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  #51    
Old January 25th, 2010, 03:00 PM
helloNL
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i have one question what programm do you use to edit the library's?
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  #52    
Old January 25th, 2010, 03:21 PM
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Currently the only way to use an *.nsl is in NSE itself,
there is currently no way to edit this file type...
-so-
A Nameless Sprite Library editor is nonexistent, for the time being,...

but that does give me an Idea ...
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Last edited by link12552; January 25th, 2010 at 03:50 PM.
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  #53    
Old January 28th, 2010, 05:17 AM
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i was alittle dissapointed to find out that the pallet editing function, only changed the selected pallet and not the individual sprite, wouldnt it be possible to do like wichu's sprite editor where you can change the individual sprite into any 16 colors?
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  #54    
Old January 28th, 2010, 01:19 PM
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um...just for the record, he doesn't "make" the pallettes fit the sprites, he makes the sprites fit the pallettes, otherwise, any other pokemon using that pallette would look all weirdish.
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  #55    
Old February 3rd, 2010, 05:35 PM
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Issue:

There is a palette reading error in NSE 1.0.0.0
In 1.0.0.0 , when reading palettes from the palette table if NSE came across
a pointer with a "0" in the 7th index, it would stop reading the information and state that the current palette was nonexistent.
:'(

The error effected a large majority of headers including (Spanish and Japanese versions)

This has been fixed, and I highly recommend downloading the newer version (1.0.0.1)

-solved!-
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  #56    
Old February 9th, 2010, 06:47 AM
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Wow, cool (y)
I like the tool, especially for the easiest way to change palletes or to load sprites ^ ^

One thing, could you be able to add a couple of functions to the tool?
How to increase the number of minis or add more frames to some that have only 0, is it possible? ^ ^

Greetings!
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  #57    
Old February 12th, 2010, 08:11 PM
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thanks so much for this! this is my favorite sprite editor!
(i used to use Hackmews)
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  #58    
Old February 17th, 2010, 05:28 PM
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UPDATE!
Version 1.5

- Fixed some small issues...
- Slightly increased core speed...
- Added a custom built basic hex editor!
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click the "nse hex editor..." box to access the notes textbox

Features:
-Scroll bar
-Dynamic loading, for lighting fast speed
-A box that shows the ASCII version
-Editable hex and ASCII
-Some stored offsets (Sprite table, Sprite Offset, Header...)
-Side offset bar, with highlighting.
-Designed with sprite editing in mind
(Eight columns are easier to work with due to formatting and algorithm length)


Note: The hex editor is located under View

Edit: BUG-FIX

A problem(s) was found in NSE,

-For people using Ruby Sapphire or Emerald in previous versions of NSE, when changing the palette index, the in-game sprite palette was still that of the original. The fix involved adding a function to change the first 2 bytes under "Unknown 2".

-The sprite library "save all" function has also been fixed, fulfilling accuracy and eliminating the "fuzzy" imports.

All known bugs have been fixed and the newest version 1.5.2 is available for download


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Last edited by link12552; May 26th, 2010 at 03:49 PM. Reason: BUG-FIX Report/Update
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  #59    
Old February 20th, 2010, 08:48 AM
Team Rocket's Raichu
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Sweet tool, but correct me if I'm wrong. You can edit the trainer's backsprite with this. (I'm asking because of the offset finder, and it shows us the backsprite.)
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  #60    
Old February 20th, 2010, 09:00 AM
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Quote:
Originally Posted by Team Rocket's Raichu View Post
Sweet tool, but correct me if I'm wrong. You can edit the trainer's backsprite with this. (I'm asking because of the offset finder, and it shows us the backsprite.)
Yes you can, but before you do anything, DOWNLOAD THE NEWER VERSION.
There are two version of NSE 1.52, there's the old one and the new one I just uploaded, right now. In the other version when saving it will overwrite the first frame of a sprite with the browsed image.
-Also NSE can be used to edit any uncompressed image in the ROM, just as programs, like tilemolster.
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  #61    
Old February 20th, 2010, 10:49 AM
Team Rocket's Raichu
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Quote:
Originally Posted by link12552 View Post
Yes you can, but before you do anything, DOWNLOAD THE NEWER VERSION.
There are two version of NSE 1.52, there's the old one and the new one I just uploaded, right now. In the other version when saving it will overwrite the first frame of a sprite with the browsed image.
-Also NSE can be used to edit any uncompressed image in the ROM, just as programs, like tilemolster.
Sweet. This is one of the best tools ever.
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  #62    
Old February 20th, 2010, 12:47 PM
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Quote:
Originally Posted by Team Rocket's Raichu View Post
Sweet. This is one of the best tools ever.
I'm glad to hear you, and many others, like it.

