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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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Parasyte

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Posted on 09-27-04 10:09 AM Link
If you're asking that Workshop more closely resemble Lunar Magic, or even just comparing the two, please die right away. It is important that all of you do so before affecting the gene pool.
The Great Guy

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Posted on 09-27-04 05:22 PM Link
Originally posted by The Great Guy
Ok I found a bug. In freeform mode if you add a 4-byte object and change the bank to anything but 2 the object shows up either as an "!" (with show rom graphics unchecked) Or the upperleft corner of a Background hill(with show rom graphics checked) until the rom is played in an emulator then if you go back to Mario3 workshop the 4-byte object shows up as normal. This is a major inconveniance. Can you please fix it in the next update?


I just noticed that after veiwing in an emulator it does fix the object in every bank Except for bank 2, after fixing the other banks everything becomes the "!" or corner of backround hill, in bank 2 while the rest of the banks are fixed. And veiwing the object in an emulator as bank 2 would just reverse the effect back to the way it was before being veiwed the first time in an emulator. This glitch is drivig me CRAZY!

EDIT: So many Bugs! I found that in freeform mode when exiting the program after saving the workshop sometimes adds back some of the original objects I deleted to start customizing the level. sorry to keep bothering you with all the bugs but I just want to point these things out so that they are known.

EDIT2: Weirdness sometimes the original objects get there but decide to not show up in the editor as in the orgiginal objects Reapear but you can't see or get rid of them in the workshop. It says at the bottom 10 4-byte objects but I only put 3 and I don't see them, this is causing major problems in my first level because I wanted to make it a platform jumping level but the blocks that extend to the ground keep coming back having no ground to go down to, thus crashing the game.

Screenie!

I know it doesn't say 10 but that's still more than I put there! (sorry for the resize but tinypic.com doesn't accept pics larger than a certain size and it got auto-resized.)


(edited by The Great Guy on 09-27-04 08:40 AM)
(edited by The Great Guy on 09-27-04 09:00 AM)
(edited by The Great Guy on 09-27-04 09:19 AM)
(edited by The Great Guy on 09-27-04 09:21 AM)
(edited by The Great Guy on 09-27-04 09:21 AM)
(edited by The Great Guy on 09-27-04 09:28 AM)
(edited by The Great Guy on 09-27-04 09:30 AM)
(edited by The Great Guy on 09-27-04 09:31 AM)
hukka

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Posted on 09-27-04 08:41 PM Link
The Great Guy, can you send me the ROM so I can have a look at it? Anyway, the thing with 4-byte objects is not really a bug - there is only a small amount of object types that are legal for an 4-byte object, the illegal ones show as "!". Try it in SMB3 Discombobulator, it's the same.

I did some fixes to Freeform mode, still needs more testing but try downloading the latest update and see if that helps. There was a bug where the editor got confused when adding objects after deleting some and would attempt to add 4-byte objects as 3-byte ones and vice versa...

Changelog:

2004-09-27
- Level header editor
- More stuff added to Object definition editor (now ripped graphics can be used with ROM Graphics, but this is not completely done yet)
- Fixed double-clicking bug in Map editing mode

2004-09-25
- Proper floor, background and ceiling in Dungeon levels
The Great Guy

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Posted on 09-27-04 09:02 PM Link
Well hukka sending you the ROM would be pointless as I used free-form mode and did exactly what gave me the problem on a fresh ROM and no problem, you fixed the bug.
Darkmatt

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Posted on 09-27-04 10:28 PM Link
I have a suggestion!

Would it be possible to set a byte boundary/enemy boundary in freeform mode? So we can't accidently add extra objects and screw up levels in the rom.

I so need to be a beta tester. X_X;
hukka

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Posted on 09-27-04 10:45 PM Link
Darkmatt, that's something I've been meaning to add. It'll probably be there in the next update :oP [Edit: done]

DahrkDaiz, thanks for the info. I made the fixes, except for sprite 53; it's not labeled as nothing but "Stray Podoboo", is that the one you're talking about?


(edited by hukka on 09-27-04 03:25 PM)
KTurbo

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Posted on 09-28-04 08:37 PM Link
You know what would be cool? That you add a "random level" function in your editor.

Good job so far. Way better the other Smb3 editors IMO.


