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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 - EggVine - Yoshi's Island Editor
  
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Rain Man
Posts: 122/378
oops... my bad
Squash Monster
Posts: 263/677
The reply time that's shown depends on your own setting, not the one of the person who the post is from. It's 2:20 here.

No release quite yet. Don't get so excited that I have to give you a link to version 0.05 to keep you pacified, now.
Rain Man
Posts: 121/378
Your reply time says 6:40, unless its daylight saving...
Kyoufu Kawa
Posts: 451/2481
C'mon, it's 19:40 over here already!
Rain Man
Posts: 120/378
Stop complaining! Its 6 0'clock pm here. You've got a bonus. Ive been waiting longer than you.
Clockworkz
Posts: 1277/2002
Get back from driving school faster, you!
Golden Yoshi
Posts: 153/693
Damn, cpu, you start school early. I always start school in September . But trust me, it'll be worth the wait.
Squash Monster
Posts: 260/677
I have to get home from driving school before I make a release, so calm down and relax before you get too excited to use it.
cpubasic13
Posts: 461/1346
Yay! Almost here! I won't be able to get it until late tomorrow... unless I miss school for this event... Just kidding. I still have to go to school.

I can't wait. This is going to be cool to use when it is released. Looks really good.
Clockworkz
Posts: 1273/2002
You could cut the tension with a knife. 3 more hours...
Squash Monster
Posts: 258/677
The header bug, and a crash bug introduced with the faster graphics system, have both been fixed. Same link.

I guess this is it. Some time tommorow I'll wrap everything up and release version 0.70. This'll include a few UI tweeks by Jesper that help make it look more like a standard Windows program, all the latest bug fixes, and a few more sprites found by Golden Yoshi.
cpubasic13
Posts: 459/1346
I can't wait for this editor either. Tommorow: E-Day.

Hmm... GY, I believe it might be the editor. I can easily pinpoint that. Of course, you could possibly pinpoint that too... might be because of a sprite there... since that level is originaly a auto-scroll level... just a thought...
Clockworkz
Posts: 1268/2002
Aargh! I cannot wait another 5 hours! I need that editor! *collapses on floor and cries* Fate is a mistress of cruelty...
Darkmatt
Posts: 112/212
Looks like you're having the time of your life GoYo.

V0.61, 39 more points to go. CAN'T....WAIT.....AHHHH!!!! *Head explodes*
Golden Yoshi
Posts: 150/693
Hmm...there seems to be some kind of bug with the level header. I want to import a level header into my 1-5. The tileset I want to use is from 2-5 (the flowery, grassy ground). So, I import the level header from that level. All the numbers come up correctly, but after you open the level header window again, the tileset changes from 7, the grassy flowery tileset, to 9. Even if you change the number maunually to 7, it goes back to 9. I tried to import a similar tileset as 7, which is 15, however, once that number is placed in the tileset, it is automatically changed to 1.
cpubasic13
Posts: 448/1346
That would be a awesome feature to implement. That way we wouldn't have to memorize every single red coin or flower (flowers would be easy to remember, but not the coins).

For now, people could use a hex editor, text editor is such a luxary...

Yeah... but I am lazy I just asked if there was going to be one... I could still use a hex editor, wouldn't matter to me.
Ailure
Posts: 4155/11162
Having a proper server is better than Tripod... so it was nice of Jesper offering some server space.

A count red coins/flowers features would be great actually yeah. The game dosen't go over 100 points due how the game work. it's possible to collect over 100 points in a unhacked game due to a glitch in level 4-7 where a screen exit sends to level 1-1 (heck any pipe or screen exit that isn't pointed to anywhere leads to 1-1), but the game just register it as 100 points when you pass the goal.
Squash Monster
Posts: 255/677
"Count coins and flowers" would be a nifty feature. Perhaps some time in the future. Right now, it'd take quite a bit of work, since it'd have to do all the work of loading every level that's connected to the level (but at least not taking up the memory).

New beta release. Many cosmetic changes (Thanks Jesper), such as making stationary tooltips a little less, um, blinky, a proper open ROM dialogue, an updated and nicer about dialogue, and finally actually using the nifty icon I drew a few versions back. Also, there's proper slope support. I think I've updated about half of the data file entries for slopes, as I started running into some very weird ones and stopped.

Beta folks: Jesper kindly is hosting the project now, so the URL has changed.
Drop the http://squashmonster.tripod.com/eggvine/ from the URL and replace it with: http://eggvine.wootest.net/
The version number is v0.61
Rain Man
Posts: 112/378
Originally posted by Smallhacker

Maybe this is in the program already, but I haven't got it, so I can't be sure.



Hint, hint.
This editor is coming along well. Cannot wait till wednesday. I'm going to invent a time machine, and fiddle with the space time contiuem. Yeah.
Smallhacker
Posts: 400/2273
I've got a suggestion of a pretty useful feature: "Count Coins and Flowers". First, it scans the level for screen exits. Then, it scans the sub levels for screen exits, if there are any, until every room in the level is found. Then, it counts the number of flowers and red coins in the rooms. Good if you have got large multi-room levels.

Maybe this is in the program already, but I haven't got it, so I can't be sure.

Edit: w00t! Post number 400!
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Rom Hacking - EggVine - Yoshi's Island Editor


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