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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Egg Vine - Released! (Current version: 0.73, released 2004.08.21) | | Thread closed
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Koroc

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Posted on 08-23-04 11:15 PM Link
Originally posted by Squash Monster
Thank you guys for all the data file updates, I've put them in.

Koroc - For now, I've just put a note in the object's description that says they need absurdly high widths. I don't know why it is that they need these widths, and I don't understand why negative numbers would be used on these objects. If they are negative though, everything with a width over 80 (hex) would be negative.


Well, I checked it out like you said...

I gave E5 a width of 80h and it still sloped downward. However, when I made the width 81h, it sloped upward instead. It seems that for objects E5-E7 the width does indeed have to be negative.
Squash Monster

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Posted on 08-23-04 11:19 PM Link
Thank you again.

I don't feel like adding an extra bit of data to the files for this, so I'll hard-code (first time this project, heh) something in for those objects.

I'll cap their width at 80, subtract 80 when loading, and add 80 when saving.

Know of anything else like this?
Koroc

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Posted on 08-23-04 11:31 PM Link
Not really. Truth be told, I've only been playing a little with the editor, moving stuff around that's already been placed in the original levels. I'll go look up some other objects with absurdly high widths/heights.

Objects CC and CD, marked as "Weird Background Item", both have absurdly large heights. I haven't messed with them before, but you can see them in level 1-4 in the editor. They extend very far below screen 8.

CC also has a very large width, extending from Screen 1 to near the end of the window's border (with "Show Area Outside Level" option turned on).

Upon further investigation, I found that Object CD in 1-4, beginning at coordinates (6E,42) has a height so large it extends beyond the bottom border of the editor with "Show Area Outside Level" turned on. That should be enough to confirm... It's definitely more than 80h in height.

More little details that probably aren't so very important. Anyway, I checked the size of one of the CC objects in 1-4, specifically the one starting at (0B,79). The lower right corner of CC is located at (108,175) [your editor's y-coordinate stops at 11E with "Show Area Outside Level"], giving it dimensions of FExFD.

This just hit me a few moments ago. Are you sure you should be subtracting/adding 80? This would only work if 81 is equivalent to -1... so if it's actually FF = -1 (which is what I am more used to seeing), it would probably create some unwanted / unexpected problems.

Small bug: If you click on one of the two (I only counted 2) screen exits below the normal playable area of 1-7, you are not able to view other objects by clicking on them until you click on a different screen exit within the playable area.

In 1-7, object 8 [located at (8F,C4)] has dimensions 71xAF, which is somewhat unexpected. The level is unreadable anyway because of the very objects that are present in the level. Also, object 90 [located at (19,76)] has dimensions F9x9. This is peculiar, because in the game this object faces to the right, while the object 90 right next to it, at (29,75), has dimensions FAx7 and faces left. It could be determined by the y-coordinate. Moving object 90 up or down has no apparent affect to it. However, if you delete the really large object 8, 1-7 will crash. At (80,77), there is an Object 1 that has dimensions 8Dx3. It's right after the midring, supposedly.

In 1-8, objects 54 and 55 have very large widths. They start at (25,3E) and (1F,41) respectively. Their respective dimensions are FAx4 and FFx3.

Edit: All dimensions given were off by 1 (both x and y). Dimensions are fixed and should be accurate.

Another small bug that has been bothering me is this: if you press Ctrl+O or use File|Load Rom and hit cancel/Esc, EggVine reloads stage 1-1 of the rom you're currently working in.

Well, anyway, for plenty of objects that just don't make sense, check out 11 (2-E main) and 5A (4-E main). 5A is packed with objects that have dimensions larger than 80h, and 11... 11 seems to be missing every piece of solid ground besides the beginning platform and the goal platform. That even includes the pipe that -should- be to the left of your starting point, as well as its screen exit.


(edited by Koroc on 08-23-04 02:34 PM)
(edited by Koroc on 08-23-04 02:40 PM)
(edited by Koroc on 08-23-04 03:07 PM)
(edited by Koroc on 08-23-04 03:09 PM)
(edited by Koroc on 08-23-04 03:20 PM)
(edited by Koroc on 08-23-04 03:37 PM)
(edited by Koroc on 08-23-04 03:43 PM)
(edited by Koroc on 08-23-04 03:53 PM)
(edited by Koroc on 08-23-04 04:00 PM)
(edited by Koroc on 08-23-04 04:02 PM)
(edited by Koroc on 08-23-04 04:17 PM)
cpubasic13
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Posted on 08-24-04 05:07 AM Link
OH CRAP! I forgot to mention that in my post about the slopes doing that... thanks for mentioning it, Koroc.

