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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - New SMB3 editor, maybe | | | Thread closed |
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Sephiroth Red Goomba Level: 12 Posts: 46/46 EXP: 6909 For next: 1012 Since: 06-30-04 From: Hallow Bastion Since last post: 476 days Last activity: 339 days |
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So it's for Dos which means I cant use it which means it's Compleatly Useless. | |||
Weasel Missionary in Peru Level: 34 Posts: 427/454 EXP: 236444 For next: 17207 Since: 03-15-04 From: Washington Since last post: 467 days Last activity: 339 days |
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No, this is a windows program. See the window that it's in? Loser. | |||
dan Snap Dragon Level: 43 Posts: 97/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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I think the ultimate question is, are you planning some kind of automatic level management? Probably one of the main reasons people get discouraged with SMB3 hacking is that you have to manually work out what sizes are, and where to put them in the bank. | |||
hukka Level: 16 Posts: 8/94 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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cpubasic13 : Yes. Not sure what you mean by drag&drop here? asdf : Naturally. Googie : a builtin emulator would be cool, but implementing such would be above my skill level. |
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Kitten Yiffer Purple wand Furry moderator Vivent l'exp����¯�¿�½������©rience de signalisation d'amusement, ou bien ! Level: 135 Posts: 3312/11162 EXP: 28824106 For next: 510899 Since: 03-15-04 From: Sweden Since last post: 3 hours Last activity: 4 min. |
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Originally posted by hukkaUnless you already find a such emulator. There are a emulator programmed in Delphi, but I don't remember if it was open sourced or not. Or if it was good... With drag and drop I think they mean "editing like Lunar magic does by dropping enemies from a box" which is quite hard implenting if you consider it's NES. Dahrkdaiz mentioned something about the game not seeing the space even if you expanded the ROM or something, and that you had to change some things with ASM to make the game use it. IIRC... |
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DahrkDaiz Red Super Koopa Acmlm's Mosts 2005 Best ROM Hacker Level: 45 Posts: 251/885 EXP: 643520 For next: 16644 Since: 03-15-04 From: K-Town Since last post: 4 hours Last activity: 4 hours |
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Personally, I think if this editor was moddedly exactly after M3I it would be a very good thing. M3I is a very good editor anyways, very flexible. It may do everything in the world, but who cares? But we're still speaking early here: hukka just has the levels being displayed. Before we start talking about features, lets way for a real editing demonstration to be shown | |||
Weasel Missionary in Peru Level: 34 Posts: 437/454 EXP: 236444 For next: 17207 Since: 03-15-04 From: Washington Since last post: 467 days Last activity: 339 days |
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One of the nice features in that first screenshot is the size of the editor. It shows more than one "screen" at a time. Which is a totally awesome feature! I sure hope this gets more work done on it It'd be nice to have something beat out M3i. |
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Parasyte Bullet Bill Level: 35 Posts: 119/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Originally posted by asdf Palette loading is almost a must after he impliments some "actual" tile rendering code. Fixed palettes for NES editors\emulators are almost never a good thing. |
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The Kins Kodondo Level: 38 Posts: 200/595 EXP: 354733 For next: 15714 Since: 03-15-04 From: Melbourne, VIC, Australia Since last post: 2 days Last activity: 9 hours |
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Hope this works out. I really wanna see a new SMB3 editor! | |||
Knuckles T15X Keese Level: 20 Posts: 120/134 EXP: 37896 For next: 4543 Since: 03-15-04 From: ROM Hackville, SMASHachussetts Since last post: 109 days Last activity: 11 days |
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Linux port plz XD But really, that looks kickass so far. Keep it up! |
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hukka Level: 16 Posts: 9/94 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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A Linux port in the future is not out of question, since the program should compile in Kylix if I change the graphics display component. Thanks to all for the encouraging comments. The viewer is coming along nicely but there's still a lot to do until I can begin implementing editing functions. | |||
JJ64 Boo Level: 45 Posts: 741/919 EXP: 640956 For next: 19208 Since: 05-22-04 From: Green Bay, WI Since last post: 441 days Last activity: 269 days |
