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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: 41/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 09-13-04 03:33 AM, in SMB3 Workshop - Public Alpha Link
You're welcome :oP I started work on the Freeform mode today. You can now add objects and enemies, but you can't load from/save to a custom ROM location yet nor delete any objects.

BTW, posting new updates on this thread is kind of annoying if no-one has answered my previous post, since the board doesn't let me post twice in a row so I have to delete my previous post and post the new update in its place. I do update the zip file and changes.txt on my server though, so you can always check from there if I have posted an update.
hukka

Level: 16

Posts: 42/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-15-04 09:54 PM, in SMB3 Workshop - Public Alpha Link
Parasyte: yeah, I tested your port and it worked really nicely, better than the original M3I (which has problems with the mouse and seems more crash-prone). Good job!

Here's the new stuff added to SMB3 Workshop since last update:

- Freeform mode (experimental!)
- Save to ROM Location feature
- Level selector allows manual specifying of offsets and object set
- Remembers most view settings, window position and dimensions

Note that I have not had time to do much testing so it is very possible that there are bugs especially in the "Save to ROM location" feature.
hukka

Level: 16

Posts: 43/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-16-04 09:45 PM, in Who can help out with what languages? Link
I know Delphi and C, although I'm a bit rusty on the latter. I also know some basic 6502/6510 assembly but have only coded stuff on the Commodore 64 and VIC-20.
hukka

Level: 16

Posts: 44/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-18-04 03:37 AM, in SMB3 Workshop - Public Alpha Link
Yeah, I already fixed the issue with the Hilly and Underground levels being the same. It was another thing that carried over from M3I to my editor. It should be OK now unless I broke something while fixing it.
As for saving in Freeform mode, yeah, there's something broken in there... [EDIT: seems like I fixed it; I had nested some conditionals wrong]

Changelog:

2004-09-18
- Finally fixed saving in Freeform mode (needs more testing but looks like it's working now)
- Hotkeys for adding/deleting objects in Freeform mode

2004-09-17
- Fixed some objects
- Fixed crash on reloading levels and loading ROM Presets
- Fixed display of diagonal objects (Up/Right Hills)
- Fixed display of Underground levels

2004-09-16
- Fixed drawing of some diagonal objects (Up/Left Hills)
- Fixed Save As behavior (only saved current level)
- Fixed Integer overflow error when loading another ROM
- Fixed Integer overflow error when deleting objects
- Started work on Header and Pointer editors


(edited by hukka on 09-17-04 06:40 PM)
(edited by hukka on 09-17-04 07:04 PM)
(edited by hukka on 09-17-04 08:38 PM)
hukka

Level: 16

Posts: 45/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-20-04 05:05 AM, in SMB3 Workshop - Public Alpha Link
2004-09-20
- Added Palette editor (doesn't edit enemy palettes yet, though.
To see the changes to palette be sure to enable ROM Graphics.)

2004-09-19
- Fixed background color (was affected by enemy palette index)
- Improved display on Desert levels
- Improved graphics rendering a bit

2004-09-18
- Pointer editor
- Menuitems for deleting all objects/enemies
hukka

Level: 16

Posts: 46/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-22-04 03:32 AM, in SMB3 Workshop - Public Alpha Link
Good to hear you find my editor useful. There is a palette editor now and a header editor is on the works. It will also edit locks in the future.

SMAS support is not coming until all of the basic NES stuff is there.


2004-09-22
- World map viewing (works with ROM Graphics too). Editing functionality coming up next...

2004-09-21
- Updated and bugfixed Object definition editor

2004-09-20
- Updated Object definition datas so that most stuff displays OK with ROM Graphics enabled
- Fixed moving of object types 2 and 3 that was broken due to carelessness when fixing the moving of Blue pole objects
- ROM Presets can have custom Object definitions
- ROM Graphics rendering and Object definitions editor improved
- Palette loading improved
- Level drawing code optimizations
- Palette editor improvements (Right click = pick color; non-modal window; apply button)
hukka

Level: 16

Posts: 47/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-23-04 04:04 AM, in SMB3 Workshop - Public Alpha Link
cpubasic13, I removed the free zooming altogether as it was pretty useless - you can still zoom to 50%, 100%, 200% or 300%.

