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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by hukka
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hukka

Level: 16

Posts: 21/94
EXP: 20245
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Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 08-23-04 12:44 PM, in New SMB3 editor, maybe Link
As I already said about SMAS support:
Also, while there is no SMAS support yet, there's a possibility that it might be implemented later on as I do have the datas needed for that. However, I probably won't display the graphics from a SMAS ROM due to the amount of extra work required.

The above is assuming that M3I's SMAS support is functional. At least there is code for SMAS support in the M3I sources. I haven't personally tried it, so does it properly edit SMAS or not?

As for features that have been implemented, there's not very much besides the stuff I've already mentioned. But to reiterate...

  • Supports USA/European/Japanese ROMs
  • "ROM Presets" -- independent settings and datas for different ROMs
  • Graphics displayed can be toggled between the ripped graphics M3I uses and the actual graphics from the ROM
  • Window can be resized and the graphics can be freely zoomed in and out
  • Objects can be currently selected via the mouse and moved around; you can also change the object types but the code for this stuff is not complete yet and probably needs a rewrite. This is what I will definitely have to work on next since it is the most important thing in an editor anyway :oP
  • Loads and saves levels. No Load/Save from/to ROM location yet but it's trivial to implement. Same with M3L level file support.
  • Some extra graphical options... You can choose to have the selected object drawn into the foreground so that selected objects are always completely visible. Displaying of handles, 3/4 byte objects and enemies can be all toggled. There are four kinds of interpolation for the zooming (hey, it only required a few extra lines of code).



(edited by hukka on 08-23-04 03:47 AM)
hukka

Level: 16

Posts: 22/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 08-24-04 12:51 AM, in New SMB3 editor, maybe Link
Yeah, I am ignoring SMAS related stuff for now until my editor edits the NES version properly.

I don't think I'm going to touch Talky Toaster's post...
hukka

Level: 16

Posts: 23/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 08-24-04 02:17 PM, in New SMB3 editor, maybe Link
Yeah, thanks for the offsets, but as I have said multiple times, I do indeed already have the M3I sources and thus all the data I need for SMAS support.

Shadic, what kind of contents would the popup window have?
hukka

Level: 16

Posts: 24/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 08-25-04 01:53 AM, in New SMB3 editor, maybe Link
I fixed a lot of editing problems and bugs and there is now SMB3 Discombobulator style object editing in place. You can also use the mouse wheel to increase/decrease the object type. I'll see about the popup window but it doesn't have priority right now. Saving seems to work properly too so basic ROM level editing is now possible. Enemy editing and editing length of 4-byte objects is still missing, though...
hukka

Level: 16

Posts: 25/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 08-25-04 02:29 PM, in New SMB3 editor, maybe Link
Shadic, of course the editor is fully usable without a wheel mouse. It just makes using it a little bit more comfortable.

Anyway, here's another screenshot showing the object editing controls:


Keyboard can also be used for editing (same keyboard shortcuts as in SMB3 Discombobulator). Length of 4-byte objects is now editable too so enemy editing is the next thing I need to implement.
The raw object bytedata is also now visible in purple near the right corner. It updates in real time.

Thanks to all for the encouragement!
hukka

Level: 16

Posts: 26/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 08-27-04 03:45 AM, in New SMB3 editor, maybe Link
Kallimakh @fter$hok, there already are names for all enemies and objects. They are visible in most of the screenshots in this thread. Unless you are talking about a listing of the names to choose from while editing, which is something I might implement later on.

Ringodognikov, you're right about the bridge. It displays wrong because the bridge's height is actually two graphic tiles in the actual game but the editor only uses one tile. This is one of those object rendering "bugs" that got carried over from M3I to my editor and it will be fixed later.

Enemies can now be selected using the mouse and it will be trivial to implement the rest of enemy editing functionality. However, there will probably not be updates for a while as I got a new PC today to replace my old 350 MHz Pentium II and I need to setup the programming environments and stuff...

And thanks for the encouraging comments again!
hukka

Level: 16

Posts: 27/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-01-04 11:31 PM, in New SMB3 editor, maybe Link
Okay, I got my programming environment installed and enemy editing is almost done (should only take some minutes to complete). After that I'm going to see if there's anything really important that I really must fix before I can post a public alpha and write a bit of documentation. There will be a ****load of bugs, most of them visual, but at least you should be able to see how the interface works and do some really basic editing. Anyway, a public alpha test should be on its way Real Soon Now. Should I post it in this thread or create a new one?
hukka

Level: 16

Posts: 28/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-02-04 01:36 AM, in SMB3 Workshop - Public Alpha Link
A public alpha test version of my SMB3 editor is out. Doesn't do a lot besides basic level editing yet, though. There are a few level rendering bugs still out there (enemies and bridges displayed at a slightly off position, objects that extend to sky don't like to be moved, some objects are drawn with glitches, floor and ceiling tiles aren't drawn properly [I will fix this soon])...

