Hacking How to change bitmaps

FAST6191

Techromancer
Editorial Team
Joined
Nov 21, 2005
Messages
36,798
Trophies
3
XP
28,321
Country
United Kingdom
Bitmap is probably the wrong term; most would think you are doing more with large 2d images (as opposed to 8x8 sprites/tiles) usually aimed more at backgrounds for things. Though I suppose textures do generally count as large images.

To that end you want to edit textures.

I will also note that NSBMD offers the option for both a material colour (colour of the whole item) and vertex colours (you get a little blended bit where the edges get a colour). Many games use this functionality rather than messing with the limited texture memory of the DS. NSMBD does also have the option to include.

Afraid I have not played with nsmbe for some time at this point so don't know its capabilities. The UI was not bad last time I saw it so I am hoping you would have found any such functionality if it existed.

Anyway editing textures can be harder as some of the formats available don't always work with 2d tile editors (usually the differences with alpha mean not even stuff like tileggd can be made to display them and that is usually considered the most configurable viewer around). http://problemkaputt.de/gbatek.htm#ds3dtextureformats for the curious on that one.
Tinke however had some pretty good options for viewing and editing textures, though you might have to force it to decode them if it is not in a plain nsbtx format. If it turns out to be one of the 2d ones then so much the better. Beyond that you do have the manual options.
 

FAST6191

Techromancer
Editorial Team
Joined
Nov 21, 2005
Messages
36,798
Trophies
3
XP
28,321
Country
United Kingdom
Size as in dimensions?

Changing size of things is not always unpleasant but it is something I try to avoid on anything other than a PC. Most consoles have limited memory to play with and devs often operate close to that limit (not to mention double the size and you quadruple the storage requirements). Also if textures are mapped to given points or animated accordingly then bumping up the size means repetition and animations might not work as expected and you get to account for that.

Still dimensions are included in the format. You will probably have to go manual for this as I doubt any editor for any system will allow simple size increases.
https://wiki.vg-resource.com/Nitro_Files
https://github.com/scurest/apicula/wiki/FILETYPES
https://github.com/scurest/nsbmd_docs/blob/master/nsbmd_docs.txt#L979
 

FAST6191

Techromancer
Editorial Team
Joined
Nov 21, 2005
Messages
36,798
Trophies
3
XP
28,321
Country
United Kingdom
Didn't we cover that on Friday?
https://gbatemp.net/questions/exporting-animations-from-a-model.4949/

Simplest way that is at least worth trying is if there are a bunch of NSBCA files you overwrite (or copy-paste rename) the ones for the item you want with those that you do want. This sort of overwriting is worth trying for just about any file on any system really if you are going between like sorts of files within the same game (or maybe sequel, game from same dev or game on same engine) and trying to duplicate functionality.
Technically there is a more professional way known as a relinking, however you get to do that manually for the DS (the PSP has a nice tool for it) so we can skip that one for testing purposes.

For going between models then while most of the time a dev will work from a common base and have a common design/numbering system/frame of reference between them they don't have to, and the changes done from said base might well still make it different. Alternatively the animations might happen in a different order within a file -- the game does not know to move a leg and will instead be told to call sequence 4 or whatever* and where sequence 4 is a leg on the original it is say a death animation here.

*back when we used to take a copy of the DS game goldeneye's soundtrack and overwrite it in other games to get the size down (we were often still on GBA era carts with 32 megs of memory so space was at a premium, even if you did have SD cards then 2 gigs were "rent for a month" type prices if you could find one at all). For Castlevania I think it was we did that but the game then tried to call what it thought was a jump sound or whatever and instead it was a now a gunshot, which was quite amusing. Same idea here but for animations and also similar can happen to anything you do this for.

Devs are however notoriously lazy (doing as little work by reusing what came before and getting your machine to do as little work as possible is typically a job requirement) so it is usually worth ploughing on ahead anyway.
If it comes to such problems as mentioned above you can dig deeper to figure out what goes. You might not have to understand the file format completely if you can internally relink the file (or overwrite things and sort pointers) and leave it to get on with things so be aware of that one as well.
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    Psionic Roshambo @ Psionic Roshambo: https://www.youtube.com/@legolambs