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

Red Goomba
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Posted on 08-19-04 01:16 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
It's a really nice editor. However, I do find one thing annoying me a lot. On the screen exits (using Mouseover), it lists the coordinates in Decimal. However, the Mouse Position is listed in Hexadecimal. Could you please switch one or the other of these 2? (Or is there an option on how the screen exits or mouse position is listed?)

Edit:
It also appears that objects and screen exits at the very top of the screen cannot be seen with the mouse-over.

Edit 2:
It appears I was wrong previously, screen exits are clickable/editable while working with objects. It also lists the exits in Hex, which is much easier to deal with than Decimal (for me, anyway - and that's because of how the mouse coordinates are listed).

While it appears I can work around these two minor inconveniances, perhaps you could look into making these changes, or allowing them to be an option, in a future release?


(edited by Koroc on 08-18-04 04:19 PM)
(edited by Koroc on 08-18-04 04:23 PM)
(edited by Koroc on 08-18-04 05:02 PM)
Koroc

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Posted on 08-19-04 03:17 AM, in Exclusive! SMW2+ Demo 1 is out! 1st YI hack with a level editor! Link
In 1-2, there is a flower in a ? cloud. Sometimes when the ? cloud is broken, the flower does not appear. This appears to happen most often when the ? cloud is broken while Yoshi is in mid-air, or standing on the vertically moving platform to the right of it.

In 1-4, when getting the key in the room with the two green bullet cannons you have to use to get up, the bottom and middle red coins sometimes disappear if you miss them when going up to get the key and the flower/red coins to the left.
Koroc

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Posted on 08-19-04 07:37 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Well, a feature to push objects to the bottom would be nice. I accidentally clicked on "44 - Castle Wall" at (27,6A) in "97 6-8 Pick A Door Room", and all the objects that used to be on top of it suddenly disappeared under the wall.

I imagine it would come in useful for navigating levels like "9C 2-1 Mario Star Room", as well.

By the way, is it possible to edit the properties of special objects in the editor, like that rotating door? It would be nice to be able to use that object in other levels.
Koroc

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Posted on 08-20-04 10:04 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
This should come in handy to anyone who hasn't documented them yet - Yoshi's starting coordinate for every level, and the index of the level, according to EggVine.

Coordinate / Stage / Index
07,78 1-1 (00)
07,7B 1-2 (01)
03,7A 1-3 (02)
07,7B 1-4 (03)
77,6B 1-5 (04)
07,7B 1-6 (05)
07,7B 1-7 (06)
68,4C 1-8 (9B)
09,7B 1-E (08)
07,5B 2-1 (09)
07,7B 2-2 (0A)
07,7B 2-3 (0B)
07,7B 2-4 (0C)
07,7B 2-5 (0D)
07,19 2-6 (0E)
F8,2B 2-7 (0F)
04,2B 2-8 (10)
0E,7B 2-E (11)
07,7B 3-1 (12)
07,7B 3-2 (13)
04,6B 3-3 (14)
07,3B 3-4 (15)
07,7B 3-5 (16)
08,4B 3-6 (17)
48,7A 3-7 (18)
05,7B 3-8 (19)
07,7B 3-E (1A)
07,7B 4-1 (1B)
08,7B 4-2 (1C)
07,5B 4-3 (1D)
07,7B 4-4 (1E)
06,1B 4-5 (1F)
07,6B 4-6 (20)
07,6B 4-7 (21)
07,6B 4-8 (22)
7D,1B 4-E (5A)
07,7B 5-1 (24)
07,6B 5-2 (25)
07,3B 5-3 (26)
07,7B 5-4 (27)
07,5B 5-5 (28)
05,59 5-6 (29)
96,6B 5-7 (2A)
38,5B 5-8 (2B)
07,4B 5-E (2C)
07,7B 6-1 (2D)
07,5B 6-2 (2E)
07,4B 6-3 (2F)
07,7B 6-4 (30)
07,3A 6-5 (31)
07,4B 6-6 (32)
05,7B 6-7 (33)
03,7B 6-8 (34)
05,78 6-8A (B8)
07,7B 6-6B (C6)
05,5B 6-8C (CD)
05,77 6-8D (D3)
07,7B 6-E (35)

Two notes. First, these coordinates are according to the coordinate system employed by EggVine, thus the reason why they are in this thread and not in the YI Data thread. Second, 6-8 A through D refer to the entry point from going through the 1/2/3/4 special door in the second room of 6-8.


