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 - Temporal Flux Release | |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
MathOnNapkins

Math n' Hacks
Level: 67

Posts: 1036/2189
EXP: 2495887
For next: 96985

Since: 03-18-04
From: Base Tourian

Since last post: 1 hour
Last activity: 32 min.
Posted on 11-25-04 12:51 PM Link | Quote
It's easy... just delete the first 200 bytes.

Edit: decided a "go to hell flame" was a little harsh.


(edited by MathOnNapkins on 11-25-04 03:52 AM)
Geiger

Buster Beetle
Level: 34

Posts: 166/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 11-25-04 02:00 PM Link | Quote
something to show which tile is currently selected on the Tile panel, perhaps a grid?

There are issues with the two main ways I can think of to draw a grid. For now, just pay close attention to the coordinates in the lower right. I will try to come up with a feasible solution.

continuos painting with Mouse Down.

Until GDI+ is integrated with DirectX or I have time to change all of the drawing routines to DirectX (which someday, I really ought to learn), it is really not feasible to respond to Mouse Down instead of Mouse Up.

Mouse Down continuously fires, meaning the map will be continously refreshing and redrawing. Even taking into account whether the current tile has been changed or not, a simple Mouse Down over more than a couple of tiles would issue an incredible slowdown as the software renderer tries to update multiple times per second.

For now, I can only suggest using Area Select judiciously. I have been working in my head on a means of doing an Area Fill feature, so that may appear at some point to alleviate this problem as well.

---Evil Peer
dormento

Shyguy
Level: 17

Posts: 58/99
EXP: 24075
For next: 668

Since: 03-15-04
From: Esteio - Brasil

Since last post: 182 days
Last activity: 161 days
Posted on 11-25-04 05:44 PM Link | Quote
Well, you could always draw only the modified tile above the map. Do you have the hackster source? Disch says he can't stand it anymore :p but it has some very useful routines. Changing the drawing of 2bpp to snes format woudn't be so hard, and you might even gain an increase in speed and better memory usage.
Now speaks the CT fanboy: HOLY FRIGGIN SWEET JESUS ON A POGOSTICK YES!!!!1!!111oneone!
Good work man!
knuck

Hinox
Banned until 19-58-5815: trolling, flaming, spamming, being a general fucktard...
Level: 62

Posts: 890/1818
EXP: 1894574
For next: 90112

Since: 03-15-04

Since last post: 14 hours
Last activity: 9 hours
Posted on 11-25-04 06:32 PM Link | Quote
Instead of a grid, i'd rather have a square that follows the mouse like in RPG Maker or LM's background editor.
Geiger

Buster Beetle
Level: 34

Posts: 167/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 11-25-04 08:20 PM Link | Quote
Well, you could always draw only the modified tile above the map.

No, I could not. Snes layering prevents that option, unless I want to draw an extra two to three layers for just modified tiles. That would not save speed or memory.

Besides, I am not updating the whole map everytime a tile is painted, only that one square.

i'd rather have a square that follows the mouse

I have not looked at either program, but the idea sounds like it might be doable.

---Evil Peer
knuck

Hinox
Banned until 19-58-5815: trolling, flaming, spamming, being a general fucktard...
Level: 62

Posts: 892/1818
EXP: 1894574
For next: 90112

Since: 03-15-04

Since last post: 14 hours
Last activity: 9 hours
Posted on 11-25-04 09:27 PM Link | Quote
Originally posted by Evil Peer
I have not looked at either program, but the idea sounds like it might be doable.
RPG Maker.
Sokarhacd

Ball and Chain Trooper
Resistance is Futile
You Will Be Assimilated
Hab SoSlI' Quch
Level: 61

Posts: 822/1757
EXP: 1799888
For next: 76708

Since: 03-15-04

Since last post: 6 days
Last activity: 4 hours
Posted on 11-25-04 11:37 PM Link | Quote
is there a way to see what strings are from where in the even editor, it says the index, but not exactly where, because I checked a few, and they all have alot of the same indexes, or do we just have to search through the stings?
SePH

Geldman
Level: 33

Posts: 234/459
EXP: 219339
For next: 9840

Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 11-26-04 12:34 AM Link | Quote
After all this time.......................

