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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Screenshots of new GUI for SMW Dev Env | |
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HabsoluteFate

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Posted on 09-25-05 08:21 AM Link | Quote
Work is progressing along quicker than I enticipated with the GUI interface for the next version of SMW Dev Env (which will be named version 1.0). I will post new screenshots as progress occurs....

This version will contain at least the current features that the DOS version has. Because i'm using FLTK for the windowing system you should be able to re-compile the code to work under Linux although I haven't tried it...

Screenshot #1
The following screenshot shows the main Window with the two options currently in there (Open ROM & Export To Binary). The window on the right is what pops up when you export a file to binary.



Please post comments here...if theres enough interest in this thread i'll keep on posting screenshots as progress comes along...I may or may not include a palette editor in this version...that way you can edit Mario & Luigi's palette directly in here which should make it easier for everyone

Would someone be kind enough to create an icon for the SMW Dev Environment? Preferably I would want submissions from more than one person and then have people vote over which one to use....thanks
Bio

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Posted on 09-25-05 08:51 AM Link | Quote
Its just me or SMW Dev Env going to be your long awaited power-up editor?
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Posted on 09-25-05 04:19 PM Link | Quote
So, will it also have a palette editor where you can pick the color for the Mario's and Luigi's? Or do you have to insert those as SNES colors?
HabsoluteFate

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Posted on 09-25-05 06:34 PM Link | Quote
It will have the power up stuff build in eventually yes...
As for the palette question the answer is yes although I'm not 100% sure if its going to make that version...probably will be in that version though
Sokarhacd

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Posted on 09-25-05 07:21 PM Link | Quote
looking good so far good work with this project. ill probably have to start hacking smw again when this editor gets really good
HyperLamer
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Posted on 09-25-05 11:58 PM Link | Quote
So this is going to be like an 'all-in-one' editor for all those various little things? If so, you should make a plugin system so people can add features. I'm making one for another program right now, so if you need information, just ask.
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Posted on 09-26-05 02:59 AM Link | Quote
Do you have any screens from when you have a ROM loaded?
HabsoluteFate

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Posted on 09-26-05 03:15 AM Link | Quote
I don't think I really need a plug-in system...the project is open source and anyone is open to joining the project and adding features to it...maybe someday but for now i would much prefer having others join in on the project...i would definetely love for others to join in on adding features...and i would be more than happy to explain my code although i'm trying to comment it as much as possible to help people...

To answer the other question...there wont really be much to show once a ROM is loaded...a little hard to explain but basically you can load a bunch of little sub windows and have them all appear on the screen at once if you like...for example the palette will be a small editor you can bring up if you select "Edit Palette" or whatever...which is going to be a sub window...then you could have "edit source code" as another sub window that appears automatically...

anyone willing to help out with the icon yet?
Sokarhacd

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Posted on 09-26-05 03:32 AM Link | Quote
what kind of icon did you have in mind? ill try creating one, but if you want it a particular way, then that would help a little.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 09-26-05 04:25 AM Link | Quote
The problem with "It's open source so anyone can add features" is that it's not flexible. Let's say one person adds the ability to edit boss levels, and someone else adds a music editor. Now, unless you know a fair bit about programming and can combine the two versions yourself (which may be difficult if a lot of changes have been made), you need to have two different versions if you want to use both of these features, each of which may nor may not have any number of changes like bug fixes, new bugs, changed features, etc. With plugins, you can just load both and all is well.


(edited by HyperHacker on 09-25-05 07:26 PM)
Sokarhacd

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Posted on 09-26-05 04:54 AM Link | Quote
I would have to agree with HH....a plugin system might get the editor more popular, since then people could release plugins instead of having to get the editor source, then add the feature, and all that stuff...plugins would be more efficient, and easier to use.
HabsoluteFate

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Posted on 09-26-05 06:03 AM Link | Quote
I'll keep it in mind although wont happen right away if it does...i'm too lazy and busy
As for what kind of icon...i'm not sure...but i want it to be mario related somehow...
a pipe maybe with 0s and 1s all over it??....Mario's "M" is another possibility....?
Sukasa

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Posted on 09-26-05 10:32 AM Link | Quote
Lookin' sweet! I could make the icon for you if you want. I'm looking forward to being able to use this.
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Posted on 09-26-05 02:22 PM Link | Quote
I don't think that it is necessary to have a plugin system to allow development to go smoothly. If some thought is placed into how the program is structured and manages it data, then it should not be difficult to keep features from stepping on each others toes. A few strategies that may help are to use the fewest possible number of global variables, use object oriented techniques, and use a model-view-controller architecture. A good project leader would encourage people to submit good code, and reject bad code from entering the main code base. Also, once the project gains steam, it would be a good idea to use a system, like CVS, that allows every change to the code base to be versioned and logged, allowing faster turnaround without losing control.

There are advantages to having the features in the main code base. For example, if a major change is made to the core of the program, all of the features could be in the same place and could be updated along with the core. If a plugin system is used, the interface to the other features would be frozen, and a choice between creating kludges to keep the interfaces stable and dropping support for the plugins would need to be made.

(Ugh. This post could be better written, I think.)
Sokarhacd

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Posted on 09-26-05 08:25 PM Link | Quote
here is something I whipped up in about 5 minutes...if you like it, ill upload the ico file



edit: you can see it better on a white BG

I chose the blown up mario since it can represent something, I dunno, it just seemed to fit I thought.


(edited by Dcahrakos on 09-26-05 11:25 AM)
(edited by Dcahrakos on 09-26-05 11:26 AM)
(edited by Dcahrakos on 09-26-05 11:28 AM)
(edited by Dcahrakos on 09-26-05 11:28 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 09-27-05 12:59 AM Link | Quote
Here's your white BG.


And this post puts me ahead of Alastor the Stylish in post count.
Sokarhacd

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Posted on 09-27-05 02:37 AM Link | Quote
it wasnt necessary to make the bg white, I was just pointing it out , but anyway, yeah, you can see it better with the white bg.
HabsoluteFate

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Posted on 09-27-05 06:50 AM Link | Quote
Thanks for the icon...what should i put credit-wise?
Sokarhacd

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Posted on 09-27-05 07:19 AM Link | Quote
just put Dcahrakos for the credit,...do you need the ico file? or will that png be good? the png I posted should be sufficient since it has the transparency in it, but then you have to convert it, but its up to you, since converting it would be an easy task.
HabsoluteFate

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Posted on 09-27-05 08:05 AM Link | Quote
I wouldn't mind if you could convert it but if you cant no big deal I can always download a program to convert it later...
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