(edited by Koroc on 08-20-04 01:05 AM)
(edited by Koroc on 08-20-04 09:08 AM)
Koroc

Red Goomba
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Posted on 08-20-04 08:28 PM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Originally posted by Terror-Zombone
Where's Screen Nine and where Yoshi Starts?

Look up at the top of page 4 of this topic. My post lists the place where Yoshi starts in every level.

Screen 9 is the area of the editor between Y-coordinates 80 and 8F. (Coordinates are read like this: (X,Y) Screen 9 is the row starting with the square from (0,80) to (F,8F) )

Also, another tip is be careful about how you resize objects in the editor. If you resize objects 2, 3, 22, or 23, for example, and you give them any width, it will cause the level to crash in exactly the same way.
Koroc

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Posted on 08-21-04 03:46 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
This is another problem - not so much a bug, I think, since it's similar to the previous problem with 2, 3, 22, 23, etc. If you place the bottom of object 39 on Y coordinate 8F, it will crash the level after the title of it is displayed. This is due, I think, to the fact that even though you only specify a height of 1 on the editor, the graphic actually has a height of 2 (or 3 if you specify 2, etc), and it pushes the object partway into Screen 9.

Pipes are somewhat strange to understand. Some levels, when edited, have vertical pipes with a width of 1, while others have pipes with widths equal to their height. An example of this is 4-2, in which in level index 1C at around (07,7B), the pipes all have widths of 1, while in the second room of 4-2 (level index 53), there is an unusable pipe with a width of 16 and a height of 15 - leading to a very puzzling and troubling problem with pipe placement. (It appears that this expansion of the pipes only occurs with downward-facing pipes, though this has not been verified. Also, in this specific case, the pipe in the second room of 4-2 extends into Screen 9 in the editor.)
Koroc

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Posted on 08-22-04 02:06 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Major bug!

Try to load any level in v0.73 and you get a runtime error.

Run-time error '53':

File not found!
Koroc

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Posted on 08-22-04 02:25 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
It works for the normal Level loader, but if you plan to leave the inferior "Load Level by Offset", you still need to copy LevelList.dat to LevelList.txt.

0.73's object list looks a lot nicer than 0.71. I also like the filter you've added to the object list, it makes the list a lot more navigatable!


(edited by Koroc on 08-21-04 05:26 PM)
Koroc

Red Goomba
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Posted on 08-22-04 02:56 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Please consider adding an "Always On Top" option/button to the object list window. This way when EggVine is maximized, you don't have to alt-tab between EggVine and the separate object list window.

I also have another gripe about the object list, this time about the filter. The filter is case sensitive! As dumb of a gripe as it seems, shyguy and Shyguy give different results, and filters for hex indexes like 1ce won't turn up anything, while 1CE gives the correct sprite.
Koroc

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Posted on 08-22-04 03:19 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Mega Luigi:

Your problem seems to be that you do not have administrative rights at your computer. I.E. you cannot install programs and/or write to certain windows directories. I think you should try re-installing the VB files on the administrator user of your computer and try running EggVine on that user. Beyond this suggestion, I cannot help you because I am extremely unfamiliar with your situation. It just sounds like you can't read or write to the file(s) required by EggVine.

First! Before you go and try to install the file, I notice you said you put it in your windows\system\ folder. Did you really put it in system\ ? If so, try moving it to windows\system32\ and re-opening EggVine to see if it'll work.
Koroc

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Posted on 08-22-04 03:30 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
In a future release, will you be including a starting position marker/object so that Yoshi's starting point can be placed somewhere other than where the original game designers intended Yoshi to start? That'd make my starting points list useless, but it would also be very helpful to be able to define Yoshi's starting point.

Of course, there is the problem that this can't be implemented in every level. Maybe hardcode it into the editor so it knows which levels have a starting point?

This question is a bit off-topic - how would I go about changing the "-Nintendo- Presents" at the very beginning of the rom? I've seen it done in SMW and Z3 hacks, but I can't seem to find the word Nintendo (or Presents) anywhere in the hex, neither using ASCII nor the text table for YI messages.
Koroc

Red Goomba
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Posted on 08-22-04 06:02 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Originally posted by Koroc
Mega Luigi:

Your problem seems to be that you do not have administrative rights at your computer. I.E. you cannot install programs and/or write to certain windows directories.