[...]

[.....]

Finally a CT editor! Which wasn't expected! Congratulations on keeping the secret for so long EvilPeer.. How long have you been working on this in secret? Days, months, years? Anyway, great release... as this might take some of my time
Heian-794

Red Super Koopa
Level: 44

Posts: 549/896
EXP: 611014
For next: 271

Since: 06-01-04
From: Kyoto, Japan

Since last post: 21 days
Last activity: 10 days
Posted on 11-26-04 12:58 AM Link | Quote
And here I was expecting a game...!

Great job, Evil Peer! Looking forward to working on my own hack!
SePH

Geldman
Level: 33

Posts: 235/459
EXP: 219339
For next: 9840

Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 11-26-04 01:45 AM Link | Quote
Hmm.. At first glance, everything seems perfect. After playing with it a bit.. Is there a way (Or is it even a feature?) to have grids? I've searched for that feature, but no luck. I'd like to have them for both the tiles and the overworld/locations.. THX!
Sokarhacd

Ball and Chain Trooper
Resistance is Futile
You Will Be Assimilated
Hab SoSlI' Quch
Level: 61

Posts: 824/1757
EXP: 1799888
For next: 76708

Since: 03-15-04

Since last post: 6 days
Last activity: 4 hours
Posted on 11-26-04 02:04 AM Link | Quote
grids arent what I think are necessary, I think he should concentrate on features such as being able to edit the gfx, and stuff like that, or like a flood fill option for tiles, I hate having to click so much..and I dont get that area select, I know its supposed to select a large area for putting tiles down, but I cant get it to work...so far so good though.
SePH

Geldman
Level: 33

Posts: 236/459
EXP: 219339
For next: 9840

Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 11-26-04 02:14 AM Link | Quote
I know that the grids aren't that important for some, but just try to make changes by having to do trial and error everytime.. (Cause you ain't sure where you click.. have to image the tiles in your head.. Otherwise if the grid option is too much, a select option would do the job.. just to tell you which tile is currently selected.. and where is the cursor on the map.



^ A perfect exemple of this is Hyrule Magic. That makes editing rather easier having that feature in.

Heian-794

Red Super Koopa
Level: 44

Posts: 551/896
EXP: 611014
For next: 271

Since: 06-01-04
From: Kyoto, Japan

Since last post: 21 days
Last activity: 10 days
Posted on 11-26-04 02:39 AM Link | Quote
Finally got that .NET stuff installed and am fiddling with this fantastic editor.

What the heck is that round, Roman Coliseum-like building in the AD 2300 tileset? I don't remember that being in the game.
MathOnNapkins

Math n' Hacks
Level: 67

Posts: 1040/2189
EXP: 2495887
For next: 96985

Since: 03-18-04
From: Base Tourian

Since last post: 1 hour
Last activity: 32 min.
Posted on 11-26-04 03:06 AM Link | Quote
Heh, whoops, I meant delete the first 512 bytes. I have to stop thinking in hex....
Skreename

Koopa
Level: 18

Posts: 50/107
EXP: 27049
For next: 2848

Since: 03-15-04

Since last post: 1 day
Last activity: 3 hours
Posted on 11-26-04 03:32 AM Link | Quote
The Collosseum building isn't used in the game, but was planned for one reason or another. It was visible, but not enterable, in the prerelease. Same with the muddy mountain that they apparently removed from the 65,000,000 BC tileset, leaving a huge hole in the layer 1 tiles.

