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

Red Paratroopa
Level: 23

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Since: 03-15-04
From: Ottawa, Ontario, Canada

Since last post: 10 days
Last activity: 2 days
Posted on 09-20-05 04:09 AM, in Request: Custom Palette for Mario & Luigi Link
Since nobody has offered to provide me with custom palettes I have gone and done my (rather ugly) default custom palettes...i don't want to spend the time pretying them up as i would rather concentrate on the programming aspect.
SMW Dev Environment V0.3 should be out within a week...my patching utility works...i just have to add a couple of other things and fix some bugs i noticed from previous versions

if someone would like to provide me with custom palettes its not too late as long as i receive it before V0.3 comes out.
HabsoluteFate

Red Paratroopa
Level: 23

Posts: 168/179
EXP: 58525
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Since: 03-15-04
From: Ottawa, Ontario, Canada

Since last post: 10 days
Last activity: 2 days
Posted on 09-20-05 11:15 PM, in SMW Dev Env V0.3 Released Patch To Split Up Mario/Luigi Palettes Link
Version 0.3 of the Super Mario World Development Environment has been released:
https://sourceforge.net/project/showfiles.php?group_id=125248&package_id=148369&release_id=357883
The following new features have been added since version 0.2:
. Mario/Luigi Palette Patch
. Display Mario/Luigi Palette Location Information

Release notes can be found here:
https://sourceforge.net/project/shownotes.php?release_id=357883

You can download the program here:
http://prdownloads.sourceforge.net/smwdev/SMWDevEnv0.3Binary.zip?download

If you want the program with the source code download it here:
http://prdownloads.sourceforge.net/smwdev/SMWDevEnv0.3Src.zip?download

As always...for those downloading the source code yes I realise the code is messy!
You should be able to patch the ROM anytime you want...you could either patch a brand new SMW ROM for example or an existing hack. Make sure you backup first just in case!

What's next? Different graphics for every Mario/Luigis is probably next on the list...

If anyone wants to help (perhaps in designing a website for it) it would be much
much apreciated. Thank you!

The thread for version 0.2 can be found here:
http://board.acmlm.org/thread.php?id=11522

The thread for version 0.1 can be found here:
http://board.acmlm.org/thread.php?id=10999
HabsoluteFate

Red Paratroopa
Level: 23

Posts: 169/179
EXP: 58525
For next: 9198

Since: 03-15-04
From: Ottawa, Ontario, Canada

Since last post: 10 days
Last activity: 2 days
Posted on 09-22-05 06:21 PM, in SMW Dev Env V0.3 Released Patch To Split Up Mario/Luigi Palettes Link
Thanks for the information about Lunar Magic..I will try and make sure it isn't an issue in a later version. I have noticed quite a few downloads so far but not much feedback. Does anyone have any questions or issues, suggestions?

I'm actually working on the next version and that one should be much more user friendly as it will finally use a GUI to pretty things up a bit I guess I would like to be able to edit the palette within the program sometime later on and I need the program to have a graphical interface in order to do that
HabsoluteFate

Red Paratroopa
Level: 23

Posts: 170/179
EXP: 58525
For next: 9198

Since: 03-15-04
From: Ottawa, Ontario, Canada

Since last post: 10 days
Last activity: 2 days
Posted on 09-25-05 08:21 AM, in Screenshots of new GUI for SMW Dev Env Link
Work is progressing along quicker than I enticipated with the GUI interface for the next version of SMW Dev Env (which will be named version 1.0). I will post new screenshots as progress occurs....

This version will contain at least the current features that the DOS version has. Because i'm using FLTK for the windowing system you should be able to re-compile the code to work under Linux although I haven't tried it...

Screenshot #1
The following screenshot shows the main Window with the two options currently in there (Open ROM & Export To Binary). The window on the right is what pops up when you export a file to binary.



Please post comments here...if theres enough interest in this thread i'll keep on posting screenshots as progress comes along...I may or may not include a palette editor in this version...that way you can edit Mario & Luigi's palette directly in here which should make it easier for everyone

Would someone be kind enough to create an icon for the SMW Dev Environment? Preferably I would want submissions from more than one person and then have people vote over which one to use....thanks
HabsoluteFate

Red Paratroopa
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Posts: 171/179
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Last activity: 2 days
Posted on 09-25-05 06:34 PM, in Screenshots of new GUI for SMW Dev Env Link
It will have the power up stuff build in eventually yes...
As for the palette question the answer is yes although I'm not 100% sure if its going to make that version...probably will be in that version though
HabsoluteFate

Red Paratroopa
Level: 23

Posts: 172/179
EXP: 58525
For next: 9198

Since: 03-15-04
From: Ottawa, Ontario, Canada

Since last post: 10 days
Last activity: 2 days
Posted on 09-26-05 03:15 AM, in Screenshots of new GUI for SMW Dev Env Link
I don't think I really need a plug-in system...the project is open source and anyone is open to joining the project and adding features to it...maybe someday but for now i would much prefer having others join in on the project...i would definetely love for others to join in on adding features...and i would be more than happy to explain my code although i'm trying to comment it as much as possible to help people...