As I previously stated, you do not have administrative rights, and therefore are not able to use the program. That seems to be the most likely problem, especially since you can use it on one user but not on another one.

Can Mario Maniac install programs onto the computer? Does Mario Maniac have read/write access to windows system folders? You should check that out.
Koroc

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Posted on 08-22-04 06:32 PM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link


Edit:
Please, do not quote this image or I will break its link.


(edited by Koroc on 08-22-04 09:32 AM)
(edited by Koroc on 08-22-04 09:33 AM)
Koroc

Red Goomba
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Posted on 08-22-04 10:20 PM, in Does Anybody Hack Pokemon Sapphire Or Ruby?? Link
Try the Pokemon Hacking Forum. In fact, it's right under the Super Mario World hacking forum, which is right under this Rom Hacking forum.
Koroc

Red Goomba
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Posted on 08-23-04 04:29 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
I don't see this mentioned anywhere... though cpubasic13 may actually be saying the exact same thing on page 5. Anyway:

The descriptions for objects E5, E6, and E7 are correct. However, if you try to use them, when you load the rom, you'll find that instead of sloping up and right like they are supposed to (or down and left, as the descriptions says), the tiles will be placed so they slope down and right. It looks really bad because it uses the tiles for an uphill slope but creates a messed up downhill slope instead.

In other words, this test case will produce this result and this result.
Koroc

Red Goomba
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Posted on 08-23-04 04:51 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Originally posted by Terror-Zombone
<snip useless quote of my post>

Huh?
And my problem's serious, ok? After i get an answer, Mega Luigi, post your help. I need help and it's REALLY serious


No, it's not. Really, the fact that you cannot find out on your own where Yoshi starts (HINT: Look at the top of Page 4 of this topic), and you placed the beginning of your hacked level in the wrong part of the level is completely unrelated.

Originally posted by Terror-Zombone
Oh, and i put a standing ground, and nothing happens! In YI Folder and Yoshis Arkanoid Folders, nothing are viewable!


As I hava no idea what Yoshis Arkanoid Folders is, and I don't feel like searching with Google, I'm going to assume you mean your YI hack.

What I understand from your post is:
1) You removed all the objects in the level
2) You put the beginning of your level in the wrong place

The solution to this is to look up Yoshi's starting coordinates (see the above HINT) and make sure you start your edited level where Yoshi starts. There is currently no way to change Yoshi's starting position short of hacking the game yourself.

If that's not the case, then your problem must be that:
3) Your level does not load after the title is displayed

The solution is to look at the objects you have placed down. Are there 2 goals? Are any objects too close to the bottom border of the screen? Are there any objects outside of the playable area? Have you resized an object that you have no idea what it does? Have you resized an object that is obviously not supposed to be resized the way you have?


(edited by Koroc on 08-22-04 07:52 PM)
Koroc

Red Goomba
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Posted on 08-23-04 05:45 AM, in Super Glitchy Mario World! Link
Aioria, Cervantes, please stop spamming! You are not contributing anything to this thread, which should have been closed by the 5th post anyway.
Koroc

Red Goomba
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Posted on 08-23-04 06:04 PM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Originally posted by Koroc
I don't see this mentioned anywhere... though cpubasic13 may actually be saying the exact same thing on page 5. Anyway:

The descriptions for objects E5, E6, and E7 are correct. However, if you try to use them, when you load the rom, you'll find that instead of sloping up and right like they are supposed to (or down and left, as the descriptions says), the tiles will be placed so they slope down and right. It looks really bad because it uses the tiles for an uphill slope but creates a messed up downhill slope instead.

In other words, this test case will produce this result and this result.


After checking out 1-1 to see how uphill portions are done, I've pretty much only found out that you have to give it an extremely absurd width in order for it to go uphill.

Here's a simple test case. Create E5 at (20,79) and expand its lower right corner to (FF,7F). When you save the level, load the rom, and walk to where the slope should be, you'll find it sloping uphill. The thing is, the slope is in the wrong place. It will start at (15,7F) and slope upward to around (21,79). This leads me to believe that the reason EggVine cannot process the slope correctly is because it will only allow you to resize an object's right border; the object, perhaps, requires a negative width.

