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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - EggVine - Yoshi's Island Editor | |
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Kagerato

Goomba
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Posted on 08-11-04 03:30 AM Link | Quote
Here's an idea then: don't use it.

Squash will implement graphics approximately "when he damn well feels like it". I'm sure he wishes it were a very simple matter to draw entirely using graphics ripped from the ROM. Unfortunately, those graphics may be compressed (which adds an additional step: decompression), and they always have to be converted to an RGB-style format before they can be effectively drawn on screen (our systems are based on the concept of each pixel is given a precise RGB-defined color, very unlike the tile-based system on the SNES). Let's not even get into sprite assembly, and the massive number of variations a sprite can be represented as in the ROM itself.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 08-11-04 03:37 AM Link | Quote
Originally posted by Kagerato
Here's an idea then: don't use it.

Squash will implement graphics approximately "when he damn well feels like it". I'm sure he wishes it were a very simple matter to draw entirely using graphics ripped from the ROM. Unfortunately, those graphics may be compressed (which adds an additional step: decompression), and they always have to be converted to an RGB-style format before they can be effectively drawn on screen (our systems are based on the concept of each pixel is given a precise RGB-defined color, very unlike the tile-based system on the SNES). Let's not even get into sprite assembly, and the massive number of variations a sprite can be represented as in the ROM itself.


Perfect explination to everyone. Graphics are not the #1 priority when starting out an editor for a ROM. It is like when you were a baby: you first have to crawl in order to walk. Same applies here. You have to be able to at least load levels before the loading of graphics can be used...
Chris

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Posted on 08-11-04 04:07 AM Link | Quote
I was just pointing out what I half to say, I didnt mean to call for all that , I just want to know why he doesnt want the GFX in anyway because so far it seems to me that he doesent want to put them in .



(edited by chris on 08-10-04 07:08 PM)
Kitten Yiffer

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Posted on 08-11-04 04:50 AM Link | Quote
I can point this out.

There is a map editor for Earthbound. I was in the PK hack community and lurked before joining Acmlm board. There was a beta version, where it did show the map with graphics and all. But it wasn't editable.

...not talking about it used extracted tilesets. Not from the game itself.
Squash Monster

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Posted on 08-11-04 04:53 AM Link | Quote
As I've explained previously, it's a great amount of work. Every single object (512 of them) and every sprite (another 512) needs a specific chunk of code to handle it. Graphics are a comparitively minor part of the editor, and I've been trying my best to make it possible to work without them. The boxes are colored and all have labels. There's a convenient tooltip and a full description in the corner for every object you click on. I'd like to see that feature working as much as the next person, but it'll be a while.

I just uploaded a small fix to the last version (screen exits should work a bit better).
Golden Yoshi

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Posted on 08-11-04 04:56 AM Link | Quote
Don't worry, the absence of graphics isn't a major problem. Take it from the word of a beta tester, it isn't that hard without the graphics. I'll admit, once I started I was skeptical if this could be a good editor without the graphics, but after playing around with it you quickly get the hang of it. This editor is coming along very well, it keeps getting better with every beta release, and I'm sure it will be even better when released to the public.
Chris

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Posted on 08-11-04 04:57 AM Link | Quote
Ok then , sorry I brung up the subject .
Squash Monster

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Posted on 08-11-04 09:36 PM Link | Quote
Originally posted by chris
Ok then , sorry I brung up the subject .
No worries. It's been brought up a lot before though, and some people are downright agrivating about it, so the default response is a bit icey.

New version beta guys. Still .40. Fixes a crash bug with going to levels with less screen exits than the currently selected one, a crash bug with deleting all screen exits, and makes the "import from existing level" feature of the header dialogue hex.

EDIT: And again. Someone load by index has managed to be decimal for a long time without us noticing .


(edited by Squash Monster on 08-11-04 01:07 PM)
knuck

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Posted on 08-11-04 09:54 PM Link | Quote
Argh, i didn't like that "Bytes/allowed" thing. So the levels size are limited?
And yes, GFX loading is important.
Squash Monster

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Peace love and turnpike!

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Posted on 08-12-04 02:26 AM Link | Quote
Yes, of course it's important. That doesn't make it more important than lack of bugs or key functionality.

