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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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Squash Monster

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

Level: 40

Posts: 251/677
EXP: 430507
For next: 10802

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

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-16-04 02:11 AM Link | Quote
Smallhacker, I actually had that idea already, down to the "Demo Island" name! I guess that means both of us aren't very original, huh?


For anyone keeping track, I haven't done any signifigant work on the editor since v0.51. Some of you would be suprised how much a sudden switch to a normal schedual can sap your programing abilities . This doesn't effect my plan to release on Wednessday, though, as I probably only have to write two lines of code and fix another to finish the last feature, which would make the program quite releasable.
Golden Yoshi

Pokey
Level: 41

Posts: 137/693
EXP: 445575
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Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-16-04 02:39 AM Link | Quote
Damn! I really wanted to insert the block that turns into Salvo the Slime in my hack, but since it's labeled as "NSP", I can't insert it. It is sprite 3F, by the way.
Squash Monster

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

Level: 40

Posts: 252/677
EXP: 430507
For next: 10802

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

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-16-04 03:11 AM Link | Quote
Alright, I changed that sprite to reflect what you said it is, GY. However, you should be able to insert sprites labeled "NSP" without any problem, just go to the S3F on the list to the left and click add. If you'd like to change the "NSP" bit anyway (rather than wait another release), go into SpriteData.txt, scroll down to 3F, and change the description ("NSP") to a more apropriate one.

Since my last post, I suddenly realised something I could use to make a huge increase in the overall speed of the editor, and implemented it. It works very well, but for some reason I can't figure out, the right-click object list is broken now. I'll put out a new release once I've fixed that.

EDIT: Finished and fixed. Now the speed of the program will depend on the number of onscreen objects, rather than the total number of objects. Hopefully I haven't opened up a whole new wave of bugs with this . New version number, v0.59.


(edited by Squash Monster on 08-15-04 06:32 PM)
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 442/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 08-16-04 04:54 AM Link | Quote
Wow. It was at version .51 one day and the next day it is .59. That is good. I have a question that has probably been asked before and I don't remember it:

Is there a text editor in this? Maybe so you can edit the level names or some of the message blocks? It shouldn't really be that hard to make one since most of the text is found already (or at least in a table...). The only problem would probably be the message blocks with pictures in it.
Squash Monster

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

Level: 40

Posts: 253/677
EXP: 430507
For next: 10802

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

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-16-04 05:03 AM Link | Quote
Well, it went up to .59 becouse I considered the speed boost a major feature, worthy of making it hit .60. However, I still have half-completed slope support, so it became .59.

I don't remember anyone asking about a text editor. It doesn't have one right now. Maybe a bit later, like after a release.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 444/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 08-16-04 05:27 AM Link | Quote
Originally posted by Squash Monster

I don't remember anyone asking about a text editor. It doesn't have one right now. Maybe a bit later, like after a release.


Really? I thought people would ask about that. It is really important to have a text edit in a hack so you can have your own level names. It would be weird to have a level named "Touch Fuzzy, Get Dizzy" and it has no Fuzzies in it...

Now to just wait for Wednesday... [Homer]Mmm, Yoshi's Island hacking[/Homer]
Kitten Yiffer

Purple wand
Furry moderator
Vivent l'exp����¯�¿�½������©rience de signalisation d'amusement, ou bien !
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Since: 03-15-04
From: Sweden

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Posted on 08-16-04 06:49 AM Link | Quote
Release on Wedndsay, better go and try to find the last bugs. That's little hard when you don't have so much time...

For now, people could use a hex editor, text editor is such a luxary...
SM_Gamer

Shyguy
Level: 17

Posts: 68/93
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Since: 03-17-04
From: The depths of SR388

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Posted on 08-16-04 09:18 AM Link | Quote
*plays Golden Yoshi's demo of SMW2+*

NO! Must...be...beta...tester.*snap*

AAGH!*summons metroid to drain anger from not being a beta tester*

Well anyway, I would REALLY REALLY like to beta test(an excellent honor, too!) for this editor when that time comes for more testers. I hope that time comes very soon because I have plans for my own hack. If chosen,...a bible?

*metroid brings bible*

*puts right claw on bible and left claw up*

If chosen, I swear to bring up ALL bugs, gliches, and other problems that arrise. That is all I ask.

Umm...I'm done with the bible now.

*metroid puts bible away*

Metroid:End!
The Arkichef

Red Tektite
Level: 15

Posts: 37/75
EXP: 15823
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Since: 03-19-04

Since last post: 192 days
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Posted on 08-16-04 03:39 PM Link | Quote
The only bad thing I can see about this editor, is that I leave abroad on my holiday on Wednesday! As Jack Bauer of 24 would say: DAMNIT!!! SON OF A BITCH!!!

Ahhh i suppose the wait is worth it, unless i can find a dial-up socket in switzerland to shove my laptop in
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

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

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Posted on 08-16-04 09:12 PM Link | Quote
I've got a suggestion of a pretty useful feature: "Count Coins and Flowers". First, it scans the level for screen exits. Then, it scans the sub levels for screen exits, if there are any, until every room in the level is found. Then, it counts the number of flowers and red coins in the rooms. Good if you have got large multi-room levels.

