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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 - SMB3 Workshop - Public Alpha | | Thread closed
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Xtreme984

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Posted on 09-02-04 09:42 PM Link
I meant that the world maps are allready in the level selection screen.
hukka

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Posted on 09-02-04 09:51 PM Link
Oops, you're right. I forgot to disable them, will be done for next update.
46

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Posted on 09-02-04 10:46 PM Link
Wow, lookin' good. Is there (or going to be) support for changing the amounts of 3 & 4 byte objects and enemies, or do you still have to rewrite them manually? Also (I've been away for a long time, so excuse me), has the enemy layout for vertical levels been figured out and implemented here?

(obviously I'll find out when I download this during the weekend, but answering sooner could raise my excitement level. .)
hukka

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Posted on 09-02-04 11:32 PM Link
46, there is going to be a "freeform mode", but not just yet. The enemy positions are fine on vertical levels, didn't know this used to be an issue - the other SMB3 editors seem to display them properly too.
46

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Posted on 09-03-04 12:51 AM Link
They do display properly in the editors, but in running the rom, most of the enemies just don't show up at all. That frustration is a big reason why I haven't touched the game in over 3 years. Maybe it's just that I fell way behind in keeping up with what's been going on.

But the shortcut in the 2nd Giant world fort seemed to have its enemy data stored in a different way than normal. The vertical stretch of 5-2 was a pain, but I figured it out and eventually made a truly awesome level out of it. I made 6-10 into a vertical level on my own, and that's where I was having trouble having the enemies load up properly.
Frank15

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Posted on 09-03-04 02:26 AM Link
Originally posted by 46
They do display properly in the editors, but in running the rom, most of the enemies just don't show up at all. That frustration is a big reason why I haven't touched the game in over 3 years. Maybe it's just that I fell way behind in keeping up with what's been going on.
Dealing with the enemies in vertical levels is tr
hukka

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Posted on 09-03-04 03:36 AM Link
I'm guessing SMB3 wants the enemies sorted vertically on vertical levels, whereas M3I always seems to sort them by their horizontal position. At least I hope it's as simple as that :oP

BTW, a new version has been uploaded that finally fixes the enemy positions so that they display like in SMB3 Discombobulator. I also found some new bugs that I haven't still gotten around to fixing...
Aioria

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Posted on 09-03-04 04:45 AM Link
I really liked this editor. Will it have SMAS support?
Chickenlump

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Posted on 09-03-04 05:27 AM Link
Originally posted by Aioria
I really liked this editor. Will it have SMAS support?


Originally posted by hukka
,,,,,,As for SMAS support, it's not a priority right now but the data is in a similar enough format to NES SMB3 that implementing it should pose no big trouble.




This was on the first page of this thread. You must have missed it, or downloaded the editor and not read any of the posts.
KP9000

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Posted on 09-03-04 05:33 AM Link
omg.... Read his post...

Originally posted by hukka

As for SMAS support, it's not a priority right now but the data is in a similar enough format to NES SMB3 that implementing it should pose no big trouble.


I got out of it that he will most likely put it in, but he is busy with other things, and will most likely do it when he HAS TIME. You guys have been asking way too much of him and his editor.

He might add it when he HAS TIME.
He will release the full version WHEN HE IS READY.

Simple.

Now, I understand its a new SMB3 Editor, and youre excited about this, but lets give the man some AIR! Questions like this have been asked since the start of his last thread.....

Im not flaming, just a reminder that some of you should read before posting.

EDIT: lol, chickenlump got there before i did


(edited by Kallimakh @fter$hok on 09-02-04 08:34 PM)
hukka

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Posted on 09-03-04 05:45 AM Link
SMAS support will probably be added when the NES SMB3 editing functionality is complete and as bugfree as possible. It is not a priority for me as I don't really have interest in editing SMAS myself.

BTW, should I keep flooding the thread with update announcements or should I just update the zip file and include a changes.txt explaining the latest changes?

(The latest changes being: added optional gridlines, "World map editing not supported" message, fix to enemy moving when horiz. handle not at zero pos.)

And yeah, please read previous posts before asking something. I won't bother answering questions that have already been answered multiple times.
Chickenlump

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Posted on 09-03-04 06:09 AM Link
It's not considered flooding really. I really like frequent updates if you feel like typing them. That, and if the you stop updating this thread, people might think you stopped updating and not download again untill the thread gets updated again. Just my opinion, but I'm all for a huge 13 page thread where the newest updates and people conversing back and forth about them and with bug finding and feature discussion. I like reading all the different replies and thoughts as well. Really brings life to this part of the board too.
Aioria

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Posted on 09-03-04 06:46 AM Link
ok guys, calm down


btw, i used the editor and i really loved it. If i werent too busy with my YI and SMW hacks I'd start hacking smb3. Maybe sometime i will....i love this game so much

Frank15

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Posted on 09-03-04 07:22 AM Link
Originally posted by hukka
I'm guessing SMB3 wants the enemies sorted vertically on vertical levels, whereas M3I always seems to sort them by their horizontal position. At least I hope it's as simple as that :oP
Close. It's actually determined by both horizontal and vertical position, namely, by the tens digit of the vertical position.

All enemies at vertical position 00-0F must be from lowest to highest number, left to right. All enemies at vertical position 10-1F must still be lowest going left to right, but must numerically come after all enemies in a vertical position from 00-0F, regardless of their horizontal positions. All enemies at vertical position 20-2F must come after the enemies from 00-1F, and all such enemies must go left to right. The enemies work just like that in vertical levels.

It's a pain in Mario Improvement, and impossible in the Discombobulator. Plus, if you need to edit the level later, you must remember to use Mario Improvement only, and you must remember to turn off the "automatically sort enemies" feature. Easy to forget that, and as such, easy to be forced to annoyedly sort all the enemies all over again.
hukka

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Posted on 09-03-04 11:24 AM Link
Thanks for the info, Frank15. I updated the program by your description and a quick test shows that it seems to be working fine.

Okay, I'll keep posting updates as they come since there hasn't been any objections so far :oP
Xtreme984

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Posted on 09-03-04 11:30 AM Link
Hukka nice job on redirecting when you select a world map you want to change. I really like this so far and hope you will continue your work on it. (knowing myself to quit or give up when something else nice comes along)
The Arkichef

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Posted on 09-03-04 02:31 PM Link
Are there any plans to include a header editor in the future?
DahrkDaiz

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Posted on 09-03-04 04:50 PM Link
Being a veteran SMB3 hacker, I tried the editor and I like it a lot. It's easy to change objects quickly and the switch from editing level objects and enemy object is awesome (left and right mouse click).

The ability to resize a window and zoom in and out is a huge convenience and having 2 editors opened at once (so you can easily figure out what pointer will point to where) is also a nice plus, couldn't do that with m3i. Once free form gets in, I'll be hacking Coin Quest again with this baby. Good job thus far hukka
jonwil

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Posted on 09-03-04 05:27 PM Link
good editor

However, if you view the secret area from 1-1 (or several other levels including the secret area from 1-2) with "rom graphics" off, they dont display correctly. Turning "rom graphics" on makes them display.
hukka

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Posted on 09-05-04 07:17 PM Link
BUMP!

- Oops, displaying hex values in the object edit controls was broken.
- Some corrections to the data files.
- I think there was some other stuff but I forgot it already.
- I'm working on making the object related code less cluttered and hack-y, so bear with me if something gets broken for a while. This should fix all kinds of object editing/display bugs and glitches that are currently there. I already did the enemy code which seems to work OK.
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