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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Oops! | | | |
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beneficii Lakitu Level: 36 Posts: 141/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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I'm working on a world map editor for smb3 and I made a small mistake in the map loading algorithm: (edited by beneficii on 06-17-05 03:05 AM) |
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BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 931/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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Heheh...'tis upside-down. What did you screw up in order to make it load like that? |
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Lenophis Super Koopa Level: 44 Posts: 485/830 EXP: 584360 For next: 26925 Since: 03-15-04 From: Duluth, MN Since last post: 4 hours Last activity: 3 hours |
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Originally posted by beneficii BMF is right, try tweaking with the Y coords. Maybe inverting them perhaps? |
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beneficii Lakitu Level: 36 Posts: 142/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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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. (edited by beneficii on 06-17-05 04:48 AM) |
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DurfarC Beezo Level: 33 Posts: 412/483 EXP: 218551 For next: 10628 Since: 09-04-04 From: Norway Since last post: 20 days Last activity: 12 hours |
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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 Lakitu Level: 36 Posts: 143/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by DurfarC Exactly my intent. |
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Jaspile Red Koopa Level: 20 Posts: 106/133 EXP: 37467 For next: 4972 Since: 03-15-04 From: Paris, France Since last post: 20 hours Last activity: 11 hours |
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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 |
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beneficii Lakitu Level: 36 Posts: 144/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by Jaspile 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? |
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Jaspile Red Koopa Level: 20 Posts: 107/133 EXP: 37467 For next: 4972 Since: 03-15-04 From: Paris, France Since last post: 20 hours Last activity: 11 hours |
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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) |
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hukka Level: 16 Posts: 87/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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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. |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 5048/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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! | |||
beneficii Lakitu Level: 36 Posts: 145/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by hukka 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. (edited by beneficii on 06-18-05 09:03 AM) |
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Jaspile Red Koopa Level: 20 Posts: 108/133 EXP: 37467 For next: 4972 Since: 03-15-04 From: Paris, France Since last post: 20 hours Last activity: 11 hours |
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Originally posted by hukka 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 |
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hukka Level: 16 Posts: 88/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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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. (edited by hukka on 06-19-05 11:19 AM) |
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beneficii Lakitu Level: 36 Posts: 149/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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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. |
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