(edited by KTurbo on 09-28-04 11:37 AM)
DahrkDaiz

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Posted on 09-28-04 09:11 PM Link
Ah, it's not sprite 53, it's B6. Sorry about that mistake.
dormento

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Posted on 09-29-04 02:59 AM Link
posted by hukka
can you send me the ROM
No ROM requests. Thread modded.




...



Just kidding Hukka, this editor has everything to be one of the best. If smb3 hacker extraordinaire mr. Rebecca dude himself praises it, then you're in the right way.
Shadic

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Posted on 09-30-04 03:29 AM Link
Hey, small question..

How come the screen doesn't shift vertically unless I'm flying?

I never noticed that in the original.. Am I doing something wrong?
The Great Guy

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Posted on 09-30-04 03:41 AM Link
Originally posted by Shadic
Hey, small question..

How come the screen doesn't shift vertically unless I'm flying?

I never noticed that in the original.. Am I doing something wrong?


I know this one. While in the level you want to scroll differently click level on the toolbar and go down to edit header, under the miscellaneous tab there's the "scrolling type" and just use the drop-down menu to select a scrolling type. If it only goes up when you fly you're using an option that has that, just change it.


(edited by The Great Guy on 09-29-04 06:42 PM)
Shadic

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Posted on 09-30-04 03:56 AM Link
Thank you! :-D

I can't believe I didn't see that..
Darkmatt

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Posted on 09-30-04 04:46 AM Link
X_X Urrgh, when's the next public release? Just wondering?
Wlokos

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Posted on 09-30-04 04:50 AM Link
Both I and another person have had music corruptio nproblems after using SMB3 Workshop, just thought I would let you know.
Darkmatt

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Posted on 09-30-04 05:00 AM Link
Wait, nevermind. I got a suggestion instead.

In Hilly and Underground (?) levels, Object 00 of Bank 2 needs to be place if you want the background color to look proper, otherwise the blank spaces'll just be white! Place it at the top-left of the level and place it as the 1st object.

EDIT: Oh, and a bug too! When you enable the Limit Size, if you save, then load another level, then load the level you save, you won't be able to insert any more objects/enemies!

Put in a Customize Limit Bounds option. And also put in the size of the original levels.

EDIT 2: Umm, "Create blank M3L file"! X_X


(edited by Darkmatt on 09-29-04 08:04 PM)
(edited by Darkmatt on 09-29-04 08:53 PM)
The Great Guy

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Posted on 09-30-04 06:21 AM Link
Originally posted by Darkmatt
Umm, "Create blank M3L file"! X_X


thats a good Idea, but "Save as M3L file" would be better.
Darkmatt

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Posted on 09-30-04 09:44 AM Link
Sir, that's already there.
hukka

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Posted on 09-30-04 10:43 AM Link
Darkmatt, you're right about the Limit size feature, I'll see about fixing it today. As for creating a blank a M3L file, just open up any level, edit the header with Header editor, delete all objects and enemies using the relevant menu options and save to M3L file :oP
And there is a public release almost daily, I'm just not announcing it here all the time since the changes aren't always that major. You can always check the latest changelog from the project site.

Wlokos, I don't see why my editor would corrupt music data, since the saving routine only overwrites the part of the ROM where the level and enemy datas for the current level are. Can you let me see the ROM file or tell me where this corruption is happening?


Changelog:

2004-09-29
- Fixed bug with extending objects to ground level and another small object drawing bug

2004-09-28
- Block platforms extend to ground better
- Map tile editing (right mouse button to select tile, numpad +, - to change value)

2004-09-27
- Support for custom palettes, included Chris Covell's and Matthew Conte's palettes
- More stuff added to Object definition editor (now ripped graphics can be used with ROM Graphics)
- Fixed double-clicking bug in Map editing mode
Chibi Gatomon

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Posted on 09-30-04 11:17 AM Link
when will we see an update soon? and how long before All Stars compatibility is coded in?
Darkmatt

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Posted on 09-30-04 03:35 PM Link
EDIT: (Crumbles up old bug report) Found out more.

Actually, it's just some levels get reverted back to the level they're ported from.

My M3L file was fine, until I save it and quit. Now, it's back to 1-1!




(edited by Darkmatt on 09-30-04 06:41 AM)
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