Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Do the people at Nintendo use editors to make their games? | |
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Keikonium
Banned
Level: NAN

Posts: 769/-2459
EXP: NAN
For next: 0

Since: 04-02-04

Since last post: 63 days
Last activity: 9 hours
Posted on 10-28-04 12:08 AM Link | Quote
Please dont flame if you think this is a stupid question.

I have always wondered if the people at nintendo, saga, sony etc. use editors to make their games. Or do they use something else like hex, ASM, or maby something completly different. So does any one know what they use to create their games (like SMW)?
Rain Man

Buzzy Beetle
Level: 31

Posts: 188/378
EXP: 175079
For next: 10284

Since: 04-14-04

Since last post: 5 days
Last activity: 16 hours
Posted on 10-28-04 12:13 AM Link | Quote
WTF? They dont use any code we are familiar with. They use sa special sort of code that only the people wqrking at the company know. Far beyond ASM or whatever the hell. Editors? Meh... Editors edit a specific game.

Dumb question. No offense.
DurfarC

Beezo
Level: 33

Posts: 116/483
EXP: 218551
For next: 10628

Since: 09-04-04
From: Norway

Since last post: 20 days
Last activity: 12 hours
Posted on 10-28-04 12:14 AM Link | Quote
Who knows?


Personally, I think they make editors (out of hex) for making levels, data etc., but they may have the same graphic program etc. for every game...


That's only what I believe though...
MathOnNapkins

Math n' Hacks
Level: 67

Posts: 748/2189
EXP: 2495887
For next: 96985

Since: 03-18-04
From: Base Tourian

Since last post: 1 hour
Last activity: 32 min.
Posted on 10-28-04 12:16 AM Link | Quote
Given the massive reduncancy and patterns I've seen from browsing though endless rows of opcodes, it's impossible that it was hand written. That's impractical anyways. What they probably used was either A. Assembly language with lots of macros and such, or B. A high level language like C, though I've heard that C is in appropriate for the 6502/65816. That information comes from the developers of the processors. There very well could have been a version of C for them though. C is good because it is about as close to assembly language you can get in terms of speed and optimization.

Often times people who work in that industry will write what is called Middle man software. That might be software for editing and inserting graphics into the game, so in some sense yeah they had editors. Probably stuff for doing maps, courses and such. Wouldn't you like to have some of those? Those programs would do all the formatting for the data, the game just needed to know how to read it and handle it.

Edit: Sgt. this is not a dumb question. I really doubt most companies would develop their own programming language just to develop one or more games. They'd probably find something standardized like C, or a language from a third party that is designed for that processor, possibly tweaking it a bit.


(edited by MathOnNapkins on 10-27-04 03:19 PM)
Keikonium
Banned
Level: NAN

Posts: 770/-2459
EXP: NAN
For next: 0

Since: 04-02-04

Since last post: 63 days
Last activity: 9 hours
Posted on 10-28-04 12:19 AM Link | Quote
Well, I figured they did it all through a hex type system because with gameshark the memory editor shows hex. I just thought that if we figured out exactly how they made their games then someone (on this board) could create a whole new game based off an existing game engine (like Perfect Dark ---> Goldeneye).
MathOnNapkins

Math n' Hacks
Level: 67

Posts: 749/2189
EXP: 2495887
For next: 96985

Since: 03-18-04
From: Base Tourian

Since last post: 1 hour
Last activity: 32 min.
Posted on 10-28-04 12:22 AM Link | Quote
It's not to hard to figure out how the game was "made" as you put it. But coming up with a "game generator" or whatever is probably more work than it's worth. You're better off writing a new game.
DurfarC

Beezo
Level: 33

Posts: 117/483
EXP: 218551
For next: 10628

Since: 09-04-04
From: Norway

Since last post: 20 days
Last activity: 12 hours
Posted on 10-28-04 12:30 AM Link | Quote
Making a new game out of Perfect Dark or Golden Eye would be cool! But I'm sure you must have a lot of knowledge with hex, coding and a lot of stuff before you can start...

