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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Regarding Pointers in SMB3--Especially For You, Editor Makers
  
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beneficii
Posts: 97/567
Ooh, already? Awesome!

hukka,

It's mostly as I imagined. Thanks!
hukka
Posts: 84/94
There is now an improved pointer editor dialog that lists all pointers on the level - click on a pointer to scroll it to view and edit its properties. (No Add/Delete yet but you can always do that outside the dialog.) For quick access I added a Level -> Edit pointers menu item.
Kamek77
Posts: 7/29

Originally posted by beneficii
In editing SMB3, I have come to an interesting issue, those of pointers. The x and y positions and the "type" of pointer determine what exactly that pointer will "point" to (i.e. where and how Mario will enter the next sublevel of a stage). The x position of a pointer (whose upper nibble determines the y position for the next sublevel and whose lower nibble determines the manner in which Mario will enter that sublevel) seems particularly troublesome, because the x length of bonus areas tend to be smaller than the x position of the pointer itself, thus ensuring that pointers are usually out of range of the editing area in an SMB3 level editor. Because of this, hackers must tab their way to finding the pointers or expand the x length of the level to put the pointer in range. This makes pointer editing a bit of an odd job sometimes.


Mario 3 Improvement, buggy as it is, does support scrolling freely to any X or Y position from 0x00 to 0xFF in any level. I personally have never had a problem editing pointers with M3I (except in freeform mode ). Although SMB3 Workshop doesn't support scrolling as freely as M3I does, using both in conjunction seems to work for me.
beneficii
Posts: 96/567
Originally posted by hukka
Thanks for posting a reminder about this, I've been asked about the same thing before. I'll add a pointer editor for the next release. I'm also looking to add more overworld editing features in the near future...


Hey! Sounds good!
hukka
Posts: 83/94
Thanks for posting a reminder about this, I've been asked about the same thing before. I'll add a pointer editor for the next release. I'm also looking to add more overworld editing features in the near future...
beneficii
Posts: 94/567
In editing SMB3, I have come to an interesting issue, those of pointers. The x and y positions and the "type" of pointer determine what exactly that pointer will "point" to (i.e. where and how Mario will enter the next sublevel of a stage). The x position of a pointer (whose upper nibble determines the y position for the next sublevel and whose lower nibble determines the manner in which Mario will enter that sublevel) seems particularly troublesome, because the x length of bonus areas tend to be smaller than the x position of the pointer itself, thus ensuring that pointers are usually out of range of the editing area in an SMB3 level editor. Because of this, hackers must tab their way to finding the pointers or expand the x length of the level to put the pointer in range. This makes pointer editing a bit of an odd job sometimes.

I recommend that level editors search for all 3-byte bank 7 objects when they load the level and list them. The editors will give a menu command "Edit Pointers." The user will be able to click on "Edit Pointers" and see a list of the pointers in the stage and be able to add new pointers to the list by converting an existing 3-byte object (for those editors which don't allow users to delete and add objects) or by creating a new one from scratch. It will then allow the user to edit the parameters of that pointer and to be able to come in again and again and edit them at will. I think this will simplify pointer editing. Perhaps someone like hukka (the maker of my favorite level editor SMB3 Workshop) can come in experiment with this, having both pointers on the level screen, but also having a list of them.

What do you guys think?
Acmlm's Board - I2 Archive - Rom Hacking - Regarding Pointers in SMB3--Especially For You, Editor Makers


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