Of course, it's still only speculation. Maybe there's a way to calculate the absurdly high width required to create an uphill slope.
Koroc

Red Goomba
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Posted on 08-23-04 11:15 PM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Originally posted by Squash Monster
Thank you guys for all the data file updates, I've put them in.

Koroc - For now, I've just put a note in the object's description that says they need absurdly high widths. I don't know why it is that they need these widths, and I don't understand why negative numbers would be used on these objects. If they are negative though, everything with a width over 80 (hex) would be negative.


Well, I checked it out like you said...

I gave E5 a width of 80h and it still sloped downward. However, when I made the width 81h, it sloped upward instead. It seems that for objects E5-E7 the width does indeed have to be negative.
Koroc

Red Goomba
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Posted on 08-23-04 11:31 PM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Not really. Truth be told, I've only been playing a little with the editor, moving stuff around that's already been placed in the original levels. I'll go look up some other objects with absurdly high widths/heights.

Objects CC and CD, marked as "Weird Background Item", both have absurdly large heights. I haven't messed with them before, but you can see them in level 1-4 in the editor. They extend very far below screen 8.

CC also has a very large width, extending from Screen 1 to near the end of the window's border (with "Show Area Outside Level" option turned on).

Upon further investigation, I found that Object CD in 1-4, beginning at coordinates (6E,42) has a height so large it extends beyond the bottom border of the editor with "Show Area Outside Level" turned on. That should be enough to confirm... It's definitely more than 80h in height.

More little details that probably aren't so very important. Anyway, I checked the size of one of the CC objects in 1-4, specifically the one starting at (0B,79). The lower right corner of CC is located at (108,175) [your editor's y-coordinate stops at 11E with "Show Area Outside Level"], giving it dimensions of FExFD.

This just hit me a few moments ago. Are you sure you should be subtracting/adding 80? This would only work if 81 is equivalent to -1... so if it's actually FF = -1 (which is what I am more used to seeing), it would probably create some unwanted / unexpected problems.

Small bug: If you click on one of the two (I only counted 2) screen exits below the normal playable area of 1-7, you are not able to view other objects by clicking on them until you click on a different screen exit within the playable area.

In 1-7, object 8 [located at (8F,C4)] has dimensions 71xAF, which is somewhat unexpected. The level is unreadable anyway because of the very objects that are present in the level. Also, object 90 [located at (19,76)] has dimensions F9x9. This is peculiar, because in the game this object faces to the right, while the object 90 right next to it, at (29,75), has dimensions FAx7 and faces left. It could be determined by the y-coordinate. Moving object 90 up or down has no apparent affect to it. However, if you delete the really large object 8, 1-7 will crash. At (80,77), there is an Object 1 that has dimensions 8Dx3. It's right after the midring, supposedly.

In 1-8, objects 54 and 55 have very large widths. They start at (25,3E) and (1F,41) respectively. Their respective dimensions are FAx4 and FFx3.

Edit: All dimensions given were off by 1 (both x and y). Dimensions are fixed and should be accurate.

Another small bug that has been bothering me is this: if you press Ctrl+O or use File|Load Rom and hit cancel/Esc, EggVine reloads stage 1-1 of the rom you're currently working in.

Well, anyway, for plenty of objects that just don't make sense, check out 11 (2-E main) and 5A (4-E main). 5A is packed with objects that have dimensions larger than 80h, and 11... 11 seems to be missing every piece of solid ground besides the beginning platform and the goal platform. That even includes the pipe that -should- be to the left of your starting point, as well as its screen exit.


(edited by Koroc on 08-23-04 02:34 PM)
(edited by Koroc on 08-23-04 02:40 PM)
(edited by Koroc on 08-23-04 03:07 PM)
(edited by Koroc on 08-23-04 03:09 PM)
(edited by Koroc on 08-23-04 03:20 PM)
(edited by Koroc on 08-23-04 03:37 PM)
(edited by Koroc on 08-23-04 03:43 PM)
(edited by Koroc on 08-23-04 03:53 PM)
(edited by Koroc on 08-23-04 04:00 PM)
(edited by Koroc on 08-23-04 04:02 PM)
(edited by Koroc on 08-23-04 04:17 PM)
Pages: 1 2
Acmlm's Board - I2 Archive - - Posts by Koroc


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