The editor looks great. I do, however, have to agree that a grid could be quite helpful.
Geiger

Buster Beetle
Level: 34

Posts: 169/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 11-26-04 04:12 AM Link | Quote
is there a way to see what strings are from where in the even editor

Look for a command near the top called StringIndex. That tells you where the base pointer is. Then add the specific string's index number multiplied by 2. This will tell you where the pointer for the string is in the ROM.

In short, no. But the information in the event editor can help you figure it out.

How long have you been working on this in secret?

About one year.

I think he should concentrate on features such as being able to edit the gfx

While this may be added eventually, it is like the absolute last thing on the list. There are about a bazillion editors that do it way better than anything I would write up. I am not in the market to compete with Photoshop.

I dont get that area select

Try reading the manual for that. As I recall, it explained it pretty well.

a select option would do the job.. just to tell you which tile is currently selected.. and where is the cursor on the map

Well, the coordinates are available in the lower right corner. Are you talking about something like what Knuck suggested?

---Evil Peer
Sokarhacd

Ball and Chain Trooper
Resistance is Futile
You Will Be Assimilated
Hab SoSlI' Quch
Level: 61

Posts: 826/1757
EXP: 1799888
For next: 76708

Since: 03-15-04

Since last post: 6 days
Last activity: 4 hours
Posted on 11-26-04 04:35 AM Link | Quote
well basically, I meant a way to easily edit, and reinsert the edited tiles,sprites, etc, back into the rom...
ok, I dont get how you get where the string is...

say this is the event(its one already in the game)
Category:Text
Command:Textbox
Varient:BB (What exactly does varient do?, for most there is either only a single option, or a couple different)
Positionersonal
Decision:No
First Dec Line: 0
Last Dec Line: 0
String Index: 12

and that makes it
[0494]Textbox(Personal, "{Marle}:Uh, he's ok.{line break}\nFine actuallu.{null}")

The index is 12, but how do I find out where it is in the string editor...what you said didnt exactly make sense...
Geiger

Buster Beetle
Level: 34

Posts: 171/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 11-26-04 04:53 AM Link | Quote
well basically, I meant a way to easily edit, and reinsert the edited tiles,sprites, etc, back into the rom...

You can do that to some extent using the arbitrary compression tool. See the manual.

ok, I dont get how you get where the string is...

When you provide examples, make sure to mention the location it is in. Fortunately, I just happen to know where that is at (Loc 002 - Chrono's Room).

Near the top of the event packet is the command:

[0286] StringIndex(F70000)

That means this event packet is getting all of its string pointers from the pointer table located at F70000 (which is file offset 370000).

The specific string you mentioned has an index of 12. Double 12 to 24. Add to 370000. That gives you file offset 370024. That is where the local pointer is for the string in the ROM.

If you just want to jump to the string in the editor though, open the string editor and select "Dialogue (0x370000)" from the combobox. Look for 12 in the first column.

---Evil Peer


(edited by Evil Peer on 11-26-04 09:26 PM)
SePH

Geldman
Level: 33

Posts: 237/459
EXP: 219339
For next: 9840

Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 11-26-04 05:15 AM Link | Quote
Originally posted by Evil Peer

a select option would do the job.. just to tell you which tile is currently selected.. and where is the cursor on the map

Well, the coordinates are available in the lower right corner. Are you talking about something like what Knuck suggested?
---Evil Peer


"i'd rather have a square that follows the mouse like in RPG Maker or LM's background editor." ~ knuck

Exactly my point. I didn't saw the coordinates until you told me. They will help for the time beeing, but a square where is the cursor would really faster the process.
Nebetsu

Shmee
Level: 55

Posts: 540/1574
EXP: 1291130
For next: 23059

Since: 09-01-04
From: Nebland

Since last post: 3 hours
Last activity: 1 hour
Posted on 11-26-04 06:00 AM Link | Quote
Wow. You are now my most respected rom hacker dude ever! I just wish I could run it... My computer is on the fritz right now. Can someone please post some screenies?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | |


ABII


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



Page rendered in 0.035 seconds.