Btw, there are some people who are making an almost exact "copy" of Goldeneye in the UT2004 engine. Take a look here: http://goldeneye.downclan.com

If this will be released, you may at least make new levels and stuff for that game in some or anoter way
Kitten Yiffer

Purple wand
Furry moderator
Vivent l'exp����¯�¿�½������©rience de signalisation d'amusement, ou bien !
Level: 135

Posts: 5613/11162
EXP: 28824106
For next: 510899

Since: 03-15-04
From: Sweden

Since last post: 3 hours
Last activity: 4 min.
Posted on 10-28-04 12:48 AM Link | Quote
They probably have a inhouse editor, I wouldn't be surprised if they are hard to use too.

There probably is a in-house SMW level "creator" but it's probably only useful if you have the SMW source.
elixirnova

Red Paratroopa
Level: 22

Posts: 104/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 10-28-04 01:17 AM Link | Quote
id have to say the snes did include some gfx chips with some carts which they probably used like a difrent "language" on top of their basic snes high level language *what C is to pc programmers they probably have one similar for 65-02/816* and level editors would be dumb not to write figuring most games i know of with large amounts of 'set' levels use an editor to make them though they do require the source to plug it into. Though there are those few games that randomly generate levels which would not require a level editor "DUH"
Gavin

Fuzzy
Rhinoceruses don't play games. They fucking charge your ass.
Level: 43

Posts: 278/799
EXP: 551711
For next: 13335

Since: 03-15-04
From: IL, USA

Since last post: 13 hours
Last activity: 13 hours
Posted on 10-28-04 01:53 AM Link | Quote
Originally posted by Sergeant Billakov
WTF? They dont use any code we are familiar with. They use sa special sort of code that only the people wqrking at the company know. Far beyond ASM or whatever the hell. Editors? Meh... Editors edit a specific game.

Dumb question. No offense.


no offence but you really have no idea what you are talking about.


i'm fairly certain some SNES games have been known to have been compiled with C in the past. Although someone with more SNES knowledge should probably fill in.

For NES games, if they did not have any sort of other developement language, they probably had well constructed ASM code collections, depending on who the devleloper was. I have no way of knowing if Nintendo provided companies with special dev kits filled with common code or not, but i wouldn't be suprised if i companies made their own. It would seem inefficient not to.

It would certainly not suprise me in any way if they made their own special developement programs. These people were, after all, programmers . It would be in their nature and best monetary interests to efficiently use their time and energies in aiding in game production.

what you have to remember is that they would most probably not really use an "editor" per se. They would use a "developement tool", since they have the source sitting right in front of them. I would guess they would go through whatever process they created to more efficiently make a level design, then compile the program.


(edited by Gavin on 10-27-04 04:56 PM)
(edited by Gavin on 10-27-04 04:58 PM)
MathOnNapkins

Math n' Hacks
Level: 67

Posts: 754/2189
EXP: 2495887
For next: 96985

Since: 03-18-04
From: Base Tourian

Since last post: 1 hour
Last activity: 32 min.
Posted on 10-28-04 02:15 AM Link | Quote
I mean, it's common sense that they don't have editors because that implies that they would want to hack the games they made. They HAVE the game they made, all they have to do is tweak it and recomplile it.
jman2050

Red Koopa
Level: 19

Posts: 17/123
EXP: 33172
For next: 2605

Since: 03-21-04

Since last post: 10 days
Last activity: 103 days
Posted on 10-28-04 03:58 AM Link | Quote
of course people at nintendo use editors. Any major development team with half a brain uses editors. You don't think they make all the levels, data, graphics, and crap by hand, do you? Of course, these aren't the 'editors' we're used to, they're most likely in-house development software that they actually made themselves, but it's pretty much the same thing as any editor we have (though granted, I doubt those editors actually handled raw data, but rather their own 'high-level' data format which was then compiled into the raw data we know of now)
Chickenlump

Level: 41

Posts: 402/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 10-28-04 04:51 AM Link | Quote
Well, I'm pretty sure alot of the graphics were done by hand and not in some development tool or 'editor' (rendered graphics aside).
Drag

Flurry

I don't post anymore! o_O
Level: 26

Posts: 225/254
EXP: 98946
For next: 3329

Since: 03-15-04
From: Deogon Vally, Dragon Country

Since last post: 316 days
Last activity: 44 days
Posted on 10-28-04 05:09 AM Link | Quote
Yeah, they make game tools. What will most likely happen is that they have their code in some uncompressed "lvl" or whatever file, and when they compile the game, that gets compiled with it. It'd take WAY too long if they just took the source and edited the levels directly (heck, I don't even do that; for JQ, I made a level editor that I use that is very helpful. The levels themselves are stored externally to the game source, and when I compile a build, the levels get compiled into the .nes file, so that "level1.lvl, level2.lvl, level3.lvl, cheese.lvl, bbq.lvl" (which are all seperate files) all get compiled into the nes file.)

