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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - SMB3 Map Editor ALPHA--Official Release | | | |
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beneficii Lakitu Level: 36 Posts: 486/567 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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Go here for some screens: http://board.acmlm.org/thread.php?id=18590&pl=311397 I know, I'm a lazy bum tonight. Here are the downloads you can pick from. Please read the readme file before asking any questions (and do try to understand what is in the readme); and I'd prefer if you'd ask those questions in this thread, so that we may keep them organized. http://simbattle.coolfreepage.com/hosted/smb3map.zip (Thanks Tamarin Calanis!) http://php4you.irth.net/smb3map.zip (Thanks Darth Coby!) http://www.geocities.com/beneficii/smb3map.zip (and my crappy Geocities mirror) Hope y'all enjoy! EDIT: Night y'all! EDIT 2: Oh BTW, thanks to Disch for all the help he gave me for this! (edited by beneficii on 09-13-05 05:04 AM) (edited by beneficii on 09-13-05 05:05 AM) (edited by beneficii on 09-19-05 09:32 PM) |
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Sokarhacd Ball and Chain Trooper Resistance is Futile You Will Be Assimilated Hab SoSlI' Quch Level: 61 Posts: 1556/1757 EXP: 1799888 For next: 76708 Since: 03-15-04 Since last post: 6 days Last activity: 4 hours |
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heres another mirror, just incase http://dcah.us.to/smb3map.zip |
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46 Shyguy Level: 16 Posts: 57/87 EXP: 16741 For next: 3515 Since: 09-02-04 Since last post: 7 days Last activity: 17 days |
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I'm coming back and I'm going to give this a try. I made some slick map layouts and after successfully redesigning the first world, the second one kept throwing me off, just when I thought I figured out how everything was programmed and all the pipes worked, and I just kind of pushed the game aside out of frustration. If this could fix some of my problems then it would be awesome. | |||
beneficii Lakitu Level: 36 Posts: 495/567 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 46 Hmmm, I'm trying to think where you could have gone wrong on the pipe code. Tell me (or PM me) about what you know of the pipe data. |
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Ringodoggie Snifit Level: 27 Posts: 275/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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I tried this editor last night, and the features are great. Nice work . | |||
beneficii Lakitu Level: 36 Posts: 498/567 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 Ringodoggie Great! Perhaps you can send me an IPS of what you did (or get an image, just go to File->Export BMP) and tell me about what you did and how it went for you? Thanks! |
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46 Shyguy Level: 16 Posts: 58/87 EXP: 16741 For next: 3515 Since: 09-02-04 Since last post: 7 days Last activity: 17 days |
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Originally posted by beneficiiOriginally posted by 46 This took place several months ago, and my hack currently resides on the hard drive of a non-operating computer, so I don't remember all the exact details. I basically made a list of every position that the "enemy" that changes your map position could be in, and which map coordinates each one moves you to. I do not know how to change the actual coordinates; I just would load up the enemy data that had the existing coordinates I wanted to use. So I was able to get this done in world 1 just fine. But once I got to world 2, I'd set the pipes down on the map, and it would send me to different coordinates than what I had recorded. I'm presuming it's because of the map scrolling, and I know that's what was causing my other map problems as well. Let me know if there's anything that needs clarifying because I'm pretty much using my own terminology for all this. |
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legoman Paragoomba Level: 12 Posts: 46/75 EXP: 6907 For next: 1014 Since: 07-12-05 From: finland (jokirinteelä) Since last post: 16 hours Last activity: 3 hours |
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thank you very much this GREAT super mario 3 map editor! | |||
beneficii Lakitu Level: 36 Posts: 503/567 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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46, Yeah, I originally tried making a table of that too, but then I though, why don't I try finding where the values are stored? So I made a couple of educated guesses about how the data would be stored, did a search, and lo and behold actually found it! I don't think anybody else found it before I did, or if they did they had kept it to themselves. legoman, No problem. Enjoy! (edited by beneficii on 09-19-05 12:22 PM) |
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46 Shyguy Level: 16 Posts: 60/87 EXP: 16741 For next: 3515 Since: 09-02-04 Since last post: 7 days Last activity: 17 days |
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That rules. I'm just a no-frills level and graphic hacker, but I have a couple ideas for using the pipes that I've yet to see anyone do yet. I really would like nothing more than to pull them off properly. So yeah, once I get that old hard drive onto a computer where I can use my flash drive, I'm gonna see if this program can do the trick. . |
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beneficii Lakitu Level: 36 Posts: 506/567 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 46 I've done something too with the pipes, that can be done just with the editor; I don't think any ROM hacker has ever done it before. It's so cool! Want me to tell you about it? |
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SoNotNormal Fuzzy Level: 34 Posts: 429/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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This is great! This has to be one of the most user-friendly editors I've ever seen in a long time, besides LM of course. I made a beautiful first overworld, or so I think. Great job! Seriously, very well done. Umm, if anyone wants to see a pic of the OW, just ask . . EDIT: Oh, I had a couple questions for you. 1. You know how in worlds like Grass Land and Desert Land there are only 6 levels? Is it possible to make more (like put a 7 and 8 icon on the map?) 2. I'm a lil confused about the pipes, and how they work. COuld you perhaps enlighten me a bit? Oh, and what simply incredible thing did you do with the pipes that no other ROM hacker has probably ever done? (edited by SoNotNormal on 09-19-05 06:47 PM) |
