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12-05-24 06:14 AM
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Main - NSMB2 hacking - CoinKiller -- NSMB2 editor upcoming Hide post layouts | New reply

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shibboleet
Posted on 10-01-15 08:06 PM Link | #64612
Those 2 objects really confused me when I was looking at it. I wonder why they would even do that, maybe for it's lines? :v

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a

Arisotura
Posted on 10-01-15 10:21 PM (rev. 2 of 10-01-15 10:22 PM) Link | #64636
it's a Nintendo thing!


also slopes with reverse Y would need more testing, Reggie! appears to handle them differently (it swaps the top and bottom slope blocks, while CK just reverses/mirrors the whole slope)

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

zafkflzdasd

Imnotstaple
Posted on 10-03-15 04:59 PM Link | #64692
Those 2 objects really confused me when I was looking at it. I wonder why they would even do that, maybe for it's lines? :v


Could be..

Anyway, Staplebutter, how's progress on CK? Have you ran into any unusual things such as the Bgdat? I always find those kinds of things interesting. :P

Honestly, I'll never understand the whole irritation with slopes. That's just me, sadly. Aside from that, CK should be an easier alternative for testing sprites! (Instead of having to repack the ROMFS all the time.)

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sign

Arisotura
Posted on 10-04-15 12:39 PM Link | #64735
I got caught in some NSMBDS crap, but well, that's not going far.


I will continue working on CK soon, but I have some real life crap to sort out too (hi stupid assignment for an asshole teacher).


Regarding slopes, dunno. I guess they were hard to understand or someshit. Once you understand them, it makes sense, it's not as shitfucked as some would say honestly.

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

zafkflzdasd

Hiccup
Posted on 10-14-15 01:22 PM Link | #64995
Question about tilesets: Are these rips correct? Some parts look off.
http://www.spriters-resource.com/3ds/newsupermariobros2/

Arisotura
Posted on 10-14-15 01:25 PM Link | #64996
Where do they come from? They look okay.

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

zafkflzdasd

Hiccup
Posted on 10-14-15 03:59 PM (rev. 4 of 10-14-15 04:00 PM) Link | #64998
He said "they came directly from the games files."

I was wondering, does the game apply those overlays before displaying them (and how does it apply them exactly?)? And does it do anything before displaying tiles?

Arisotura
Posted on 10-14-15 04:02 PM Link | #64999
Not sure how the game does things exactly.

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

zafkflzdasd

RicBent
Posted on 10-16-15 06:30 PM Link | #65061

Small progress update:

I've added basic sprite, entrance and zone rendering

[thumbnail]

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GitHub - YouTube - NSMBHD

Arisotura
Posted on 10-16-15 06:53 PM Link | #65063
since they ask for a TODO list


* add support for showing the remaining shit (paths & co.)
* add support for editing their properties (GUI-side, try to see if we can get a PropertyGrid equivalent)
* add support for saving
* other things
* CXI/etc support

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

zafkflzdasd

Imnotstaple
Posted on 10-16-15 07:38 PM Link | #65068
This is looking very nice! Well done MarioMaster and StapleButter.

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sign

RicBent
Posted on 10-17-15 09:53 PM Link | #65096

And another update:

Locations, Paths and Progress Paths reading/rendering done.

[thumbnail] [thumbnail]

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GitHub - YouTube - NSMBHD

Arisotura
Posted on 10-17-15 09:56 PM Link | #65097
I would make the background for locations less... yellow. Decrease the alpha, I guess.

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

zafkflzdasd

RicBent
Posted on 10-17-15 09:59 PM Link | #65098

Like this?

[thumbnail]

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GitHub - YouTube - NSMBHD

Arisotura
Posted on 10-17-15 10:00 PM Link | #65099
Yup, looks good.

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

zafkflzdasd

RoadrunnerWMC
Posted on 10-17-15 10:03 PM Link | #65100
Posted by Hiccup
He said "they came directly from the games files."

I was wondering, does the game apply those overlays before displaying them (and how does it apply them exactly?)? And does it do anything before displaying tiles?

The overlays are used to create 3D effects. They're drawn on top of the main tiles, but with a different z-value so that they appear "above" them.

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The Red Hat Café

Hiccup
Posted on 10-18-15 10:27 AM Link | #65106
So just putting them on the layer above in Paint.NET would give the exact same effect? And do you know if the rips made by Ploaj are correct?

Arisotura
Posted on 10-21-15 12:50 AM Link | #65133
for anyone who remembers SM64DSe or late Whitehole, you know how it presented object settings in a nice property grid?

I'm trying to find something that does the same shit for Qt

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

zafkflzdasd

Hiccup
Posted on 10-21-15 10:55 AM Link | #65135
Maybe ask on stackoverflow? :P

Arisotura
Posted on 10-21-15 12:31 PM Link | #65136
all we can find was made fro Qt4, so bleh


I think I'll just hack it on top of a QTableView, akin to how it's done in Whitehole

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

zafkflzdasd
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