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

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 204/677
EXP: 430507
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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 08-04-04 09:15 AM, in Starting a ROM Hacking group... Link
I think we all know what a ROM hacking group is. Where are you going with it? Who are you hoping to get? What will you focus on? What kind of recources do you have? Why would someone join?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 205/677
EXP: 430507
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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 08-04-04 09:50 AM, in Was this the original Acmlm Banner? Link
Originally posted by NSNick
Does anyone have the one we put up when Milly got drunk?
I made that one. Well, unless there were more of them.

Final version of the one I made:
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 206/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 08-05-04 03:21 AM, in Working on a YI Editor Link
Oh, you want screen shots?

I didn't do it when I finished saving, since that's not very photogenic. But now I've got add/remove sprites, so here.




And, to show off a feature I've had since forever:


As for the latest feature request... give yourself a minute to guess the answer. Yeah, that's right. You find offsets and I make feature (eventually).


(edited by Squash Monster on 08-04-04 06:23 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 207/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-05-04 07:35 AM, in Working on a YI Editor Link
I don't know how to extract graphics from the ROM, though that's not much of a problem. The real problem is figuring out which to display.

That colored boxes thing is brilliant though. I'll go implement it, but I'm not going to put more than just the basics into the data files. Whoever volunteers can beta test if they want. Any volunteers?

EDIT: Done. Trying to upload a screenshot, but Tripod's acting a bit funky. Beta offer still is there for someone willing to put up with data files or someone willing to host the project.

EDIT 2: Whoosh.



(edited by Squash Monster on 08-04-04 11:51 PM)
(edited by Squash Monster on 08-05-04 01:01 AM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 208/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 08-05-04 08:28 AM, in Luigi, We're the aliens! Link
I saw an UFO once. Then it hit me in the face. Turned out to be a snowball that was half in a blind spot.

Still, it was unidentified, flying, and an object. At least for a while, when it became identified, stuck to my face, and, well, still an object.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 209/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 08-05-04 10:37 AM, in Working on a YI Editor Link
I'm aware that it looks a bit big. Wanted to show off the ability to resize the window. However, I'll split it into multiple windows like LM in some version or another.

As for your offer... [explative of your choice] yes, that sounds great! What've you got planned? (PM or AIM me for a copy of the editor.)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 210/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 08-05-04 08:05 PM, in Working on a YI Editor Link
Alright, five people have copies of the editor now. This should be enough. Thank you everyone.

HyperHacker, Oddgoo, Golden Yoshi, Elixer Nova, and blackhole89, you'll find the link in your PM inbox.

(Elixer - it's updated, get that copy)


(edited by Squash Monster on 08-05-04 11:06 AM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 211/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 08-05-04 08:50 PM, in Working on a YI Editor Link
I'll expand the number of people on beta eventually. Don't worry.

And yes, all sorts of things are in "random". Four of them. And half of them work. And one of those two is usefull.

Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 212/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-05-04 11:01 PM, in Working on a YI Editor Link
Originally posted by Imajin
Hm, will your editor be able to load a level from any given offset (In case the ROM is expanded, or something).. And you can't tell me to go find an offset for that one, heh...
The editor will have the option to both load levels based on their indices in the game's pointer table and based on their offset. At the moment, the offset one is the one that's implemented. Go find the offse- er, nevermind.

Originally posted by Clockworkz
Originally posted by Squash Monster
I'll expand the number of people on beta eventually. Don't worry.
Ah! I call the position of a new beta tester! Dibs! Also, there will be a text/text box editor, right?
Yes, there will be eventually. Eventually. Level editing is the focus, and I need to add a few things before I even consider working on other aspects.

As for all the beta tester offers: Thank you everyone. I don't want to have to manage a large number of testers yet, since, for a while, there will likely be bug fixes left and right and it will be difficult to make sure everyone has the latest version. (Seriously, the first other person to get their hands on it resulted in a bug fix, a feature addition, and a bug fix to that feature adition within fifteen minutes.)

When that slows down a bit, I'll either add you five (and maybe more) or make an open beta.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 213/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 08-06-04 04:11 AM, in Who thinks TINGLE should be in Dark Prophecy? Link

That should be tingle.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 214/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-06-04 05:13 AM, in Working on a YI Editor Link
Beta folks - I fixed some bugs, and added Oddgoo's color additions to the data files. There's a new file with known bugs, so you can avoid them, bug fixes, so you can stop avoiding those, and data file changes, so you can put those in manually if you've changed your copies.
Link is same as before.

HyperHacker - Still sounds great. What exactly do you mean by gridlines, though? Just the in-editor display bit? If anyone wants it, I already have code that can do that, just need to tweek it a bit.

Anyway, no new features, except the tooltips, which isn't new to the beta guys. Next version I should have screen exit support.


(edited by Squash Monster on 08-05-04 08:15 PM)
(edited by Squash Monster on 08-05-04 08:15 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 215/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-06-04 08:24 AM, in Working on a YI Editor Link
I'm not loading graphics becouse I'm not loading sprites. Or screen exits. And those are more important.