I will find the data for text. I have a table. I could just give you the offsets of where what starts. Although the text is pretty much put together as a group depending of where it shows up (Intro text in one area, then message blocks, and then level names), I just hate editing the text with a hex DC DB E0 EB E6 E9 (use the table to figure out what that says!).
Squash Monster

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Posted on 08-24-04 10:43 PM Link
I've tried both methods of finding the widths of negatively widthed objects without much luck. I'll try a few more experiments, I suppose.
cpubasic13
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Posted on 08-25-04 01:51 AM Link
Well, I got bored and put down the offsets of the various offsets for some stuff. The text was easy to find, as almost everything is grouped together. They are all grouped together, so if you need to find the level name of 1-2, start from the offset and you will find 1-2 right after 1-1. This is all organized.


0x111535 = Layer 3 text in level (message blocks, Kamek, and anything surrounded by that wooden border)
0x114006 = Mini-Game names and descriptions
0x114C54 = Level Names (NOTE: Do not edit the commands FE 10 00 as they are vital to go to the next line... well, the FE part, don't know what 10 00 does...)
0x7D17E = Introduction (when you load the game, starts with "A long, long time ago")
0x6F5E8 = "Thus, due to the marvelous team work of the Yoshi clan" text at end of game

I am sure using that table and these offsets you could possibly whip up a text editor...

Oh, and I think I know what FE and FF are in the table.

FE = Goes to next line in a level name.
FF = Used in Message boxes. Goes to next line?

Well, hope this helps somewhat...
Cellar Dweller

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Posted on 08-25-04 10:36 AM Link
I think the best way to handle objects that may have negative sizes is to treat full byte sizes as signed. When loading a 5 byte object or a 4 byte object that has one dimension fixed, load a signed value into the editor's internal format. The drawing and resizing routines will need to be changed to handle sizes that could be negative.

You may want to take the advice in the above paragraph with a grain of salt. It describes how I'm doing it, but your situation may require a different approach.

I strongly advise against using special cases. I think it is a good idea to keep all information on what objects need special processing in the data files. Adding a new column to the data files can be done quickly with search and replace. In this case, I think that special processing is not even necessary. I don't know of any object in the original game that has a size larger than 0x7F that is not meant to be negative.

Remember that (most?) objects have one more unit of height/width than specified in the ROM. I think of the object sizes as a number of extra blocks to add. An object with a specified with a location at x and a width w will appear onscreen at X and with a width of W according to the following:
if (w >= 0) {
X = x;
} else {
X = x + w; //note that w is negative here
}

W = abs(w) + 1;


This is what 1-7 looks like with signed size support.

I don't know if this has been put in the latest data files, but lava puddles(command 0xDF) are horizontal only.
Koroc

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Posted on 08-25-04 11:45 AM Link
Is that really 1-7? It reminds me a lot of 1-E.
Squash Monster

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Posted on 08-25-04 11:17 PM Link
Cellar Dweller, your method looks much like mine (though I add one to the widths of everything when loading, rather than when displaying).

This time around, I've got negative widths to work (I was coding it on all 5 byte objects, but those 4 byters are now too, thanks to your suggestion) and it's looking alright now. Now I just have to bring saving and certain interface functions up to speed and it'll all be spiffy again.


...However, that looks nothing like my 1-7. Though my 1-7 doesn't look all that great.
Koroc

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Posted on 08-25-04 11:37 PM Link
Originally posted by Koroc
Is that really 1-7? It reminds me a lot of 1-E.


Wow, where has my mind been?

Anyway, this is the same area being edited in EggVine.

The specific area is outlined in red.


(edited by Koroc on 08-25-04 02:38 PM)
Clockworkz

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Posted on 08-26-04 01:07 AM Link
Wow. I must be stupid, or something, but I am just not getting Eggvine at all. I don't get like in 4-1, for example, there's a big ol' block of "diagonal down coins". I don't remember seeing that! The boxes, no offense, are vaguely reminiscent of what I see in the levels at best, IMO. The whole Flower Platform thing is irritating as sin for me, as well. I thing I am one of the only people who actually needs visual aid... Even if I have to get it myself.
Squash Monster

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Posted on 08-26-04 01:17 AM Link
The diagonal downright coins are definately in the level. There's a midly large slope going up as you run along the level, and those coins line the area above it.

Yes, boxes are only vaguely reminiscent of what's in the levels. They're good enough for most people though.

I'm working on flower platforms.

And feel free to get it yourself. It'd be great if someone made an editor better than mine. Good luck.
Atma X

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Posted on 09-03-04 06:03 AM Link
Problem Report: I noticed that in version .80, the vertical scroll bar dissapears when you switch to veiw mode x4, and it doesn't come back if you view back in (x8, x16 etc.).
Squash Monster

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Posted on 09-04-04 05:58 PM Link
Thank you for pointing that out, it's fixed now.

However, please post in the most current thread.
Jesper
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Posted on 09-04-04 06:35 PM Link
To that end, I'm closing this and asking people to post in whatever most recent thread created by Squash Monster mentioning EggVine.
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Acmlm's Board - I2 Archive - Rom Hacking - Egg Vine - Released! (Current version: 0.73, released 2004.08.21) | | Thread closed


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