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

Red Paratroopa
Level: 22

Posts: 21/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-17-04 09:32 AM, in Working on a YI Editor Link
hrm i just got back from a nice weekend away... what version are you on squash? cause only link i got right now is the v0.15
elixirnova

Red Paratroopa
Level: 22

Posts: 22/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-18-04 11:56 PM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
its so amazing i couldnt wait after seeing all those screen shots...

*though i have been beta testing it....* oh well
elixirnova

Red Paratroopa
Level: 22

Posts: 23/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-19-04 12:06 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
seams to be one slight problem the delete key doesnt delete an object.....?
elixirnova

Red Paratroopa
Level: 22

Posts: 24/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-20-04 09:48 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
ONE TIP! DONT USE the CLEAR LEVEL option... squash concluded to me that it doesnt work right.... still cant figure out why... oh well that could be one reason though being it happened to me(zombone's problem)


(edited by elixirnova on 08-20-04 12:49 AM)
elixirnova

Red Paratroopa
Level: 22

Posts: 25/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-20-04 06:04 PM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
Seams the left list box with the objects Isn't resizable. I'm sure it'd be nice if there was a feature like it or somthing similar *continues to try and read SC7: '?' cloud with a seed that grow|(scrollbar here)*----*reads datafile*
edit:oh yeah just thot of somthing else... that'd be nifty, a counter for red coins and flowers that are currently in the level and... uhmm...yea


(edited by elixirnova on 08-20-04 09:27 AM)
elixirnova

Red Paratroopa
Level: 22

Posts: 26/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-21-04 12:23 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
seams this new version(0.71) had quite a few bugs its a good thing i was there to find them lol did i mention im waiting for a floating objects window!
elixirnova

Red Paratroopa
Level: 22

Posts: 27/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-22-04 07:59 PM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
If possible sm could ya make the object search non case sensative as it currently is
elixirnova

Red Paratroopa
Level: 22

Posts: 28/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-27-04 02:11 AM, in mmx3 data Link
Hrm was lookin for my old mmx3 data i had and cant find most of it! anyone save any from the old board? or have any... if ya do itd be very appreciated heres what i have currently

Menu Text
201fc
large chunk of level attributes ??? a5200-a7c52

a5201-a5203 level 1 data (wierd invisibal places to walk)
a5206-a520d level 1 data (?????????)
a8200-
ac1fc-aef38 ????????????
af21c-afe10 bottom right bosses pre pic jumbled
b0700 sprites in beginning start to change
intro level sprite chart
bo732
b8204-c7420 level tile association ??
60000-68000(pallets)
b0000-bb000(tile data intro)
c8208-cfcef(level tile association topright level and bottom levels except tiger)
d0a34-10c070 compressed graphics
$31115-3117C Capcom Licence intro text (first screen)
1c0ad0=intro level data
screens are 8x7 or 8x8 if you count the floor you dont see
1c0b64-1c0b69 = bottom of first screen
so not much so uhh im sure someone is bound to have some more hope someone can help me!
elixirnova

Red Paratroopa
Level: 22

Posts: 29/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-27-04 09:21 AM, in Decimal To Hex? VB.. Link
Im trying to store some bytes ive taken from a rom and store them into a string.. but they keep showing up as decimal and i want them to be hex....... any help? heres my code

Dim FileName As String = Application.StartupPath & "\rom.smc"
Dim FileNumber As Integer = FreeFile()
Dim RomData As Byte
Dim IntroText As Integer = &H31118

Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click
Dim RomText As String
Dim i As Integer = 0
FileOpen(FileNumber, FileName, OpenMode.Binary, OpenAccess.Default)
While i <= 6
FileGet(FileNumber, RomData, IntroText)
RomText = RomText & RomData
IntroText = IntroText + 1
i = i + 1
End While
TextBox2.Text() = RomText
FileClose(FileNumber)
elixirnova

Red Paratroopa
Level: 22

Posts: 30/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-29-04 02:36 AM, in making a level editor in VB? Link
Hey i have loaded a level that is tile based and the locations are set but the type of tile is editable the format is

1[1][2][3][4][5][6][7][8]
2[1][2][3][4][5][6][7][8]
3[1][2][3][4][5][6][7][8]
4[1][2][3][4][5][6][7][8]
5[1][2][3][4][5][6][7][8]
6[1][2][3][4][5][6][7][8]
7[1][2][3][4][5][6][7][8]
8[1][2][3][4][5][6][7][8]

it reads the first row then the 2nd row etc til 8 then goes to the next screen
ive tryed using a picturebox to do it but was wondering if there is any other efficient way of making up a tile based level editor..in vb if theres any suggestions...
elixirnova

Red Paratroopa
Level: 22

Posts: 31/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 08-29-04 10:32 AM, in making a level editor in VB? Link
Very impressive though the hidden text could encourange many that nothing is there pretty nifty i think i found a routine thats gonna work for me


EDIT:BIG NOTE IF ANYONE WANTS TO DL GAVIN's EXAMPLE copy and paste it into the adress bar or it will link as if it is a domain of acmlm