There is a bit of basic documentation in the !readme.txt file inside the zip.

Feedback, bug reports?

http://hukka.furtopia.org/projects/m3ed/
hukka

Level: 16

Posts: 29/94
EXP: 20245
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Since: 06-27-04
From: PerniÃ, Finland

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Posted on 09-02-04 02:34 AM, in SMB3 Workshop - Public Alpha Link
Dammit! Shouldn't have hurried with the release. I just found a really annoying bug in the level saving routine which will potentially corrupt the level. Of course I never encountered the bug until releasing the thing... Stay tuned for a bugfix.
hukka

Level: 16

Posts: 30/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-02-04 05:43 AM, in SMB3 Workshop - Public Alpha Link
Thanks for the feedback! I have now updated the page with a quick fix that disallows moving objects off limits (doing this trashed them). Still not sure if that is the original reason for the level saving bug as I don't have time to test it right now. Big thanks to DahrkDaiz.

Edit: oops, yeah, I forgot to fix the other issues mentioned earlier on this thread :oP You'll just have to wait a bit for that as I'm going to bed now.


(edited by hukka on 09-01-04 08:45 PM)
hukka

Level: 16

Posts: 31/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-02-04 12:04 PM, in SMB3 Workshop - Public Alpha Link
I have again updated the editor, grab it from the same place as before. Updates include:

  • Fixed drawing of floor/ceiling tiles (still incomplete and very unoptimized, though)
  • Program now quits if no ROM is loaded on startup
  • Fixed improper maximization of the editor window
  • Program now uses the default Windows font
  • Nicer About box :oP

Oh, and there is no world map editor yet.
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.

EDIT: I just noticed some really bad object trashing that occurs when editing 4-byte objects. I hadn't noticed this before so I'll have to try to figure out if it's something I introduced recently.


(edited by hukka on 09-02-04 03:07 AM)
(edited by hukka on 09-02-04 03:27 AM)
hukka

Level: 16

Posts: 32/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

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Posted on 09-02-04 07:58 PM, in SMB3 Workshop - Public Alpha Link
New update again. I think I fixed the 4-byte object corruption bug. I also optimized the drawing routines a lot and added numpad / and * shortcut keys that work like in SMB3 Discombobulator.
hukka

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Posts: 33/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-02-04 08:21 PM, in SMB3 Workshop - Public Alpha Link
Xtreme984: You can't. See how the menu item in question is disabled?
hukka

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Since: 06-27-04
From: PerniÃ, Finland

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Posted on 09-02-04 09:51 PM, in SMB3 Workshop - Public Alpha Link
Oops, you're right. I forgot to disable them, will be done for next update.
hukka

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Since: 06-27-04
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Posted on 09-02-04 11:32 PM, in SMB3 Workshop - Public Alpha 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.
hukka

Level: 16

Posts: 36/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-03-04 03:36 AM, in SMB3 Workshop - Public Alpha 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...
hukka

Level: 16

Posts: 37/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-03-04 05:45 AM, in SMB3 Workshop - Public Alpha 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.
hukka

Level: 16

Posts: 38/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-03-04 11:24 AM, in SMB3 Workshop - Public Alpha 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
hukka

Level: 16

Posts: 39/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

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Posted on 09-05-04 07:17 PM, in SMB3 Workshop - Public Alpha 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.
hukka

Level: 16

Posts: 40/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-12-04 08:49 PM, in SMB3 Workshop - Public Alpha Link
Yeah, there are some graphical glitches with large zoom factors with interpolation set to none or linear. I still don't know what causes them -- it might be a bug in the Graphics32 component that does the zooming.

The pink borders on enemies and objects with interpolation is technically not a bug but a side effect of how I am doing the drawing. I did figure out a fix for that, though, and will implement it in the future.

jonwil, do you mean the 1-x bonus areas? They seem to display okay for me (except for the background color if View->Background & Floor is enabled).




http://hukka.furtopia.org/projects/m3ed/

12.9.2004 18:18
- Finally fixed bug with wrong object sizes if displaying of handles was enabled while loading a level
- Fixed moving objects whose vertical handles not at top
- Fixed moving blue poles that extend to sky
- Various similar fixes
- Improved drawing of some objects and enemies and misc.
- Fixed level vertical limit

7.9.2004 2:27
- Uses latest version of Graphics32; should improve graphics rendering speed a bit
- Bug with object size clipping in certain situations fixed
- Toggling ROM Graphics works better
- Confirmation dialogs, new About dialog
- Cosmetic improvements
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Acmlm's Board - I2 Archive - - Posts by hukka


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