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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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iamhiro1112

Armos
Level: 35

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Since: 03-27-04
From: sd

Since last post: 18 days
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Posted on 11-14-04 12:20 AM Link
Yeah, a very nice editor indeed. I sure hope for the Super Mario All stars support. Whenever the time comes for it to be implimented.
Ringodoggie

Snifit
Level: 27

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Since: 03-23-04
From: London, Ontario, Canada

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Posted on 11-14-04 04:12 AM Link
How about mushroom house editing? I know Acmlm's editor can edit them.
iamhiro1112

Armos
Level: 35

Posts: 108/487
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Since: 03-27-04
From: sd

Since last post: 18 days
Last activity: 7 days
Posted on 11-14-04 08:33 AM Link
Ok, I just gave this thing a try, and it is very good. I can probably make a new hack just like that. Considering how short the levels are. Kudos on making such a great editor.
46

Shyguy
Level: 16

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Since: 09-02-04

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Posted on 11-19-04 12:43 PM Link
The enemy display in vertical levels is still a bit sketchy. Not all of 'em show up, although I am getting more than what I ever got with the other editors, or manually.

Also, for some reason, opening level 3-8 causes some sort of illegal operation.
Ringodoggie

Snifit
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Since: 03-23-04
From: London, Ontario, Canada

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Posted on 11-21-04 10:55 AM Link
Is there any way to change the horizontal length of 4-byte objects?
hukka

Level: 16

Posts: 71/94
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Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 11-22-04 02:49 AM Link
46, can you tell me of an example vertical level where not all enemies show up? Also, level 3-8 displays fine here...

Ringodoggie, there's the Length slider just at the bottom right corner of the window. Also shift+numpad +- will alter the length.
Darkmatt

Red Cheep-cheep
Level: 24

Posts: 158/212
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Since: 03-15-04
From: Clarkston, WA

Since last post: 9 days
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Posted on 11-23-04 12:00 AM Link
*idea!*

Include a little button that'll do the code so you can place raising/dropping water in a level!

3-8 just gave me that idea.
Ringodoggie

Snifit
Level: 27

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Since: 03-23-04
From: London, Ontario, Canada

Since last post: 27 days
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Posted on 11-23-04 01:03 AM Link
Or in dungeon 1 in the second part the ceiling smashes down.
46

Shyguy
Level: 16

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Since: 09-02-04

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Posted on 11-23-04 01:15 AM Link
I changed what used to be 6-10 into a vertical level. I'll send you a patch and a savestate so that you can have a look for yourself.

Edit: The more I look into this, the more I'm thinkin' that the editor is just fine and that the game just does not allow bullet bills in vertical levels (I wonder if there's some type of hex switch in the rom that could turn them on or off). I changed some of them into other enemies and they showed up.


(edited by 46 on 11-23-04 11:01 AM)
hukka

Level: 16

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Since: 06-27-04
From: PerniÃ, Finland

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Posted on 11-23-04 08:03 PM Link
Thanks 46, I received your mail. I'm going to take a break for a week or few, though, as Windows crashed yesterday, messing up almost 20 gigabytes worth of stuff and it'll take a while to get back on track. (No code was lost, but I'm going to need to reinstall all of my software and stuff...)
46

Shyguy
Level: 16

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Since: 09-02-04

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Posted on 11-23-04 08:31 PM Link
Aww, that sucks. You've already done way more than anyone could ask for, so you can have your vacation. Hopefully you can get everything fixed up. I should be able to finish up this one level with what we already have. I'll let you know if I have any further problems, because I do plan on making a few more homemade vertical levels.
iamhiro1112

Armos
Level: 35

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Since: 03-27-04
From: sd

Since last post: 18 days
Last activity: 7 days
Posted on 11-23-04 10:00 PM Link
Yes, here's hoping. This level editor is already great. If it's kept on track it would easily be another Lunar Magic. I'd like to see it taken farther than the other SMB3 level editors that are not being worked on anymore.
Darkmatt

Red Cheep-cheep
Level: 24

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Since: 03-15-04
From: Clarkston, WA

Since last post: 9 days
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Posted on 11-28-04 04:39 AM Link
Yeah, my old computer with all my work crashed, I'm waiting for a Windows 95 re-install disk. Which has been a while.

Just call it a forced hiatus.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

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Since: 03-15-04
From: K-Town

Since last post: 4 hours
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Posted on 11-28-04 05:13 AM Link
Well I've been intensely using your editor hukka and it's great. Here are a few bug reports:


Whenever you edit a Hilly object type level, the program will set the graphics that it uses to Underground automatically, so you have to constantly change it back when you edit a Hilly level.

The palette of a few objects in the Ship set is wrong. Look at World 3's ship to see what I mean.

7-7 uses Plain's 2nd graphics set, yet it's displayed as the first, I'm sure you knew about this though.

One of the scrolling options is wrong. 2-Quicksand is a good example. It shows it's set to vertical (1), but it's not a vertically scrolling level (obviously). It's a Horizontal-no upward scrolling.

And don't worry, I'm still working on that data. It's slower than before, but Im getting there
hukka

Level: 16

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Since: 06-27-04
From: PerniÃ, Finland

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Posted on 11-28-04 05:48 PM Link
Thanks for the bug reports, DD. I'll fix the other stuff, but I don't really have a solution for the incorrect palette of some Ship objects. This only happens when ROM Gfx is enabled, and the reason for this is because a lot of the TSA data required for drawing these objects is garbled - thus I am actually using ripped graphics in parts of these objects. You can see it for yourself by playing around in the Objdef editor... This problem is also largely present in Cloudy levels, for example.
46

Shyguy
Level: 16

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Posted on 11-29-04 12:58 PM Link
Unless I'm missing something, there's no way to access any objects that are below the actual ground (ie. the "enemy" that changes your map location in pipe levels, some autoscrolling objects, and a few pointers).

I'm also having trouble changing palette sets. You can change the colors in one set just fine, but if I try to change from, say, palette #2 to palette #4, it just stays at #2 whether you hit apply, ok, save, refresh, or anything else that would make sense.
Ringodoggie

Snifit
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Since: 03-23-04
From: London, Ontario, Canada

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Posted on 11-30-04 03:25 AM Link
I found a bug:

Look at the far right of this pic. You can see a window in the background when the editor is maximized.

Xtreme984

Koopa
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Since: 07-27-04

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Posted on 11-30-04 06:07 PM Link
does it matter that much? sheesh, such a thing can't be called a bug.
maybe it's just a graphical glitch.
dan

Snap Dragon
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Posted on 11-30-04 07:11 PM Link
Or even a Windows glitch. :/ It wouldn't be the first time I've seen that.
hukka

Level: 16

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Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 12-01-04 12:14 AM Link
It's a glitch that was fixed quite some time ago, so I'm surprised to see Ringodoggie still getting that behavior with the latest build. It certainly doesn't do it on my Windows XP machine.

46, you're right about it being impossible to access objects below ground level, I'll fix this for the next build. As for palettes, the palette editor does not change which palette the current level uses, this property is changed via the Header editor. However, I will make this more logical for the next build.
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