(edited by elixirnova on 09-08-04 03:50 PM)
elixirnova

Red Paratroopa
Level: 22

Posts: 32/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-01-04 08:32 AM, in MMFX3 preview Link
Hey thought id tell everyone about my new editor project... inspired by SM who has helped me lots even though it is a bit new of a language VB.net** so heres a pic of it just paste it into your adress bar http://www.geocities.com/elixirnova/mmfx3screen.png
its still in its early stages so if anyone has any useful data you can post it here
im looking for the following
1) Other Level Locations besides the intro level
2) compressed gfx locations
3) Enemy/Boss/Item locations
4) Scrolling Data
5) Anything youd like to see in the editor
if there is somthing wrong with the screen tell me ill update it soon
elixirnova

Red Paratroopa
Level: 22

Posts: 33/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-02-04 01:38 AM, in VB.NET Loading Level Link
Hey ive got all my load routines but now im trying to have a screen Next routine to add &H80 to the offset i load from because theres &H80 between each screens beginning and in my program the first screen loads all the offsets fine but when i use my screen + or screen - button the adress is right but the data it gets from that offset is pretty bizzare i cant even find it in the rom... i thought maybe my drawing routine might be messed so heres my code if ya can help itd help me alot!!!!!
Private Sub Draw_Level()
Dim LevelBitmap As Bitmap = New Bitmap(512, 512, Drawing.Imaging.PixelFormat.Format64bppPArgb)
Dim text As String
Dim TilePen As Pen = New Pen(Color.Black, 1)
Dim TileBrush As SolidBrush = New SolidBrush(Color.Red)
Dim TileFont As Font = New Font("Arial", 8)
Dim screentile As Rectangle = New Rectangle(x, y, 64, 64)
Dim g As Graphics = Graphics.FromImage(LevelBitmap)
LevelDisplay.Refresh()
x = 0
y = 0
j = 0
For y = 0 To 448 Step 64
For x = 0 To 448 Step 64
screentile.X = x
screentile.Y = y
text = Hex(MegaTiles(j))
g.DrawRectangle(TilePen, screentile)
g.DrawString(text, TileFont, TileBrush, x + 1, y + 1)
j = j + 1
Next
Next
LevelDisplay.Image = LevelBitmap
End Sub
Private Sub Load_Level(ByVal Screen As Integer) ' screen =the offset to read from
FileNumber = FreeFile() ' note it returns the correct offset here
OffsetText.Text() = "Offset:" & Hex(Screen)
FileOpen(FileNumber, FileName, OpenMode.Binary, OpenAccess.Default)
For i = 0 To 63 Step 1
FileGet(FileNumber, Byte1, Screen)
FileGet(FileNumber, Byte2, Screen + 1)
MegaTiles(i) = (Byte2 * &H100) + Byte1
Screen = Screen + &H2
Byte1 = 1
Byte2 = 0
Next
FileClose(FileNumber)
Call Draw_Level()
End Sub
elixirnova

Red Paratroopa
Level: 22

Posts: 34/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-02-04 08:42 AM, in little/big endian Link
hey im using little endian to store my level data ex 55 01 or ad 00 or fe 02
so i used
let byte2 = 01
and byte1 = 55 as in the example
(Byte2 * &H100) + Byte 1
so using that equation used the result is 155 and i cant figure out
how i am to convert it back to 55 01 for saving purposes O_o
any help im using VB.net
elixirnova

Red Paratroopa
Level: 22

Posts: 35/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-02-04 08:45 AM, in MMFX3 preview Link
Ah update time ive found a few level adresses and they are now in it
it now supports saving/loading and soon editing probably by tomorrow and after that im going to go searching for how to decompress the gfx which if ANYONE COULD HELP WITH THAT ID LOVE IT!!!! ill probably start on that over the weekend and ill put up a new screen once i get the new levels added and some color
elixirnova

Red Paratroopa
Level: 22

Posts: 36/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-03-04 01:15 AM, in little/big endian Link
ah all fixed seamed i needed to learn two new operators modulus and int works fine now thanks everyone
elixirnova

Red Paratroopa
Level: 22

Posts: 37/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-04-04 10:30 AM, in Decimal To Hex? VB.. Link
Hrm I got that part down pact with many diferent options and its VB.NET that im using now im back into the rom looking for some more levels
elixirnova

Red Paratroopa
Level: 22

Posts: 38/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-06-04 02:37 AM, in MegaMan FX3 Status Link
This will be where i post the official status of my editor i thot id add a new screenshot of it while im at it
So far i have it so that you can view and edit tile numbers and descriptions of the tiles. And next im going off to look for how to decompress the gfx no enemy or item support yet but im working on that too
elixirnova

Red Paratroopa
Level: 22

Posts: 39/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-06-04 10:12 AM, in .NET or not to dot net? Link
i have .net and i sure hope everyone else does :-P
elixirnova

Red Paratroopa
Level: 22

Posts: 40/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 09-09-04 07:48 AM, in ram to rom adressing Link
Hey i remember finding a guide a long time ago on how to convert an snes ram adress such as ones found in zsnes to what they'd be in a rom like when it calls to lda $0fff
and such i remember you have to subtract the 200byte header and somthing about reversing the byte such as 1AF0 = F01A anyone have a guide or can tell me about how to correctly do it?
the rom im using it on is a lo-rom but hi-rom conversion method would be helpful too


(edited by elixirnova on 09-08-04 11:06 PM)
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Acmlm's Board - I2 Archive - - Posts by elixirnova


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