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

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Posted on 05-25-04 05:58 AM, in Syndrome rewritten (MegaMan 7 editor) Link
Two people have shown interest in MegaMan 7 hacking, which was just enough to make me want to start working on this old editor. All of the old code has been scrapped -- this is a 100% rewrite.
It is able to load and dispaly all 14 stages from the MegaMan 7 ROM, which is 13 more than the old build could load!

TODO:
Editing
Tools
Handle palette swaps mid-stage
Handle parallax background scrolling properly
Speed improvements (18ms is too slow!!! ;D)
Miscellaneous special features


Here for screenshots: http://www.dragoneyestudios.net/hosted/parasyte/syndrome/

No release date will be made available. I honestly don't know if I will finish it in the next two or three years.
Parasyte

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Posted on 05-25-04 06:54 AM, in Syndrome rewritten (MegaMan 7 editor) Link
I've thought about MegaMan X series editors as well, but I'd rather do one thing at a time, these days. Honestly, I'm not into the MegaMan games in the least. But it's an enjoyable project.
Parasyte

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Posted on 05-25-04 06:59 AM, in Working on a YI Editor Link
Is it 'adding a fancy GUI,' or just blatantly copying Lunar Magic?
Parasyte

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Posted on 05-25-04 07:35 AM, in Working on a YI Editor Link
I suppose that is a plus. But I don't believe the world needs yet another Lunar Magic clone?
Parasyte

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Posted on 05-25-04 10:17 AM, in what utilities do you use when hacking Link
In no particualr order: Hex WorkShop, notepad, TextPad, calc, MinGW, Photoshop, TLP, YY-CHR, emulators ... etc. As for specific emulators I use? Here is a small list:

NES: FCEUd
SNES: snes9x
Genesis: GENS
GBA: VisualBoy Advance
Parasyte

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Posted on 05-25-04 11:02 PM, in Visual Studio Link
I hate visual studio. Personally, I would suggest a commandline-driven compiler. There are many available, most are based on GCC.
Second, neotransotaku has the right idea: Start small. Build simple console programs first. Win32 is just an extensione to the C language. You will be able to interact with your Win32 User Interface using functions and pointers and whatnot. But first, you need to learn about functions and pointers, etc etc.
Parasyte

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Posted on 05-25-04 11:06 PM, in Syndrome rewritten (MegaMan 7 editor) Link
Say what?
I've not used Visine, so I don't quite understand the situation. But enemies will be drawn on the level, and positionable within it. It will use a drag-and-drop aproach. Some of the bosses are actually a part of the background layer, though, instead of sprites. They will have to be handled a bit differently.
Parasyte

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Posted on 05-26-04 12:12 AM, in Visual Studio Link
There is plenty wrong with it. But I've been over that enough for one lifetime.
Parasyte

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Posted on 05-26-04 12:14 AM, in Working on a YI Editor Link
Correction: http://www.vgsites.com/rom_hacking/ym_images/ym2.png
The filename appears to be case sensitive.
Parasyte

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Posted on 05-26-04 06:47 AM, in Syndrome rewritten (MegaMan 7 editor) Link
It DOES read all graphics from the ROM. In fact, it decompresses the graphics before decoding them... But that aside, I've deleted the Syndrome directory from my hosted space in favor of the 'official' page: http://www.dragoneyestudios.net/index.php?page=utilities&id=7. (Note: This page contains more info and screenshots than released yesterday.)
Parasyte

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Posted on 05-26-04 11:02 PM, in Working on a YI Editor Link
Tip: Don't call it "Yoshi Magic" and don't immitate Lunar Magic.
Parasyte

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Posted on 05-27-04 02:23 AM, in Working on a YI Editor Link
The name and GUI are completely worthless until the thing starts to do something that even resembles an editor.
Parasyte

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Posted on 05-27-04 11:34 AM, in Working on a YI Editor Link
Just use the cDIBSection class! It's what everyone who is stuck with that VB6 garbage uses.
Personally, I'd suggest learning a better language before attempting to create a huge editor. I don't know anything about Delphi, (because I don't need to) but you should probably give it a try. It's a better choice than Basic any day.
Parasyte

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Posted on 05-28-04 12:29 AM, in Where I have been the last few days Link
I liked Oracle of Seasons. Well, what I have played of it. Actually, I liked Link's Awakening (Original, black & white) much more, even though it was harder to get into. But after the first dungeon in Link's Awakening, it's just a smooth ride through the rest of the game. (With exception of some of the puzzles in later dungeons. Anyone up for throwing steel balls at pillars? )