You'll have to live with the bytes/allowed thing. Expansion of this ROM is apparently impossible, and it's going to take a while to figure out exactly how to deal with empty areas already existing in the ROM. It's possible to increase the space by hand for now, just repoint the level, copy it, and add a bunch of 00s to the area after the data.

Beta guys: v0.41 hopefully fixes a bug that occasionally makes the load levels by index list dissapear after long usage, and adds an open ROM dialogue. Be forwarned that said dialogue is buggy, and most of these bugs are ones I don't really know how to deal with.
Golden Yoshi

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Posted on 08-12-04 02:36 AM Link | Quote
Here's some screens of my new 1-2.




With this level, I was able to manipulate the level header just the way I wanted to, so I was able to make a completely different level from the original 1-2. Believe me, this editor is coming along great.
Kitten Yiffer

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Posted on 08-12-04 03:43 AM Link | Quote
I hope you do take backups Golden Yoshi of your hack...

For being honest, I yet have to make a serious hack. Currently i'm just playing around with odd things and see if it works in YI.

Is it possible to make something that delete everything on a level automatically? Instead of having to delete every object manually...
Squash Monster

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Posted on 08-12-04 05:42 AM Link | Quote
You mean something like "Random - Level - Clear - Are you sure you want to delete all objects and sprites? - Yes, I'm sure"? (Also to note: that will delete all screen exits if you use it in screen exit mode.)

Don't worry about having not made a serious hack. I'm not even playing around yet, myself.


I played Golden Yoshi's hack. It's better than screen shots would suggest. He's a good level designer.
Dylan
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Posted on 08-12-04 06:12 AM Link | Quote
Those screens are awesome, GY. I have so much faith in this editor, right now.
Kitten Yiffer

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Posted on 08-12-04 06:14 AM Link | Quote
Originally posted by Squash Monster
You mean something like "Random - Level - Clear - Are you sure you want to delete all objects and sprites? - Yes, I'm sure"? (Also to note: that will delete all screen exits if you use it in screen exit mode.)
*makes a reminder about looking through all menus before saying something*

But heh, it will be quite useful. I maybe try to make a serious one level hack...
Golden Yoshi

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Posted on 08-12-04 06:19 AM Link | Quote
Originally posted by Yuri
I hope you do take backups Golden Yoshi of your hack...


What's that supposed to mean?

Thanks SM and Gb-Ky
Kitten Yiffer

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Posted on 08-12-04 06:24 AM Link | Quote
I meant, "I hope you do take backups of your hack Golden yoshi... "

Eggvine may mess up some things, badly as it is a beta. But I yet have to see such a bug. Most problems I get is related how the game handles things, not the editor.

Infact, eggvine showed me how YI generates levels.
Golden Yoshi

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Posted on 08-12-04 06:28 AM Link | Quote
Yep, I do make backup copies of my hack after every beta version is released. I would hate to lose those levels I worked REALLy hard on .

By the way SM, has anyone started to look up new levels in the Level Index window yet? I can do it all, it's no problem, I already started and I've been able to recognize every level so far. I can just type up a nifty little list if you want. Just one thing, do the level indexes run from only 00-9F?
Squash Monster

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Posted on 08-12-04 07:14 AM Link | Quote
Thanks GB.

Kitten Yiffer is quite right, Egg Vine may mess things up. However, I think that any remaining bugs will be those that crash EV (or interface quirks like hex vs. decimal). So, back up your hacks, yes, but, more importantly, save often.

Golden Yoshi, I don't actually know how high the indexes go, all I know is that 00 through 35 are the levels you can reach directly from the overworld, in a very predictable patern (almost entirely sure about that, since I predicted where to find Raphael the Raven's castle with 9 * 5 - 2). If you see an error about an unexpected bank, then tell me, and I'll fix it.

Yes, it'd be very helpful if fleshed out the data file, thank you. How far along are you? I feel bad just leaving it all to one person, we could split it up if you like.


(edited by Squash Monster on 08-11-04 10:15 PM)
Golden Yoshi

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Posted on 08-12-04 07:06 PM Link | Quote
It's alright, I'm already done. The level indexes seem to go up to D7. I'll upload the new Level List on my site. SM, should I give the data file to each beta tester separately or should I just give it to you to put in the next version?


(edited by Golden Yoshi on 08-12-04 10:11 AM)
(edited by Golden Yoshi on 08-12-04 10:13 AM)
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