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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Working on a YI Editor | |
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Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 198/677
EXP: 430507
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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 07-31-04 10:13 PM Link | Quote
I'm back. I'll get back to work when I recover.

Originally posted by HyperHacker
That's looking pretty good. One thing I'd like to point out, though: Debug.Print
BTW: MsgBox > MessageBox.Show.
I can't believe I forgot about that. You rock, sir. And thank you.

Originally posted by JJ64
Will it be able to edit item properties, such as how many times you can spit ice, or what enemies it can freeze?
You find the offset, I write the feature. It won't have high priority, mind you, becouse level editing is more important.

Originally posted by Peardian
Will you be able to change the length of Transformation time? I have some ideas for underwater bosses...
I'm not sure what you mean, but your answer is most likely the same as the last one.
JJ64

Boo
Level: 45

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Since: 05-22-04
From: Green Bay, WI

Since last post: 441 days
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Posted on 08-01-04 03:03 AM Link | Quote
Originally posted by Squash Monster
Originally posted by Peardian
Will you be able to change the length of Transformation time? I have some ideas for underwater bosses...
I'm not sure what you mean, but your answer is most likely the same as the last one.


I think he means when you turn into a helicopter, submarine, etc., how long you'll remain as one.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 199/677
EXP: 430507
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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 08-01-04 04:35 AM Link | Quote
Originally posted by JJ64
Originally posted by Squash Monster
Originally posted by Peardian
Will you be able to change the length of Transformation time? I have some ideas for underwater bosses...
I'm not sure what you mean, but your answer is most likely the same as the last one.


I think he means when you turn into a helicopter, submarine, etc., how long you'll remain as one.

Ah, I understand. The answer to that is, indeed, the same as the other. However, I think you could just use the transformation bubbles that stay after being transformed, so the player can just hop back to them.

The only transformation I can see being used in a boss fight is the sub (assuming the game's code will let even that work), but what boss fights would work with that? Many of them seem like they'd be sitting ducks (Sluggy the Unshaven, Salvo the Slime, Prince Froggy, Naval Parana, Hookbill, TapTap, Bigger Boo), and others seem impossible (Potted Ghost, Rapheal the Raven, Marching Mild, Bowser). That leaves Burt, who couldn't kill the player. It's a creative idea though, maybe you could get it to work with a bit of inginuity.
Darkmatt

Red Cheep-cheep
Level: 24

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Since: 03-15-04
From: Clarkston, WA

Since last post: 9 days
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Posted on 08-02-04 05:19 AM Link | Quote
The thing I'm concerned about is this...

WHICH 1 IS GOING TO RELEASE A FULL VERSION OF THERE EDITOR 1ST!?!?!? IT'S JUST TOO CRAZY!! ( I bet on SM's editor, with the cheap rectangles and catchy names how can't it be released 1st?!? )
Peardian

Lava Lotus
The Uncanny Mario Art Master
KvSG #87 is up!
No Trouter yet...

Halloween's over... Turkey time!
Level: 58

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Since: 07-01-04
From: before 3:00 - school, after 3:00 - Pearl Island

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Posted on 08-03-04 01:47 AM Link | Quote
It's been almost 13 days... I wonder where Chaosflare went. We might be seeing some new screenshots soon!
Clockworkz

Birdo

"Hoargh! Take your shoes off!"
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Since: 03-15-04
From: Undisclosed

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Posted on 08-03-04 10:00 PM Link | Quote
I betcha he abandoned the board and fled to Mexico in fear of execution, now that he thinks we believe he bagged the project
Golden Yoshi

Pokey
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Since: 03-15-04
From: Edison, NJ

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Posted on 08-04-04 01:29 AM Link | Quote
Chaosflare gave his word that he would never bag the project. If he decided to go against this, it probably would be best for him to have fled to Mexico...

Anyway, I had a question for either one of these fellows. Has anyone found out how YI handles screen exits? Is it similar to SMW, with the exit determined by the screen? I remember in YI (SMA3 version), if you moved doors around on the screen, it would change the exit destination (this is seen in Secret 5).
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 08-04-04 07:44 AM Link | Quote
...

...

It's alive!



*evil laughter ensues*

Alright, I got saving to work now. I'm excited.

