#2D Signboard sprites
1 messages · Page 1 of 1 (latest)
i can give it a shot, i have a bit of experience with nsbtx
-# i want a nsbtx actor tutorial so i can make decoration actors 🥺
truly
Yeah, I probably should have provided the signboards in separate images :P, I also wanted to make at least three more with images of Mario groundpounding or walljumping (and also the un-walkable palm tree one) but I'm too lazy to make those
-# I can make you one if I get back home from school 
-# what is that ''if'' supposed to mean.....
Nah, it's okay, I'm fine with the ones I provided 
50/50 that I will survival graphics lesson (we're doing calendar lmao)
I already have an actor which literally does this, I can tidy it up and add it to my GitHub if you want
@red meadow here ya go, just change ''File ID'' in the .cpp to be the same as the signboard nsbtx
preview
(do let me know if theres any issues though)
oh also type this in stageobjsettings_new.xml if you wanna make changing it easier, i also added the extra option of moving it 8 pixels to the right
-# long ahh list
woulda been done maybe an hour-ish ago, its just that i went to eat and got distracted lmao
253 and obj info 163
(the same as the flower coin 😭)
no i thought it would take days for someone to do it lol 😭
but i can change it to another one u can replace that isnt used
oh damn
No way y'all derpos are stealing my idea >:( /j
Also thanks man! You have no idea how useful this is 
Replace actor 270 obj 98 🥺
i might aswell extend this at some point and put it in #1207793065524199455, probably making it feature pipes or something too since i already have a semi-fixed pipe nsbtx which makes adding palettes easier too
alr
i wanted it to get fixed a while ago, it's just that nobody made a custom actor for it or anything ;-;
YUPPIII
Ill use it for another purpose in ssmb
Such as decoration
-# btw you can always just add more sprites to the nsbtx and either change the nybble or add more options in the xml so u can change it, just aslong as the sprite is 32x32
Advices for itens needed (acorn/boomerang)
Danger areas
Bushes
you're saying it's easy to add more textures??
Star coin hiding (classic)
also Illy had a similar code hack but with also animated stuff iirc
I mean, today i modified my muncher actor so it allow another frame
And it works
oh nice
Also @eager marten I imagine I needa place the util folder in the source folder too right?
Yea
yup
or u can just put the whole ''ExtraSignboard'' folder in the source folder and it would still work
also yeah u can just add the sprite to the nsbtx in nitropaint and then all u would need to do is change the nybble (or edit the xml to add more options which is also easy)
ye
or did you plan to make a separate actor for that?
(i think...)
@eager marten what i put in the code to change the replacement to actor 270 object 98?
i was gonna make them a separate actor instead of the same one since with the nsbtx i used its more complex to make it
oh okay
On the adresses i mean
0x02039db4 (actor)
0x020c5a44, 0 (object info)
also what about vram, is it easy to overload it with your custom actor or not?
Oki, thanks!!
that idk but i used tex4x4 to compress ztar's signboards since they have 256+ colors
you wouldnt have too many of the signboards onscreen regardless but just a safety measure .p
okay
(i also heard that this format takes the least vram so maybe that helps too)
hopefully
havent dug into physics yet but i'll give it a shot sometime
all you need to do is add the bottom sensor stuff, run the function to set up the bottom sensor in on create, then run these three in update main
alr ima try doing it in a bit
also forgot to mention but if you want to know how the sign is placed then heres a way of imagining it
It would be cool if nsmbe was like regie and we could add custom icons
thats smth really basic to do
you need to know reverse engineering for that role
thats why fuzzy doesnt have it
yeah lol
will told me how to calculate the addresses so I just used that n it works
(that’s the only asm related thing ik lmao)
Hmmm, I dunno how easy/feasible this is, but would it be possible to make it so you can preview the different signboards in NSMBe like in MeroMero's signboard hack? Because for me it's a little bit akward seeing multiple spiked blocks in the editor ;P
idk how to mod nsmbe so not sure about that lol
best i could give was that one explanation of the spiked block being the bottom left tile of the signboard
Yeah, no worries, I was asking if someone else would know how to do it
btw, testing gravity (thanks illy for telling me how to do it!!)
gonna tidy up the code and send it soon
i also realized that i did an oopsie with the list and you couldnt pick the mega mushroom by selecting it (you had to manually edit the nybble) 🥴
this is sick!! tho idk if killing the signboard when hit from below is a good idea
also is gravity optional or are all signboards affected by gravity?
yeah that appeared alongside the gravity, not sure how to fix it..
optional
okay then!!
YEYYYY!!!
with gravity stuff?
Just in time cuz I was gonna patch the rom again, lol
yep
-# btw something super stupid, but if you want a decoration that is bigger than 32x32 you can always split it into multiple sprites (even if it sucks to do that) 
i'm not sure what extra deco to add now ;-;
honestly same, I want to give this actor more stuff but idk what 😭
Override onBlockHit
i'm getting an error when trying to import this :/
it tells me that util/nsbtx.hpp doesn't exist
oh nvm it's in the zip file
it's just that i thought those files were everything (except the nsbtx)
seems like their gravity doesnt get shifted properly when the graphics are shifted by 8 pixels to the right
oh wait really? i'll look into it soon
i'll take the time aswell to fix this
yeah. i'd suggest to make it so the gravity "hitbox" becomes only the center 16x16 tile when it's shifted by half a tile
The bottom sensor probably just needs to be shrunk a bit
Check it with the collision viewer lua script
its already that way though thats why im confused lol
actually yeah i'll do what illy said just to make sure
oh okay
it could be maybe like a very very small measurement unit that gets detected as floor which prevents it from falling
sorry for bumping the thread but i have a question about this: does the texture (if you add more textures) strictly has to be 2x2 for it to work properly? or can you do something like 4x2? also is it possible to use a texture that has semi-transparency?
respectfully, shut up
i guess i can also just try to find out
I think it need to be 32x32 strictly
Thats what i had to do when using it for 2-train
by 2x2 i meant 2x2 in 16x16 tiles. tho i'm guessing you understood that
Yup ik
okay. so it can't be 64x32 for example?
Nope, ig it can if you edit the code, but not sure how to make it only affect a specific texture
okay then. thanks!!
I knew doing it, but i forgot since theres a while i dont mess with nsbtx
it's okay. i'll work with it
remember yall that i can recreate the original sing boards and make them with custom sprite on it if yall dont want wii version
Could u make the arrow ones?
Only them
it's the nsmb2 version, but okay, tho i don't need it
yeah whatever, just the furure games
I promise that i will do it on saturday since i have time then
they look pretty different tho (and match the nsmbds style a bit more imo)
-# edited the message from "ds" to "nsmbds" to not receive hate...
i... didn't see this message (before bumping the thread)
Oki ^^
Never makes them

I have predicted this comment the moment I said that 
And I predict that you will never make the improved signboards

-# (I actually need improved signboards too because the ones I'm using in my hack are low quality, lol)
yeah, because I will leave
i'm kinda afraid that adding too much textures will explode vram or something
i don't wanna end up with a ssmb situation 😭
like uh... adding 9 textures for example
you could always like nuke the textures from the signboard u don’t use lol
and only add textures when you really need/will use em
u also don’t need to change the nsmbe settings (other than for organization) if you do this btw
for now they work it seems at least
okay so i tested, and the game can have all of them at once
dang it now i have a problem: they get killed by the flagpole when you complete the level (like regular enemies)
could someone fix that please?
i know meromero has made a similar code hack for his custom signboards
oh I’ll fix it later
ill also take this opportunity to fix something gravity related that I heard some of y’all point out I think
related to the 1/2 tile shift?
Yup