Other changes include:

2004-09-22
- World map viewing improved. Pointers are editable (double-click). Press Enter to edit the level the pointer points to. Map saving works. No sprite support or tile editing yet...
- Palette editor can import colorsets from other SMB3 ROMs :oP
- Drawing code improvements
hukka

Level: 16

Posts: 48/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-25-04 05:10 PM, in SMB3 Workshop - Public Alpha Link
OMG, the madExcept component is seriously cool. The newest update uses it, so if you get a crash, just click on "Send bug report" :o)

cpubasic13: Fixed :o)

KP9000, I couldn't replicate the crash and have not had any crashes while saving. Are you sure you were using the latest build?

jonwil, lock editing will be there in the future.

Changelog:

2004-09-25
- Uses madExcept for more informative error descriptions
- Fixed initialization from World Map editing to level editing

2004-09-24
- M3L level file load/save support

2004-09-23
- Map screen pointers can be moved
- Fixed a few objects (blue poles, bridges, ...)
- More Object definition editor improvements
- Object bytedata label shows level size; infotext panel shows offsets when hovered with mouse
hukka

Level: 16

Posts: 49/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-27-04 08:41 PM, in SMB3 Workshop - Public Alpha 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
hukka

Level: 16

Posts: 50/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-27-04 10:45 PM, in SMB3 Workshop - Public Alpha 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)
hukka

Level: 16

Posts: 51/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-30-04 10:43 AM, in SMB3 Workshop - Public Alpha 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
hukka

Level: 16

Posts: 52/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-30-04 05:24 PM, in SMB3 Workshop - Public Alpha Link
Darkmatt, that sounds weird. I did fix a lot of bugs in M3L saving and loading, so it might now be fixed. I also made level loading more robust - corrupt enemy data will no longer halt loading the level.
hukka

Level: 16

Posts: 53/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 09-30-04 09:46 PM, in SMB3 Workshop - Public Alpha Link
I already have them, thanks.
hukka

Level: 16

Posts: 54/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 10-01-04 12:08 AM, in SMB3 Workshop - Public Alpha Link
Hehe. Oops, yeah, I think I forgot to disable ROM file related menu items when editing M3L :oP

Changing level palette in M3L doesn't affect the visuals because normally the palette is loaded from the ROM, but there is no ROM to load it from with M3L files. This is also why ROM graphics don't work with M3L.
hukka

Level: 16

Posts: 55/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 10-03-04 08:28 PM, in SMB3 Workshop - Public Alpha Link
Wlokos, I don't think it's a result of a bug in the editor. At least I certainly hope so. My editor should not touch the ROM except for the area where the data for the current level and enemy data resides. The only other area where it will write is the palette area if you edit the palette.

Changelog!

2004-10-03
- Fixed "Level->Save to offset" for World Maps
- Initial implementation of a general-purpose config/data editor: "Edit->Miscellaneous" edits some game variables
- Initial load support for SMAS levels; glitchy -- I will not be adding full-fledged SMAS support at this time.

2004-09-30
- Fixed bugs with M3L saving and loading
- Made level loading more robust
hukka

Level: 16

Posts: 56/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 10-03-04 10:17 PM, in SMB3 Workshop - Public Alpha Link
Thanks! The Misc. editor is user configurable -- you can manually edit the file config.ini to add more editing options. It's cryptic but I'll improve upon it later. And please redownload now, the relevant menu item was missing due to some Delphi bug.
hukka

Level: 16

Posts: 57/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 10-04-04 04:39 AM, in smb3 editing question Link
My editor doesn't edit locks yet, but I will definitely try to have it done soon.
hukka

Level: 16

Posts: 58/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 10-04-04 08:13 PM, in SMB3 Workshop - Public Alpha Link
Shadic, SMAS+SMW is actually what I tested it with. I believe the offsets are the same for both ROMs.

Darkmatt, I'm probably going to allow loading a M3L into a ROM so that it will use ROM gfx and palette.

2004-10-04
- Customizable toolbar (right-click for menu)
- Nicer Level ending object
- Fixed maximum height for 4-byte ground (thanks DD)
hukka

Level: 16

Posts: 59/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 10-05-04 10:48 AM, in SMB3 Workshop - Public Alpha Link
Shadic, I don't use IMs but you can catch me on IRC or email me at hukka@despammed.com.
hukka

Level: 16

Posts: 60/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 10-06-04 05:20 AM, in SMB3 Workshop - Public Alpha Link
Just to let you know, there may not be new public releases for a while as I'm reworking some of the internals of the editor and adding more stuff. DahrkDaiz is documenting the internals of the SMB3 ROM and the next public release should contain improved level drawing that mimics SMB3's drawing routines as closely as possible.
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Acmlm's Board - I2 Archive - - Posts by hukka


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