The following is to-do list for before a release:
-Create/Destroy objects
-A bit more user friendliness
-Open ROM dialogue (Currently assumes Yoshi.smc)
-Various extra features findable in "Random" menu (Header, global sprite properties, and two small things you don't get to hear about untill they're done and released)
-Search for bugs properly
-Screen exit support
-Sprite support

How far down that list I get before a release is up to public. But I will do the first two no matter what y'all say. So, what'll it be?
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 08-04-04 03:56 PM Link | Quote
Sweeeeeet! However, you should give sprite support high priority, since a level editor is basicly useless without sprite support.
Golden Yoshi

Pokey
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Since: 03-15-04
From: Edison, NJ

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Posted on 08-04-04 06:47 PM Link | Quote
Good going Squash Monster. I also think sprite editing should be a top priority. Also, the Create/Destroy object feature is a must. These two things are the most essential things in making a level, and allows you to mess around a lot before making a really good level. I hope to see some screenshots soon, and I can't wait for the release, but I can wait patiently if I see some progress .
Peardian

Lava Lotus
The Uncanny Mario Art Master
KvSG #87 is up!
No Trouter yet...

Halloween's over... Turkey time!
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Since: 07-01-04
From: before 3:00 - school, after 3:00 - Pearl Island

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Posted on 08-04-04 10:49 PM Link | Quote
Will it be able to edit the "3D" Island on the title screen?
Smallhacker

Green Birdo

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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 08-05-04 12:24 AM Link | Quote
That 3D is mode 7 (the island and the water) with sprites (the other stuff). I've seen Mode 7 hacking tools (like the Super Mario Kart editor) and Mode 7 viewers, so it's not impossible. It's probably the same with the sprites.

I'm woundering if anybody knows so much about the SuperFX chip that it's possible to edit the GAME OVER text. (They're polygons)
Clockworkz

Birdo

"Hoargh! Take your shoes off!"
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Since: 03-15-04
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Posted on 08-05-04 02:22 AM Link | Quote
Any new screens yet, Squash?
Darkmatt

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Since: 03-15-04
From: Clarkston, WA

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Posted on 08-05-04 02:44 AM Link | Quote
I'd worry about Mode 7 lata.

Yeah, me want new screens! Me likey screenies! Me likey screenies!
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 206/677
EXP: 430507
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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 08-05-04 03:21 AM Link | Quote
Oh, you want screen shots?

I didn't do it when I finished saving, since that's not very photogenic. But now I've got add/remove sprites, so here.




And, to show off a feature I've had since forever:


As for the latest feature request... give yourself a minute to guess the answer. Yeah, that's right. You find offsets and I make feature (eventually).


(edited by Squash Monster on 08-04-04 06:23 PM)
Clockworkz

Birdo

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Posted on 08-05-04 05:37 AM Link | Quote
Are we ever going to see the objects as what the look like in the game, or are we just going to have to make do with white text boxes?
Xkeeper
The required libraries have not been defined.
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Posted on 08-05-04 06:12 AM Link | Quote
Last I knew he doesn't know how to extract the GFX from the ROM yet, so when he figures it out, yes.

I have a good feature idea, though, for now. How about filling the boxes with solid colors? LIke, say, ground = green or brown, pipes green, rocks gray, etc.

It'd make figuring things out much easier
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 207/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 08-05-04 07:35 AM Link | Quote
I don't know how to extract graphics from the ROM, though that's not much of a problem. The real problem is figuring out which to display.

That colored boxes thing is brilliant though. I'll go implement it, but I'm not going to put more than just the basics into the data files. Whoever volunteers can beta test if they want. Any volunteers?

EDIT: Done. Trying to upload a screenshot, but Tripod's acting a bit funky. Beta offer still is there for someone willing to put up with data files or someone willing to host the project.

EDIT 2: Whoosh.



(edited by Squash Monster on 08-04-04 11:51 PM)
(edited by Squash Monster on 08-05-04 01:01 AM)
Oddgoo

Shyguy
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Since: 07-14-04
From: Mexico, Guadalajara

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Posted on 08-05-04 08:57 AM Link | Quote

I volunteer, just tell me what you want me to do
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 08-05-04 10:32 AM Link | Quote
Sweet! Way too big though. I'd suggest a more LM-like interface; the level itself is in its own resizeable window, everything else is in separate windows.

Would you be opposed to me working with you on some things? Mostly ASM-related stuff. There's not a lot of point in making my own when you've already come this far.
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