And, once I do load graphics, it won't mean anything. After I do that, I have to USE graphics, which means placing and drawing them. And that's not exactly an easy thing.

Full list of everything needed to show you pretty pictures:
1-Find location in ROM that graphics are located.
2-Create proper calls to Lunar Compress.
3-Load decompressed graphic files.
4-Either convert decompressed graphics into bitmaps or create specialized draw routines to use decompressed graphics.
5-Figure out where each tile goes on each object (there are 512 of them) and how that's effected by each change in the object.
6-Figure out and emulate game's changes to graphic objects based on tilesets.

One, two, and three shouldn't be much of a problem. Four is going to require research on my part and a bit of somewhat tricky coding. Five is a massive amount of tedious work. Six, if I get lucky, will be a tricky coding task.

...Just so people can see pretty pictures. I think getting a functional copy of the editor released is more important than that.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 216/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-06-04 07:51 PM, in EggVine - Yoshi's Island Editor Link
Alright, I did agree that my editor was taking over that thread too much, and I didn't see a chance to switch threads nicely comming up, so we'll just continue from where we were.

For those of you just joining us, EggVine currently opens the file, loads levels, allows moving, deleting, and editing of objects, and saves. It has a simple built-in hex editor. The interface consists of colored blocks, which can be turned into outlined ones for if one's hiding behind another.

It does not have the following features (in order of importance):
-Screen exit support
-Handling of empty space immediately after a level
-Proper loading of levels (by indexes rather than offsets)
-Sprite support
-Graphics


The rest of this is a reply to a post by Knuck. Go read the original, if you haven't.
Originally posted by knuck
The squares aren't in the objects position already?
Go look at Lunar Magic, and go look at, say, a peice of generic ground. Notice how there are different tiles in different places in the object? That's what I mean by deciding where to put the graphics. Once again, that's an incredibly tedious process.

1- There is a list already.
I said it wouldn't be hard, no?
2- Not hard
I know that. I even said it isn't
3- Er...files?
Last time I messed with LC, it output as files. I haven't bothered to go look at all of its options again since I don't care about graphics at the moment.
Blatent ignoring of part 5 of the task
Part five is really the biggest barrier in doing this.
6- Not hard.
It seems some objects change based on tileset. If it's not hard, then why don't you do it?
Originally posted by Knuck
No it's not. It's already functional. (kinda)
No, it's not. Editing without sprites sucks. And, there's an absolutely major bug that can't be fixed without screen exit support.


--------------------------------------
EDIT:
Beta testers:
I've uploaded a new version. Same link still.

This version adds the internal support for screen exits (save and load), and, in addition, marks and uses the blank space left after a level is saved with a smaller size than before (no more loss of space).

This fixes a rather serious bug that should have existed (didn't test for it or hear about it, but it should've been there), causing major corruptions of screen exit data with almost every save. Since no one has complained, it's likely that YI is fairly tollerant of this. However, the new copy of EggVine will likely crash if it runs into a copy of the ROM like this. Thus, you should start with a fresh ROM.

Happy bug hunting. And thanks again guys. (And no, load by index doesn't work, I just did some work on the form)


For everyone else... well, you heard, it loads and saves screen exits and extra space. I'll have some more screenshots once I add the display and interface elements for screen exits.


(edited by Squash Monster on 08-06-04 10:52 AM)
(edited by Squash Monster on 08-06-04 10:54 AM)
(edited by Squash Monster on 08-06-04 06:44 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 217/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-06-04 10:34 PM, in Petition to Split the SMW Board Link
I used to go to a forum for Game Maker that was split like that. The "begginers" area was full of people who didn't understand why their games didn't work when they'd just imported a bunch of graphics and designed levels without doing any coding. The "advanced" area was a mix of some really cool stuff and beginners who graduated from having no clue to having no clue how to operate an if statement.

I don't think it would be as bad, but if this was done, someone would have to seriously consider what's advanced and what's beginner. Where do we put hack releases? Graphics sets? Really creative tricks possible with the vanilla SMW ROM?

I think a better idea would be for someone to go make an Acmlmboard hack that allows subforums, then beg Ace to install it and split the forum thoroughly.


...and those of you who like helping newbies, a forum split wouldn't stop you, you know.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 218/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-07-04 03:43 AM, in Working on a YI Editor Link
I started a new thread, but no one has posted in it. I want to make sure the beta testers see this.

I've uploaded a new version. Same link still.

This version adds the internal support for screen exits (save and load), and, in addition, marks and uses the blank space left after a level is saved with a smaller size than before (no more loss of space).

This fixes a rather serious bug that should have existed (didn't test for it or hear about it, but it should've been there), causing major corruptions of screen exit data with almost every save. Since no one has complained, it's likely that YI is fairly tollerant of this. However, the new copy of EggVine will likely crash if it runs into a copy of the ROM like this. Thus, you should start with a fresh ROM.