Not many people, though, seem to realize that NSE can be used the same way as programs like tilemolster.
As long as an image is uncompressed, NSE can view it in offset mode.
Examples: grass, water, flower and door animations, text boxes,and berry trees.. The list goes on and on.

NSE was made to be a multifunctional program.


Edit: 2/23/2010

Update:

- Changed the NSL file type
- The "Unknown 2" pointer is no longer unknown
- Better usage of Palette References ( a.k.a unknown 2) to almost ensure the right palette in game.
- BMP imports and exports while offset browsing.

The NSL file has been updated to increase content, features, and decrease file size by up to half.
The original NSL files are still compatible with NSE, but under the description "Type B"



That "blue blob" is the character's mom properly using palette 2 -
Text-box design made using NSE.


Version 1.5.5
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Last edited by link12552; March 7th, 2010 at 02:43 PM.
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  #63    
Old March 7th, 2010, 01:39 PM
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Wow, great tool! I was wondering two things, however:
1. Would it be possible to make this compatible with JPAN's hacked engine for Fire Red?
2. When you go offset browsing, how do you select where the palette is loaded from?
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  #64    
Old March 7th, 2010, 02:41 PM
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Quote:
Originally Posted by diegoisawesome View Post
Wow, great tool! I was wondering two things, however:
1. Would it be possible to make this compatible with JPAN's hacked engine for Fire Red?
2. When you go offset browsing, how do you select where the palette is loaded from?
1- NSE should be mostly, if not fully compatible, with JPAN's engine.
All that needs to be done is for you to create a settings.ini file to suit your ROM (Instructions in Readme), and possibly switch to sprite table viewing mode.

2- Currently offset browsing, which is one of the most versatile functions in NSE, can do allot of basic and several complex things.
Currently, though, when viewing an offset, NSE uses the last sprite loaded for a palette pointer. ie: the main character's palette
The viewing palette does not affect the in-game palette, but can make viewing and editing much easier.

For now,though somewhat limiting, the only palettes usable in NSE are those defined as "sprite palettes"

-but-
A palette offset function is hopefully coming to NSE soon, but is currently still under development.
^might possibly show up in 1.6
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  #65    
Old March 7th, 2010, 02:45 PM
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The readme.txt file says how to make a settings.txt for if you changed your rom's header. How to do it if your rom's header is still BPRE?

And, after switching modes, how do you select a different table?
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  #66    
Old March 7th, 2010, 03:46 PM
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Quote:
Originally Posted by diegoisawesome View Post
The readme.txt file says how to make a settings.txt for if you changed your rom's header. How to do it if your rom's header is still BPRE?

And, after switching modes, how do you select a different table?
1- You can still make a settings.ini for the header even if it's still BPRE or any of the other defaults. NSE checks the settings.ini file before checking its internal resources for information.

2- If by selecting a different table you mean, the one that points to all the Sprites (aka Overworlds), then just add a property to your settings file with the offset.

Example:
Code:
[BPRE]
//Example using the original header BPRE
Inherits: BPRE
Start palette = &H700000
Sprite table = &H39fdb0
[/BPRE]
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  #67    
Old March 7th, 2010, 04:02 PM
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Thanks a lot! This is really great, especially now that I know how to work it! XD

EDIT: I have a bug to report.
Whenever I, say, edit the palette number of a sprite from the new table I made, or try to import a sprite library, the program says that an unhandled exception has occurred and that the index was outside the bounds of the array. The sprite looks fine, and imports okay up to the pont that I click save...