The graphics, I just used yy-chr, and saved each bank (each seperate bank) as its own file, like bg1.chr, sp1.chr, bg2.chr, sp2.chr, etc etc.

This most likely is what the game industry does, I think.
Gavin

Fuzzy
Rhinoceruses don't play games. They fucking charge your ass.
Level: 43

Posts: 279/799
EXP: 551711
For next: 13335

Since: 03-15-04
From: IL, USA

Since last post: 13 hours
Last activity: 13 hours
Posted on 10-28-04 05:11 AM Link | Quote
Originally posted by Chickenlump
Well, I'm pretty sure alot of the graphics were done by hand and not in some development tool or 'editor' (rendered graphics aside).


by "rednered graphics" you mean the NES graphic format?
MathOnNapkins

Math n' Hacks
Level: 67

Posts: 757/2189
EXP: 2495887
For next: 96985

Since: 03-18-04
From: Base Tourian

Since last post: 1 hour
Last activity: 32 min.
Posted on 10-28-04 05:43 AM Link | Quote
No rendered are 3D modeled graphics that are made using a special graphics workstation (or at least back in the day they were) and those can be turned into high quality 2D graphics, as in Donkey Kong Country 1-3 for example.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 366/885
EXP: 643520
For next: 16644

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

Since last post: 4 hours
Last activity: 4 hours
Posted on 10-28-04 06:25 AM Link | Quote
Well, editors used to create levels and other objects part of a game were certainly used. They would be completely retarded not to. Even amateur game developers create programs that create levels that are designed for their games.

As for the code, obviously they didn't use a hex editor to code the ASM. There were assemblers created for the coding part of early videogame generation consoles, then compilers for later generations. Some great developers (especially Rare) didn't use the standard devkits and made their own and really tapped into a system's power.
Gavin

Fuzzy
Rhinoceruses don't play games. They fucking charge your ass.
Level: 43

Posts: 280/799
EXP: 551711
For next: 13335

Since: 03-15-04
From: IL, USA

Since last post: 13 hours
Last activity: 13 hours
Posted on 10-28-04 06:25 AM Link | Quote
ahh, i see. thanks
Keikonium
Banned
Level: NAN

Posts: 772/-2459
EXP: NAN
For next: 0

Since: 04-02-04

Since last post: 63 days
Last activity: 9 hours
Posted on 10-28-04 06:34 AM Link | Quote
Ah, I see now. So they pretty much used everything (editors, asm [sort-of], and other programs [custom made]). I am getting more in to hex editing so as soon as my new computer comes, Perfect Dark will (hopefully) be getting a bit of ROM editing by me. I have awesome ideas for changing the weapons clip, mag, properties, look, acts like settings, so thanks to the person who posted that perfect dark link.


(edited by Keikonium on 10-27-04 09:34 PM)
Drag

Flurry

I don't post anymore! o_O
Level: 26

Posts: 226/254
EXP: 98946
For next: 3329

Since: 03-15-04
From: Deogon Vally, Dragon Country

Since last post: 316 days
Last activity: 44 days
Posted on 10-28-04 06:47 AM Link | Quote
Not necessarilly ASM anymore... that was ok with NES and GB, and MAYBE SNES, but as we get into more complicated systems, C / C++ / C# / Cwhatever seems to be getting more popular, since you can just compile it to run on the [game system here]'s cpu, just like you can for intel, amd, celery, and every other processer that's out there.

I'm kinda interested in how you'd edit 3d levels...

I'd be more happy about a Mario 64 level editor.
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - Do the people at Nintendo use editors to make their games? | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.054 seconds.