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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 - Oops!
  
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beneficii
Posts: 149/567
OK, guys, I'm coming up to the hardest part of making my editor: setting up the classes so they can work together, and then setting up the windows and having them work with the classes. This is going to be a hard job. Wish me luck.
hukka
Posts: 88/94
Well, this should help a bit: I uploaded a build with three new per-ROM settings: offsets.tsa, offsets.graphics, offsets.common. The last 9 values of these are the offsets for world maps 1-8 and warp zone. Make a folder for your own hack in the Data folder and copy the rom.ini from the Data folder into your hack's folder. Then just edit the offsets.

EDIT: oh, and as for world map sprites, there is already code in place to support them, I just don't have any code to load sprite graphics yet.
Jaspile
Posts: 108/133
Originally posted by hukka
Maybe I just didn't understand completely, but... you're talking about RAM addresses, what are the ROM locations for the data? I can't know the contents of the RAM without actually emulating the NES.

And beneficii, if/when you get anywhere with your editor, would you like to give me the sources and let me incorporate your stuff in SMB3WS? With proper credits, of course.


Actually it's not for directly edit some things in the ROM itself, but it's just a question of ease to be able to see different gfx page in the editor ; because I'm using added gfx space to make new world specific gfx.
For example, this is how my world8 map look in game and on editor :



It's just for visual ease, but it's really not a problem if it's not implemented
beneficii
Posts: 145/567
Originally posted by hukka
Maybe I just didn't understand completely, but... you're talking about RAM addresses, what are the ROM locations for the data? I can't know the contents of the RAM without actually emulating the NES.

And beneficii, if/when you get anywhere with your editor, would you like to give me the sources and let me incorporate your stuff in SMB3WS? With proper credits, of course.


Right, we could probably work on getting a unified editor.

BTW, I'm making great progress. I got it scrollable and to display map sprites and now I'm just writing the classes for each of the aspects of the editors (I'm trying to make it object-oriented). After that, probably a few display details (but this is largely done), and then it's on to making my dialogs and adding child windows to my main window. The features I plan to implement for the upcoming ALPHA release are

drawing tiles onto the map;
changing the world's tile palette;
adding/deleting sprites (up to 9 total per world) and changing their attributes;
editing map pointers;
editing lock positions;
editing pipes;
editing airship retreat points; and
editing Mario's start spaces and giving the option of patching my ASM hack for starting spaces.

I already have a pretty good idea of how I'm going to do each of the above, so I am confident that all features will make it into the ALPHA release.

EDIT: The RAM addresses are all that I need. With the RAM addresses, I can easily find the ROM addresses. I'll find it out and implement it in a later release of my editor.
HyperLamer
Posts: 5048/8210
Heh. I made the same mistake with a Gameboy emulator. Then a similar one later when I was just screwing around, which caused it to not just draw in reverse order but upside-down too. Fun!
hukka
Posts: 87/94
Maybe I just didn't understand completely, but... you're talking about RAM addresses, what are the ROM locations for the data? I can't know the contents of the RAM without actually emulating the NES.

And beneficii, if/when you get anywhere with your editor, would you like to give me the sources and let me incorporate your stuff in SMB3WS? With proper credits, of course.
Jaspile
Posts: 107/133
Well, sorry for haven't explaning that much, I've used them a lot in asm so it does make sense for me...
Actually they're the two RAM addresses that define the two part of the tiles (left) pattern table
(in map screens, $719 is the animated part & $71A the other ; 128 8x8 tiles each)

They're reffered in DahrkDaiz's notes as :
$719 = First 2K Bank of GFX (upper left of pattern table, $0000-$07FF)
$71A = Second 2K Bank of GFX (lower left of pattern table, $0800-$0FFF)
beneficii
Posts: 144/567
Originally posted by Jaspile
May I request something ?
The ability to load any GFX page in the CHR-ROM, for both $719 & $71A registers so that it would be SO much easier for hacks which use asm to add world gfx-specific
(that would be nice for the levels too, hukka are you here? )
Thanks


By $719 and $71A are you referring to within the $0-$7FF RAM space? What exactly do you mean by them? Are they the locations in RAM in which the CHR-ROM page is loaded?
Jaspile
Posts: 106/133
May I request something ?
The ability to load any GFX page in the CHR-ROM, for both $719 & $71A registers so that it would be SO much easier for hacks which use asm to add world gfx-specific
(that would be nice for the levels too, hukka are you here? )
Thanks
beneficii
Posts: 143/567
Originally posted by DurfarC
Are you going to turn this into a serious project? If so, you could always try to include the lock, pipe and airship data you recently found. That would be awesome.


Exactly my intent.
DurfarC
Posts: 412/483
Are you going to turn this into a serious project? If so, you could always try to include the lock, pipe and airship data you recently found. That would be awesome.
beneficii
Posts: 142/567
Thanks, y'all, anyway, but I had already fixed it. I figured what I had done wrong pretty quick. It's just that the program worked better than expected, since usually I'm not nearly that successful the first time I show something. Here's another screenshot :



Basically, I shoulda inverted the y position. like Lenophis said.
Lenophis
Posts: 485/830
Originally posted by beneficii
I'm working on a world map editor for smb3 and I made a small mistake in the map loading algorithm:



BMF is right, try tweaking with the Y coords. Maybe inverting them perhaps?
BMF98567
Posts: 931/1261
Heheh...'tis upside-down.

What did you screw up in order to make it load like that?
beneficii
Posts: 141/567
I'm working on a world map editor for smb3 and I made a small mistake in the map loading algorithm:

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