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I really hope this works. It's not that the other SMB3 editors are bad, I'd just like an easier-to-use one (like a little more difficult than Lunar Magic). | |||
alitnil Snifit Level: 27 Posts: 10/290 EXP: 107568 For next: 8591 Since: 07-16-04 From: Phoenix, AZ Since last post: 56 days Last activity: 44 days |
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HELL YEAH! Way to go on creating a much needed new SMB3 Level editor. Keep on pluggin' away my friend. Make sure to add a rear view mirror so i can check myself out while I edit, okay? | |||
Frank15 Red Koopa Level: 19 Posts: 49/126 EXP: 32228 For next: 3549 Since: 06-01-04 From: New Orleans Since last post: 71 days Last activity: 67 days |
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I use both the current editors interchangeably. Both have their advantages and disadvantages, and pretty much working with both is a must. The Discombobulator advantages: +Shows pallettes in levels +Allows pallette editing +Easier map screen editing +Shows object order, an absolute must at times Mario Improvement advantages: +Allows editing of airships and cloudy levels +Easier pointer editing One common problem with both: -The bridge object, in both editors, appears higher than it should. Anyway... basically yeah, a better editor would be loved by some of us ! |
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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: 1262/8210 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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A real SMB3 editor that runs in a window and can be resized? If this is a dream, don't wake me up! About the graphics: If you need help loading the GFX/Palettes, I have VB code for it. It's actually for Gameboy, but the format's pretty similar. [edit] BTW, for the built-in emulator: Include an old version of FCEU or a similar NES emulator (something with a nice small interface that works well) and have it load the ROM, then use API functions to tweak its memory. Find the game's RAM and force it to load a specific message. (Maybe you can include a save state of the level about to be loaded, then have the emu load the state, and the game load the level. Yes, it's possible. Just don't depend on the user to supply the emu, because with each new version you'll need to re-find the offsets.) (edited by HyperHacker on 07-21-04 10:54 PM) |
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Chibi Gatomon Shyguy Level: 16 Posts: 20/85 EXP: 18859 For next: 1397 Since: 04-02-04 From: Kamiya Residence Since last post: 70 days Last activity: 15 hours |
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awesome, just a question. will level header editing be possible? |
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hukka Level: 16 Posts: 10/94 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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Thanks for the comments, all! Objects are now displayed in the correct order (something M3I doesn't do), and objects extend to the ground properly. Objects can be selected using the mouse and moved around. Sky color is loaded from the ROM, but other graphics still use a fixed palette. One of the things I'm going to implement next is loading the graphics and TSAs from the ROM (just waiting for some code from DD ;o) There are still a couple of issues in both rendering some things and with objects that do not have their handle in the upper left corner of the object. Otherwise it's coming along pretty nicely and the program is very stable. HyperHacker: thanks, but I don't need the VB code. As for the emulator, that's a possibility. I could hack FCEUd so that it'd be easier to control it from my editor - I've already hacked its debugger a bit for my own use and the source code is pretty readable IIRC. But it's not a priority job right now. Something to look into when the editor is in a more usable stage. Chibi Gatomon: Level header editing will be possible, naturally. |
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Ringodoggie Snifit Level: 27 Posts: 71/281 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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How about a sprite TSA editing feature? | |||
Parasyte Bullet Bill Level: 35 Posts: 140/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Blah. Let him take his time and do ir right. He's already doing a wonderful job, from the looks of things. By the way, I am vastly interested in this project. I have no intention of hacking any Super Mario Bros game in the near future, but maybe this will spark some more creativity, or such. Just don't go overboard on the [stupid] features, like Lunar Magic, and I'd say you'll be right on track. |
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Wlokos Red Paratroopa Level: 22 Posts: 82/176 EXP: 54880 For next: 3470 Since: 04-29-04 Since last post: 11 days Last activity: 10 days |
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Wow, this looks great. I'd like to be a beta tester too when the time comes, although I'm sure you have enough, from the 5 or 6 others that asked... |
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Acmlm's Board - I2 Archive - Rom Hacking - New SMB3 editor, maybe | | | Thread closed |