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beneficii Lakitu Level: 36 Posts: 512/567 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 SoNotNormal 1. That's very simple. Just place a 7 or 8 icon where you want it, then place a pointer there, set it to the level you want (pointers can point to pretty much any level). In fact, I think this info, would be helpful for my FAQ: you do know that you can press enter right and you can open up a state select dialog box? 2. Yeah, pipes are very complicated in the original. Basically, you choose the pipe set you want to use (scroll through the sets using the pgup/pgdn keys). There will be two boxes, when your mouse hover over one of them it will tell you if it's the left entrance or right entrance (or for pipe set #0 tower entrance--equivalent to right entrance--or tower exit--equivalent to left entrance--). Basically, after setting them up, you select which pipe stage you want to go between them by pressing enter with your current pipe set selected, answer "No" to the Sky Tower question, then select either one of the pipe stages and it will set both of them to your current pipe set. After that, go into pointers mode, put the pointers on the left and right entrances (wherever you'll have them be), for each one, press enter, and for the left pipe entrance select "End 1" and for the right entrance select "End 2" and they will be set up! I know, it's complicated. If you still don't understand, then please explain what you don't, because I do want to get my readme file better in explaining. What I did was make my own Sky Tower in World 1. It wasn't really the sky tower, but it worked the same way. |
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SoNotNormal Fuzzy Level: 34 Posts: 435/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Oh, I was mixing up pipes with pointers - I was reading the pipe thing, saw it only went to 2-6, threw a fit, then quit. But now my problems are over. Thanks Umm, do you have a picture of your OW? I wanna see it's beauty |
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beneficii Lakitu Level: 36 Posts: 513/567 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 SoNotNormal Saw only what went to 2-6? What are you talking about? I'm glad it worked out. What parts of the readme do you think I could have improved? Here are the pics: |
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SoNotNormal Fuzzy Level: 34 Posts: 436/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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When you choose the pipes, and are picking which path the pipes lead to, it shows the levels - I saw it said 2-1 to 2-6, plus a bunch of other stuff- I figured the highest number of levels could be 6 in that world. Never mind. I know it's confusing. I can't really explain it. Wow. Those are really nice looking overworlds. Here are my first two: |
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beneficii Lakitu Level: 36 Posts: 514/567 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 SoNotNormal They look really nice! Have you gotten the locks and starting spaces to work? About the stage select thing, look for stages with the verbiage "World x-Pipe y-End z," because it only changes the enemy data when you select one (basically it looks for sprite type 0x25 which is the pipe sprite to change its y position) and both ends have the same enemy data. If you want to use a pipe (or any level for that matter) from another world, then just select the world you want on the left list box and it will bring up the stages. There is no rule against using stages from another world in your world; it's just that my stage select box defaults to picking the currently open world as the one to load from. That's all. (Once you master doing all this, I can probably explain to you the sky tower trick, but I'll hold off for now. ) Good job on the overworlds! |
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SoNotNormal Fuzzy Level: 34 Posts: 437/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Thank you! I'm happy you liked them! Right now, Water Land seems to be the hardest, just because of all the water. My starting spaces and locks work correctly - I have already tested them. I finally understand pipes now - it IS confusing, but it's not so bad once you get the hang of it. Thanks again for explaining it to me. What is this sky tower trick you've been talking about. It sounds like a shortcut |
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beneficii Lakitu Level: 36 Posts: 515/567 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 SoNotNormal Yeah, I find that I have a hard time explaining how pipes and locks work, because they are such complicated things. I mean, it's just something you have to get the hang of, you're right. I did my best to try to simplify it for my editor, while still giving my users a wide berth; I hope I didn't fail too badly in that regard. The sky tower trick--it's pretty cool. Basically, you answer "Yes" to the Sky Tower question that pops up in the msg box, but you do it a little differently. You'll need two different levels separate from each other completely, basically. You know the World 5 Sky Tower right? You go through it and emerge out of the pipe in the clouds and to go back down you go into the pipe and it takes you to a completely different stage? That's what I was talking about by Sky Tower. When you design your stages, make sure that each (that is, both ways) ends with an exit pipe, and in the stage's header you have checked "Entering pipe ends level." Under pointer for next area of level set obj data to 10010, enemy data to 10, and obj set to 0. Make sure to put sprite type 0x25 in that level, which is the sprite determining the pipe set to use. Now about positioning the pipe that ends the level, if you want Mario to emerge at the right entrance, then have the pipe on the bottom half of the y positions for the level. In other words, the y position should be positioned below y pos 13 or whatever the dividing line is (I'm not sure what it is). To have Mario emerge on the left entrance of the pipe, then have it at the top half of the screen. Do you understand what I'm saying to you about this? Remember, unless you want it to be one way, make sure to set them out different. Now open up my editor, go to the pipe set you're dealing with, press enter, answer "Yes" when the box asks if you're doing the Sky Tower, and select one of the stages you're trying to link. It will change the y pos of sprite type 0x25 to the correct one for that level. Then do the same for the other stage. After that, they should link up. If you still have problems, then please just post them here. |
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SoNotNormal Fuzzy Level: 34 Posts: 438/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Sounds confusing, but I think I understand you. I'll give it a try tonight, and I'll let you know if I have any problems. When I'm done my 9 overworlds, I'll probably make a new thread for opinions, so if you want to take a look at them later in the week, you may like them |
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Acmlm's Board - I2 Archive - Rom Hacking - SMB3 Map Editor ALPHA--Official Release | | | |