Come to think of it, it only happens when it tries to write anything to the ROM.
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Last edited by diegoisawesome; March 7th, 2010 at 04:23 PM.
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  #68    
Old March 7th, 2010, 04:30 PM
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Maybe for the nsl format you could use zip compressing with images in it, then encode it in a certain format to prevent unzipping.

I've made an encoder for files, so I can probobly help with that, except I only program java and C#.
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  #69    
Old March 7th, 2010, 05:10 PM
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Quote:
Originally Posted by diegoisawesome View Post
Thanks a lot! This is really great, especially now that I know how to work it! XD

EDIT: I have a bug to report.
Whenever I, say, edit the palette number of a sprite from the new table I made, or try to import a sprite library, the program says that an unhandled exception has occurred and that the index was outside the bounds of the array. The sprite looks fine, and imports okay up to the pont that I click save...

Come to think of it, it only happens when it tries to write anything to the ROM.
I just noticed this as-well. NSE wants to save information to an index that is calculated incorrectly when in sprite table mode or when indexing past the calculated sprite count. This can be seen even by looking at what NSE thinks the sprite number is. Sometimes it will even show up as a decimal.

Quote:
Originally Posted by shiny quagsire View Post
Maybe for the nsl format you could use zip compressing with images in it, then encode it in a certain format to prevent unzipping.

I've made an encoder for files, so I can probobly help with that, except I only program java and C#.
NSL files are currently formatted as such:
  • Source location or author, followed by a ":" x char(s)
  • Palette in GBA format followed by a "#" 64 + 1 char(s)
  • Image data for each frame in the GBA format but reversed for drawing speed, y char(s)
Final size: x + y + 64 + 1
I guess if file size was an issue, I could store all information in hex, ideally cutting file size in half, but currently a 9kb file doesn't seem like a problem, I'm not worried about people decoding the NSL, obviously seeing how I just explained it, and the NSL is relatively stable
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Last edited by link12552; March 7th, 2010 at 05:54 PM.
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  #70    
Old March 16th, 2010, 07:08 PM
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Lovin' it so far. Simple to use yet incredibly easy to tell what you are editing. Just finished making my main character (male) with it.
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  #71    
Old March 17th, 2010, 06:11 AM
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Can I add more frames to a specific OW?
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  #72    
Old March 17th, 2010, 04:57 PM
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Quote:
Originally Posted by I<3Lugia View Post
Lovin' it so far. Simple to use yet incredibly easy to tell what you are editing. Just finished making my main character (male) with it.
Glad to here people are using NSE

Quote:
Originally Posted by Tropical Sunlight View Post
Can I add more frames to a specific OW?
Sadly no, currently NSE is not able to add frames...

UPDATE 1.6

  • NSE now only runs in "Sprite Table" mode at all times.
  • Bugs have been fixed
  • All of NSE's functions have been adjusted to work properly.
  • The "Start Offset" settings.ini pointer is no longer needed.
  • Offset browsing now has a palette offset, an optional gray-scale mode, and different size options.
  • Some smaller less noticed issues have been fixed and some small things have been added.
Offset mode palette example:



Version 1.6
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Last edited by link12552; March 18th, 2010 at 01:19 PM.
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  #73    
Old March 19th, 2010, 03:06 AM
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Ooo, very nice, I only have one question, what's the offset for the Aerodactal bones?
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  #74    
Old March 19th, 2010, 02:24 PM
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Quote:
Originally Posted by sky_queen3 View Post
Ooo, very nice, I only have one question, what's the offset for the Aerodactal bones?
Aerodactal bones: offset = 3E0780 with size (64,64)
You might want to re-download NSE ,though, first...
Bug-Fix, minor:

A problem was found in NSE,

- A typo, on my part, rendered saving in offset mode utterly useless.
Just a typo, changing "$" to "&" in the saving function fixed the problem


The bug has been fixed, and the same version 1.6.0 is available for download

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  #75    
Old March 20th, 2010, 12:19 AM
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I like this tool, it looks good. Anyway, I suggest you add in support for extra palettes - for people who's got their palette tables repointed and extended like me.
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