Kuribo64
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03-28-24 06:41 PM
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shibboleet
Posted on 03-04-16 03:18 PM Link | #68217
lol tbh the NSMBU editor doesn't even use fixed points for the image, so I just make rough estimates on where it is on the plane. And 99.9% of the time it's completely accurate.

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a

RicBent
Posted on 03-10-16 05:05 PM (rev. 2 of 03-10-16 05:06 PM) Link | #68404

I added a lot of rect lift sprite images:

[thumbnail]

Also loading the dlc levels is now possibe without modifying the romfs:

[thumbnail]

Should also fix the bug GalladeGuy had with the time limit and choosing tilesets.

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GalladeGuy
Posted on 03-10-16 07:22 PM Link | #68406
Can you upload a build? Whenever I try to open it in QT Creator it says it doesn't have a Qmake file or something.

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Imnotstaple
Posted on 03-10-16 08:06 PM Link | #68407
I can build it but it doesn't seem to load the images for save, cut, copy, etc. It also can't read the tileset editor, music ID, and so forth.

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RicBent
Posted on 03-10-16 08:09 PM Link | #68408

Your coinkiller_data folder is outdated or missig, I guess.

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Imnotstaple
Posted on 03-10-16 08:35 PM Link | #68411
Thanks, I got it to work. :)

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Hiccup
Posted on 03-11-16 08:26 AM Link | #68425
Can you post your new build then?

Imnotstaple
Posted on 03-11-16 07:52 PM Link | #68434
https://kuribo64.net/get.php?id=4FOYyeG7UioxmPGV

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CodingKoopa
Posted on 03-12-16 05:29 AM Link | #68442
I added Banzai Bill sprites :)
https://github.com/StapleButter/CoinKiller/pull/8
[thumbnail]
[thumbnail]
[thumbnail]

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Hiccup
Posted on 03-12-16 12:34 PM Link | #68444
In what way are they not precise? How did you make them?

CodingKoopa
Posted on 03-12-16 02:53 PM (rev. 2 of 03-12-16 03:37 PM) Link | #68446
Look at the last picture, the banzai bill is supposed to be directly over the light blue block, but it's shifted to the left a little in game. Also, it doesn't line up with the grid, not sure if that's a problem or not.

In CoinKiller, I placed a Banzai Bill at the beginning of the level, with a blue background on layer 2.

When I loaded up the level, I spammed the absolute crap out of the home button to take screenshots.
This is the extracted result from scrtool:
[image]
Notice how in the bottom right, there's still a part of the Mario head silhouette, and as the screen shot numbers decrease, the game is still zooming in slightly, making the first screenshot the best candidate.
Crop with Photoshop:
[image]
Magic Eraser (With no anti-aliasing):
[image]
Crop (Photoshop can automatically crop like this):
[image]
And then the finally result:
[image]
[image]

(aaaaaand i just realized that the right one is bigger than the left one :/) Fixed!

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Hiccup
Posted on 03-12-16 03:14 PM Link | #68447
I'm not sure spamming the home button is very reliable. You might be better off waiting until somebody with a capture card takes a video.

RicBent
Posted on 03-13-16 12:46 PM Link | #68465

Added a few new Sprite Images:

[thumbnail]

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GitHub - YouTube - NSMBHD

Arisotura
Posted on 03-14-16 11:09 PM Link | #68572
that's some awesome progress! keep it up

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

zafkflzdasd

RicBent
Posted on 03-18-16 05:57 PM Link | #68850

[image]

I'm fucking going to eat my shoes.

I double and triple checked the saving algorithmus for tilesets, but whenever the object definition size changes, the tileset gfx fuck up or the game crashes away (Depends if the ctpk is before or after the object defs in the sarc, it seems like). In the editor everything seems fine, meaning that there is no corruption in the sarc archive. But if I change the object defs in any way that the new file sizes match the old ones everything works perfectly ingame.

My first guess was that there is somewhere a header in a file which defines some data sizes in the tileset, but I couldn't find anything :(

Just wtf. If someone has some time and could have a look at the problem it would be greatly appreciated.

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GitHub - YouTube - NSMBHD

NoThisIsStupider
Posted on 03-19-16 11:22 AM Link | #68869
So, I just took a look at the latest build off the uploader, and, unless i'm missing something, is there no way to switch the area? Like go from 1-1 Overworld to the Cave? Or is that one of the things yet to be implemented?

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Switch on latest firm happily playing Smash daily
PC with an i7-4790K, RX480, 16GB ram
Various other consoles that are hardly used due to emulation existing

Arisotura
Posted on 03-19-16 11:33 AM (rev. 3 of 03-19-16 12:48 PM) Link | #68870
that's a pretty tileset you've got there


* Arisotura runs


more seriously, though, maybe it has to do with file aligment?

http://mk8.tockdom.com/wiki/SARC_%28File_Format%29 says it should have 256-byte alignment, but 3DS SARCs don't seem to observe that, they do have some alignment though

an example:

file start/end offsets
00000000 000000A8
000000B0 00040130
00040130 00040EF8
00040F00 00041300
00041300 000414BC

00000000 00000DC8
00000DD0 000011D0
000011D0 00041250
00041250 000415F7
00041600 00041732

it looks like there's 16-byte alignment between files



edit- yep, it was that, it's fixed now

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

zafkflzdasd

RicBent
Posted on 03-19-16 12:49 PM Link | #68872

Posted by NoThisIsStupider
So, I just took a look at the latest build off the uploader, and, unless i'm missing something, is there no way to switch the area? Like go from 1-1 Overworld to the Cave? Or is that one of the things yet to be implemented?


For now area selection is hardcoded


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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-19-16 05:56 PM Link | #68882

[thumbnail] [thumbnail]

The SARC saving seems fixed now, fixing the tileset saving, which was compleatly fine :)

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GitHub - YouTube - NSMBHD

Hiccup
Posted on 03-19-16 06:18 PM Link | #68883
Nice. This should really spruce up custom levels.
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