Happy bug hunting. And thanks again guys. (And no, load by index doesn't work, I just did some work on the form)


For everyone else... well, you heard, it loads and saves screen exits and extra space. I'll have some more screenshots once I add the display and interface elements for screen exits.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 219/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 08-07-04 07:03 AM, in EggVine - Yoshi's Island Editor Link
Thanks Max .

Originally posted by Chickenlump
Although displayed graphics are very nice, I don't beleive them to be necessary for a good editor. It's more like eye candy, extra sugar, niceness, fluff. If your editor edits properly, and does all it does well, then I will offer up no complaints. Yoshi's Island is one of those few GREAT games that everyone and their brother wants an editor for, at any cost. That, and with editors such as Lunar Magic making everyone biased against anything not up to it's standard, I can imagine how tough it must be. Just keep smacking people down, and do what you can. I'm impressed by the screenshots already, they look so 'tech-ish'.

Thanks for the encouragement. I actually apreciate the standard set by Lunar Magic, as it gives something to strive for. And besides, after everything important is done, I've got a certain idea for a feature that probably will impress even FuSoYa .


(edited by Squash Monster on 08-06-04 10:03 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 220/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-07-04 08:46 AM, in EggVine - Yoshi's Island Editor Link
Yes, cpubasic13, reading offsets from the internal pointer table is where I'm headed next. I also need to code the interface for screen exits, but that's just fiddly, not complicated.

I'm having a bit of trouble with that though. Here's something Cellar Dweller said earlier:
"You can get level locations from the table that starts at 0x7EA22 in the smc file. Each record in the table consists of two 24 bit little endian SNES addresses. The first is a pointer to the header/objects and the second is a pointer to the sprite list. The level numbers listed in the section on exits in Iggy's docs should be indices into this table."

When I go to 0x7EA22 in the smc, I find myself inside a very large sea of FFs. Also, I don't know anything about the format of pointers (though I know what they are, at least, and I should be able to figure it out myself once I have some).

The version of the ROM I'm using is:
Yoshi's Island (V1.0) (U).smc

Any idea what I'm doing wrong?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 221/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-07-04 11:21 AM, in EggVine - Yoshi's Island Editor Link
Cellar Dweller -
0x0B03C7 is the place in the .smc that I've been loading that level from. I guess that's the same in both versions.

I found C7 81 16 at 0x0BF9C3, so that probably will work, thanks. To double check, next few bytes are 83 85 16 A2 E0 4C 76 E9 4C.

Thanks to one of the few SNES pointer docs I could find (Most of the ones on Zophar's wouldn't load ), I understand how C7 81 translates to 03C7. I've been looking at this pointer data for a while though, and can't figure out the third byte of it. I feel like such a newbie, can I have a hint?

I wouldn't be this far without your help, thanks a bunch. Inserting and deleting shouldn't be that difficult, depending on how your editor is coded internally, and saving is just loading in reverse, so you could still quite easily get ahead again.

Sonicandtails - Yep, got some. Already are a fair number of people who want to get into it, and I'll either let them in or go to open beta, depending on when I decide it's alright to add more people. I don't want to make having access to my program somehow exclusive, but I also have limits to how much testing, data, and bug reports I can deal with, so I'm keeping the numbers low.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 222/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-07-04 08:15 PM, in EggVine - Yoshi's Island Editor Link
Alright, I think I'll be able to understand that (maybe I shouldn't have stayed up late last night reading about esoteric programing languages), thanks yet again.

At the moment, the free space I'm loading is just the areas after the ends of level/screen exit data, which gets freed up when the users delete more bytes than they use. I'm simply filling everything unused with byte 00, which I check for after loading. If I run into a problem where the next byte after the data needs to be 00, I'll start terminating the free space with an FF.

For getting the editor to handle other free space, I've thought of a few different things, but I haven't looked into it much yet. One idea is to mark free areas with a repeating pattern of bytes that shouldn't occur normally, like the ASCII values of "Free", which shouldn't start repeating unless the user puts a whole lot of object 46 in the exact same spot with the exact same size. The major problem with such a design is figuring out exactly where to end the free area, since it might just happen that the next byte is in patern. Another is to tag major areas of free space with a similar unatural byte patern and a length, and continue using the 00 method for small areas after levels. Since such a tag will only be in place in areas that are still free, it shouldn't waste any space.

EDIT: Alright, I got that working. Thanks a ton Cellar Dweller!

Many of the levels I've tried when loading by index have worked much better than the offset ones (1-4 is recognizable now), so I think some of the offsets are indeed different between the two ROMs.

Beta testers - Same link, except with version 0.16, instead of 0.15. Try out load by index. Yes, that list is short, but you can just put an index into the text box.

EDIT - 1-4 Screenshot, large (drag link to URL bar or copy/paste or whatever works for you)


(edited by Squash Monster on 08-07-04 07:22 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 223/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 08-08-04 09:56 AM, in Working on a YI Editor Link
*applauds*

Nice job, Chaosflare. How exactly did you code the outlines? Bunches of special cases, or did you find something interesting?
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