To answer the other question...there wont really be much to show once a ROM is loaded...a little hard to explain but basically you can load a bunch of little sub windows and have them all appear on the screen at once if you like...for example the palette will be a small editor you can bring up if you select "Edit Palette" or whatever...which is going to be a sub window...then you could have "edit source code" as another sub window that appears automatically...

anyone willing to help out with the icon yet?
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Last activity: 2 days
Posted on 09-26-05 06:03 AM, in Screenshots of new GUI for SMW Dev Env Link
I'll keep it in mind although wont happen right away if it does...i'm too lazy and busy
As for what kind of icon...i'm not sure...but i want it to be mario related somehow...
a pipe maybe with 0s and 1s all over it??....Mario's "M" is another possibility....?
HabsoluteFate

Red Paratroopa
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Posts: 174/179
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 09-27-05 06:50 AM, in Screenshots of new GUI for SMW Dev Env Link
Thanks for the icon...what should i put credit-wise?
HabsoluteFate

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Since: 03-15-04
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Posted on 09-27-05 08:05 AM, in Screenshots of new GUI for SMW Dev Env Link
I wouldn't mind if you could convert it but if you cant no big deal I can always download a program to convert it later...
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Posted on 10-19-05 01:52 AM, in Screenshots of new GUI for SMW Dev Env Link
Hi,
Thanks for the icon. I haven't had a chance to add it to the project but will within the next week..i'm moving on Friday so things are a little crazy right now.

Good news...the palette editor should be included with this release...i've figured out enough that it shouldn't take much longer to add the functionality...so why not

Edit:
New Screenshot:




Sorry i haven't had much time to work on this lately but i recently moved...

Anyways the above screenshot shows the export to binary functionality working...now that i have the GUI stuff for that all figured out and working the rest should be pretty easy until i get to the palette stuff anyways...

Edit by Smallhacker: Added missing " which ruined the tables.


(edited by HabsoluteFate on 10-18-05 04:56 PM)
(edited by HabsoluteFate on 10-18-05 05:00 PM)
(edited by Smallhacker on 10-18-05 05:00 PM)
(edited by HabsoluteFate on 10-18-05 05:04 PM)
HabsoluteFate

Red Paratroopa
Level: 23

Posts: 177/179
EXP: 58525
For next: 9198

Since: 03-15-04
From: Ottawa, Ontario, Canada

Since last post: 10 days
Last activity: 2 days
Posted on 10-19-05 02:03 AM, in Screenshots of new GUI for SMW Dev Env Link
Can you guys see the screenshots and does clicking on the link show you the large display? i can't see any of it but its because i cant view my site internally through that address for some odd reason ever since i got VOIP...by the way thanks for putting the double quotes in there...i should know better than to submit without double quotes...

I don't see it replacing Lunar Magic no...



(edited by HabsoluteFate on 10-18-05 05:04 PM)
HabsoluteFate

Red Paratroopa
Level: 23

Posts: 178/179
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Since: 03-15-04
From: Ottawa, Ontario, Canada

Since last post: 10 days
Last activity: 2 days
Posted on 10-19-05 02:08 AM, in Screenshots of new GUI for SMW Dev Env Link
i fixed the link it should show the large display now...and finally my host file changes finally took effect so i can see it all correctly now
HabsoluteFate

Red Paratroopa
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Since: 03-15-04
From: Ottawa, Ontario, Canada

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Last activity: 2 days
Posted on 10-22-05 08:00 PM, in Screenshots of new GUI for SMW Dev Env Link
There is no current plans for a block tool thing in it but someone is welcome to create such a thing if they would like and it can be included in it...the project is open source so anyone is welcome to creating any new task if they would like and it more than likely could be included in a future version.

Here's a new screenshot. In this screenshot I have "Export To Binary" and "Import From Binary" open. In this example I have already imported from binary therefore the rom would have changed, i try to exit in this example without saving...you are given the option to cancel, discard your changes, or save them. I don't have save working although that shouldn't take too long to do once I get to it since I have everything else in place. The program also has the ability to automatically refresh sub windows. For example if you were to import binary data and some of it changed the palette data then the palette editor within it would automatically know to refresh the palette data.
Anyways here's the screenshot:





Left to do before this version is released:
Saving
CopyMove code/data from one location of the ROM to another
Clear/Replace code/data within rom with Repeating Op Code
Export Assembly Source Code from ROM to file
Import Assembly Source Code from file to ROM
Apply Mario/Luigi Palette Patch
Edit/View Mario/Luigi Palette

As you might already have guessed since export/import assembly source is there a future version can probably have a build in editor to actually edit the source code directly although i'm more concentrated on the power up code right now
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Acmlm's Board - I2 Archive - - Posts by HabsoluteFate


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