Might the block version spawn the sprite when hit?

shibboleet
Posted on 01-28-16 11:16 PM Link | #67351
Probably to contain items.

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RicBent
Posted on 01-30-16 12:30 PM Link | #67382

Implemented a proper behavior selector:

[thumbnail]

It uses an xml to load all known behaviors. You can view it here: tilebehaviors.xml (GitHub)

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GitHub - YouTube - NSMBHD

Imnotstaple
Posted on 01-30-16 06:30 PM Link | #67389
Looking good! When do you think importing images would be possible?


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RicBent
Posted on 01-30-16 06:35 PM Link | #67390

Well, the ctpk (a 3DS Image format) class hasn't a function to change the image yet.
I absolutly don't know anything about that format, because Arisotura did all the code for that, so it could take a bit.


Also: I added combo boxes for 3D Behavior and the pipe color:

[thumbnail]

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GitHub - YouTube - NSMBHD

Hiccup
Posted on 01-30-16 08:48 PM Link | #67395
What is 3D behaviour about? Also, did you find out the purpose of the blank tiles in 2-1?

RicBent
Posted on 01-30-16 08:56 PM Link | #67398

I only guessed that. Almost all decoration tiles use 0x02 for that byte, they get rendered blurred an a bit further in the background. Some tiles in the standard suit bg use 0x01. I only guessed that it brings it a bit more to the front.

The three blank tiles in the desert tileset all use the behavior 00:00:00:00:00:00:00:02.
Meaning that they have that 3D thing set to 0x02.

From the shape I guess that they be some kind of unused quicksand tiles.

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GitHub - YouTube - NSMBHD

Hiccup
Posted on 01-30-16 10:33 PM Link | #67402
Oh actually the tiles I was talking about are in the jyotyu tileset, and are in 2-1.

RicBent
Posted on 01-30-16 10:37 PM Link | #67404

Then I don't know.

Do you know which tile number (in the tileset editor) they have?

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GitHub - YouTube - NSMBHD

Arisotura
Posted on 01-30-16 10:41 PM Link | #67405
amazing, we're running into the best bug ever

* it strikes when saving files, corrupting parts of the SARC archives
* it doesn't come from the saving code (that code has been checked and rechecked and it works fine)
* it's fucking random, you can save 50 times in a row without getting it then it happens once and craps over everything

finding it might take us a while


this is where languages like C# are good; I'm pretty sure that this bug is caused by a out-of-bounds array write somewhere

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NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Imnotstaple
Posted on 01-30-16 10:50 PM Link | #67407
So I'm guessing it's a bug that's basically hiding in the whole code? I guess it's small hence why you said it'd take some time to search for

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RicBent
Posted on 01-31-16 02:15 AM (rev. 2 of 01-31-16 06:11 PM) Link | #67412

It seems like Arisotura could fix that annoying bug.
I also fixed another bug in the Tileseteditor.

So now we can (hopefully) safe stuff. At least behavior saving works now.

It would be nice if you could try working a bit with the Tileseteditor and report any bugs/crashes.
Coinkiller Build

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GitHub - YouTube - NSMBHD

Imnotstaple
Posted on 01-31-16 02:16 AM Link | #67413
Okay, will do. :)

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Arisotura
Posted on 01-31-16 02:18 AM Link | #67414
also, more rewriting and decrapoing of the code will follow, Ninji showed me better practices

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NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Imnotstaple
(post deleted) #67443

Hiccup
Posted on 01-31-16 06:09 PM Link | #67446
It seems you linked to your profile instead of the build.

Arisotura
Posted on 01-31-16 06:11 PM Link | #67447
https://kuribo64.net/get.php?id=8KljwWJdVWmbj33x would be it, I guess

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Imnotstaple
Posted on 01-31-16 06:16 PM Link | #67450
Posted by StapleButter
also, more rewriting and decrapoing of the code will follow, Ninji showed me better practices

All hail Ninji!

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RicBent
Posted on 02-04-16 08:42 PM Link | #67519

[thumbnail]

Worked a bit on a basic Objects Editor.

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GitHub - YouTube - NSMBHD

RicBent
Posted on 02-06-16 08:22 PM Link | #67561

I implemented tile overlays and worked a bit more on the tileset editor:

[thumbnail] [thumbnail]

The overlays also show up in levels.

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GitHub - YouTube - NSMBHD
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