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10-23-20 05:06 PM
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0 users reading Custom tilesets not working | 1 bot

Main - NSMB2 hacking - Custom tilesets not working New reply


Vissova
Posted on 10-12-20 02:45 PM (rev. 2 of 10-12-20 02:46 PM) Link | #99522
Coinkiller's built-in tileset editor seems to work just fine, I can add new tilesets and they looks correct in Coinkiller when I'm building the level But in-game my tilesets either appear as glitched static or random jumbled blocks. I've looked everywhere and haven't found any helpful info about why this could be happening. My only guess is maybe it has to do with rebuilding the RomFS folder back into the .3DS with HackingToolKit3DS and playtesting that in Citra? I don't know of any other way to play my edited levels.

RicBent
Posted on 10-14-20 07:04 AM Link | #99545

That is most likely caused by a wrong internal name of the graphics. The only way you can currently fix that is using the legacy graphics import option.

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Vissova
Posted on 10-14-20 11:31 AM Link | #99548
Could you please elaborate on what you mean? What is an "internal" name? The .sarc file? Also I don't see any option for "legacy" import.

RicBent
Posted on 10-15-20 06:51 AM Link | #99573

Inside the tileset SARC there is a CTPK file which is a container for graphics files. And in there there is a file for the tileset graphics which needs to be named the same as the tileset itself.

Currently only the legacy import feature is able to change the internal name there.

[image]

____________________
GitHub - YouTube - NSMBHD

Vissova
Posted on 10-15-20 11:13 AM (rev. 2 of 10-21-20 10:41 PM) Link | #99591
There isn't an Import Legacy option like what you've shown. What version are you using?


Main - NSMB2 hacking - Custom tilesets not working New reply

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