Maybe this is in the program already, but I haven't got it, so I can't be sure.

Edit: w00t! Post number 400!


(edited by Smallhacker on 08-16-04 12:13 PM)
Rain Man

Buzzy Beetle
Level: 31

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Posted on 08-16-04 11:26 PM Link | Quote
Originally posted by Smallhacker

Maybe this is in the program already, but I haven't got it, so I can't be sure.



Hint, hint.
This editor is coming along well. Cannot wait till wednesday. I'm going to invent a time machine, and fiddle with the space time contiuem. Yeah.
Squash Monster

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

Level: 40

Posts: 255/677
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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-17-04 04:23 AM Link | Quote
"Count coins and flowers" would be a nifty feature. Perhaps some time in the future. Right now, it'd take quite a bit of work, since it'd have to do all the work of loading every level that's connected to the level (but at least not taking up the memory).

New beta release. Many cosmetic changes (Thanks Jesper), such as making stationary tooltips a little less, um, blinky, a proper open ROM dialogue, an updated and nicer about dialogue, and finally actually using the nifty icon I drew a few versions back. Also, there's proper slope support. I think I've updated about half of the data file entries for slopes, as I started running into some very weird ones and stopped.

Beta folks: Jesper kindly is hosting the project now, so the URL has changed.
Drop the http://squashmonster.tripod.com/eggvine/ from the URL and replace it with: http://eggvine.wootest.net/
The version number is v0.61
Kitten Yiffer

Purple wand
Furry moderator
Vivent l'exp����¯�¿�½������©rience de signalisation d'amusement, ou bien !
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Since: 03-15-04
From: Sweden

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Posted on 08-17-04 05:12 AM Link | Quote
Having a proper server is better than Tripod... so it was nice of Jesper offering some server space.

A count red coins/flowers features would be great actually yeah. The game dosen't go over 100 points due how the game work. it's possible to collect over 100 points in a unhacked game due to a glitch in level 4-7 where a screen exit sends to level 1-1 (heck any pipe or screen exit that isn't pointed to anywhere leads to 1-1), but the game just register it as 100 points when you pass the goal.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 448/1346
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Since: 03-15-04
From: Blame my parents, Eddy

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Posted on 08-17-04 05:51 AM Link | Quote
That would be a awesome feature to implement. That way we wouldn't have to memorize every single red coin or flower (flowers would be easy to remember, but not the coins).

For now, people could use a hex editor, text editor is such a luxary...

Yeah... but I am lazy I just asked if there was going to be one... I could still use a hex editor, wouldn't matter to me.
Golden Yoshi

Pokey
Level: 41

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

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Posted on 08-17-04 09:19 PM Link | Quote
Hmm...there seems to be some kind of bug with the level header. I want to import a level header into my 1-5. The tileset I want to use is from 2-5 (the flowery, grassy ground). So, I import the level header from that level. All the numbers come up correctly, but after you open the level header window again, the tileset changes from 7, the grassy flowery tileset, to 9. Even if you change the number maunually to 7, it goes back to 9. I tried to import a similar tileset as 7, which is 15, however, once that number is placed in the tileset, it is automatically changed to 1.
Darkmatt

Red Cheep-cheep
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Since: 03-15-04
From: Clarkston, WA

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Posted on 08-18-04 02:06 AM Link | Quote
Looks like you're having the time of your life GoYo.

V0.61, 39 more points to go. CAN'T....WAIT.....AHHHH!!!! *Head explodes*
Clockworkz

Birdo

"Hoargh! Take your shoes off!"
Level: 64

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Since: 03-15-04
From: Undisclosed

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Posted on 08-18-04 04:00 AM Link | Quote
Aargh! I cannot wait another 5 hours! I need that editor! *collapses on floor and cries* Fate is a mistress of cruelty...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 459/1346
EXP: 1206934
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Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 08-18-04 05:25 AM Link | Quote
I can't wait for this editor either. Tommorow: E-Day.

Hmm... GY, I believe it might be the editor. I can easily pinpoint that. Of course, you could possibly pinpoint that too... might be because of a sprite there... since that level is originaly a auto-scroll level... just a thought...
Squash Monster

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

Level: 40

Posts: 258/677
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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 08-18-04 05:53 AM Link | Quote
The header bug, and a crash bug introduced with the faster graphics system, have both been fixed. Same link.

I guess this is it. Some time tommorow I'll wrap everything up and release version 0.70. This'll include a few UI tweeks by Jesper that help make it look more like a standard Windows program, all the latest bug fixes, and a few more sprites found by Golden Yoshi.
Clockworkz

Birdo

"Hoargh! Take your shoes off!"
Level: 64

Posts: 1273/2002
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Since: 03-15-04
From: Undisclosed

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Posted on 08-18-04 06:06 AM Link | Quote
You could cut the tension with a knife. 3 more hours...
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