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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - How Should Certain Features Be Implemented--My SMB3 Editor? | |
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How Should I Implement the Lock Editing Feature in My Editor?
Read my post first before voting! Don't just pick a letter!
A
 
63.6%, 7 votes
B
 
36.4%, 4 votes
C   0.0%, 0 vote
Multi-voting is disabled.

User Post
beneficii

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Posted on 07-23-05 01:20 AM Link | Quote
First, I would like to direct y'all's attention to a world 2 map hack (just a world map hack, not a stage hack!), that demonstrates changed starting spaces (and starting screens), changed locks (two locks in world 2 now!), changed pipes, and changed airship retreat vectors:

http://www.freewebs.com/beneficii/ubash.ips

(patch SMB3.nes ROM with this)

I hope that those interested would look through my old threads on these topics and check in the ROM to see what I was talking about.

Anyway, now the point of my thread.

As you are well aware, pipes and locks are notoriously complicated in SMB3, especially locks, what with having to choose the damn place on the damn nametable to replace the old tiles with the new ones, then with having to choose the tiles to draw to the nametable, then with having to set the lock as cleared (as a stage or fortress is cleared), then choosing the x and y coordinates of the explosion, then choosing the tile that will be imitated (in terms of how Mario acts when he moves across it--will it let him go vertical or horizontal? etc) in place of the lock for that one turn, then setting the correct lock number in the world's lock table, and then finally changing to the upper nybble of the corresponding Boom Boom's y position to the corresponding world table byte + 1. Well, I have been giving a lot of thought about how that should be implemented in my editor, and I think I have some good ideas--if I choose an idea, I would expect pipes to be implemented in a similar way. So, here is an explanation of the ideas, please vote for an idea in the poll by its corresponding letter and explain your vote.

A. Simply the editor will let you add and delete locks on the map, and it will handle ordering them in the table, etc., (though it will ask you to pick the fortress that will correspond with it, so it can set Boom Boom's y position's upper nybble). The pros are that it would be simple for the user. The cons are that it would be hard for the editor to keep track of it (and therefore bugs and errors would be likely), and considering there are only 17 locks available, the user himself could get carried away and lose track.

B. The editor will make you pay attention to them more. It will let you edit the world's lock table represented by boxes on the map that can be double-clicked, and you can pick the lock number to use. Then you can go to a dialog that lets you edit all the locks together and set the positions themselves. It will let you set Boom Boom's y position's upper nybble too to choose the correct table item by choosing his stage. The pros are that this is still image-oriented, and that the editor will be able to keep things much more organized and under control and that the user will have more control of the process as well. The cons are that the user will have to pay more attention to what goes on.

C. The editor will have you edit the locks and put them in the table yourself, by setting the numbers. There is nothing image-oriented here, but you can still pick Boom Boom's y position's upper nybble ''. The pros are that it would be simple to implement and that the user will have quite a bit of control. The cons are that it's not image-oriented and the user will have to collect the positions of the locks themselves and that it will make editing locks seem esoteric to a new user.

Cast your ballot!


(edited by beneficii on 07-22-05 04:21 PM)
(edited by beneficii on 07-22-05 04:28 PM)
HyperLamer
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Posted on 07-23-05 01:51 AM Link | Quote
A and C. You can just plop a lock on the map and it auto-positions and everything, or if you need to you can edit the data manually (eg for ASM hacks).
Sukasa

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Posted on 07-23-05 02:17 AM Link | Quote
I would suggest A, with just a warning dialog that pops up if the user tries to add more than 17 locks, as well as some of the elements of C, maybe. basically what HH said.
beneficii

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Posted on 07-23-05 02:17 AM Link | Quote
Originally posted by HyperHacker
A and C. You can just plop a lock on the map and it auto-positions and everything, or if you need to you can edit the data manually (eg for ASM hacks).


In that case, in B, I can let the map editor have direct access to the lock number in the table as the user moves locks about the screen and modify the correct data. My issue, again, with A is that there would be so little structure it would be hard for the program to keep track of the locks.
HyperLamer
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Posted on 07-24-05 11:46 AM Link | Quote
Originally posted by Sukasa
I would suggest A, with just a warning dialog that pops up if the user tries to add more than 17 locks, as well as some of the elements of C, maybe. basically what HH said.

I'm sure he could allow more than that with an ASM hack.
beneficii

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Posted on 07-24-05 03:55 PM Link | Quote
Originally posted by HyperHacker
Originally posted by Sukasa
I would suggest A, with just a warning dialog that pops up if the user tries to add more than 17 locks, as well as some of the elements of C, maybe. basically what HH said.

I'm sure he could allow more than that with an ASM hack.


You're right, I could easily allow more than that, but I would like to wait until a later release, because I do want to get a version released. Basically, the concept would be simple: if the lock number is greater than 16, then it subtracts 17, and goes to a table in a different area. I could also do it to where you wouldn't need so many different tables--it'd calculate some of them for you, saving space and allowing for more locks.

EDIT: That should be 16, because the highest lock number is 16. Duh!


(edited by beneficii on 07-24-05 06:56 AM)
(edited by beneficii on 07-24-05 06:58 AM)
(edited by beneficii on 07-24-05 07:02 AM)
(edited by beneficii on 07-24-05 07:03 AM)
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