I don't know if I'm interested in working on a level editor for any other games, at the moment. I want to finish Syndrome first. I am writing Syndrome so that it's as reusable as possible. The GUI and core are mostly self-contained, and only call a few drawing functions. So aside from changing the drawing functions, eveything else should not need any changing. Just have to write a few new drawing functions, and I've got a whole new editor. ;P

So that's about where I am, in terms of editor progress. After Syndrome is completed, (No idea when! Possibly another 6 months or longer.) I will be open to editor suggestions, such as Oracle of Seasons, or Ages. And in fact, I am considering getting my Oracle of Seasons cart back from my brother to play once again.
Parasyte

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Posted on 05-28-04 12:36 AM, in Working on a YI Editor Link
The GUI is the least thing a programmer wants to worry about when his program doesn't do anything at all. If the program is going to do 'something,' then make it do 'something' well. But making it do that 'something' by any means necessary is the highest priority.

A program without a name is an annoyance. A name without a program is a tragedy.
Parasyte

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Posted on 05-28-04 11:07 AM, in FF1 re-assemblable disassembly Link
In "assembly source code" such as this, pointers are created using labels. They are not static numbers. Meaning the code is 100% relocatable. Adding or removing code is absolutely no problem. That is what differs this from any standard disassembly. It is the closest thing to the actual source code as you're ever likely to get.
Parasyte

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Posted on 05-28-04 11:11 AM, in Working on a YI Editor Link
Originally posted by Kitten Yiffer
Personally if I was working on a editor, I would do the GUI first. I tend to do that with every program I make...
Originally posted by knuck
wtf
WTF
Cellar, this is teh same thing as saying "omg giev me teh sorce so i cna use oit".
Release the source is acceptable, but only if the project die.
Then you never heard about the open-source projects. Good thing about releasing the source is that you get more help. Bad thing is that somebody can stole the source and claim it as own. (probably wouldn't happen thought )

And it's up to the author if he wants to release it or not.


And I guess you've never heard of source code licenses such as GPL. They give you protection from would-be code thieves. Protection which could even stand up in court, if one were to take it to that level.
Parasyte

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Posted on 05-28-04 11:51 PM, in Working on a YI Editor Link
You seem a bit too paranoid and cynical to be a programmer.


(edited by Parasyte on 05-28-04 02:51 PM)
(edited by Parasyte on 05-28-04 02:52 PM)
Parasyte

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Posted on 05-29-04 06:13 AM, in FF1 re-assemblable disassembly Link
Originally posted by Disch
Actually... some code still has to be padded with this source, unfortunately. I couldn't get the indirect addressed labels working... so whenever the game did something like

LDA pointer_low
STA $10
LDA pointer_high
STA $11
LDA ($10),Y


I will load from a fixed address (pointer_low and pointer_high). I didn't get those labelled... so if you position of that pointer, it will corrupt some things . I noticed this when removing code in the first half of either bank 1C or 1D... it messes up what graphics are used for the game cursor.

So yeah... some things still need to be padded if changed .


Labels can be used in this case. X816 syntax supports a few wonderful features just for code like this:

LDA <myLabel
STA $10
LDA >myLabel
STA $11
LDA ($10),Y

The use of RAM addresses isn't so important, but they could also be labeled, or otherwise symboled in the source.

EDIT: It may require "LDA #<myLabel" instead. I'm not certain, since I have not tried it. But the "get low byte\high byte" features are documented.


(edited by Parasyte on 05-28-04 09:13 PM)
(edited by Parasyte on 05-28-04 09:17 PM)
Parasyte

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Posted on 05-29-04 10:00 AM, in Working on a YI Editor Link
Originally posted by Chaosflare
the only way this will ever be open source, is if I get shot by a blind person while walking down the street....anyone know the VB equivalent of HWND?, I need to know for LC's Create IPS Function, I looked through the API, and everything, butcant find it anywhere, oh and anyone know how to make a custom right click menu? I think it would be more convenient if I made a custom right click menu


Use "Me.hWnd" or "Form1.hWnd" or whatever you'd like. The Window Handle is only used as a parent. Probably for message boxes, or other kinds of windows that the function may wish to open. You can also just use "Null," but I wouldn't quite recommend it.
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Acmlm's Board - I2 Archive - - Posts by Parasyte


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