Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by hukka
Pages: 1 2 3 4 5
User Post
hukka

Level: 16

Posts: 1/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 06-27-04 02:40 AM, in SMB3 FAQ/Running Q&A Topic Link
Hi. Are the addresses in DahrkDaiz's post for the lock datas wrong, or am I just stupid? The table at $14877 is correct, but the datas starting at $1498E and $14955 don't seem to have the kind of data they should (that is, positions for the lock blocks). I can't find the proper datas anywhere. Help!

And here's a little bonus for anyone wanting to make changes to the startup screens:

0x30ABA = Title screen "3" colour flashing sequence
0x326AD = Title screen palette (curtains at beginning)
0x32AFE = Title screen palette:
0x32AFE = bg color
0x32B04 = logo text
0x32B05 = logo shadow (except for over "3" gfx)
0x32B08 = bush colors (2)
0x32B0D = logo shadow (over "3" gfx)
0x36BE2 = World map palette 0 begins
hukka

Level: 16

Posts: 2/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 06-28-04 05:53 PM, in SMB3 FAQ/Running Q&A Topic Link
Originally posted by DahrkDaiz
Woops, my addresses were off. the correct address are $1488E and $14855 respectively.


Thanks, though the X locations appear to be at $14866 instead of $1488E?
Now the lock disappears from the "collision table" OK and the "explosion" is located where it should, but the lock graphic does not change to anything, allowing Mario to walk right through it. Any info on this?

EDIT: OK, nevermind. I finally understood what the tables at 0x147CD and 0x147CE are for - they form the address that points to the location in nametable to write to.

EDIT 2: Still one problem with the damn locks. The lock reappears once the map is reloaded. I understand how the lock block replacing thingy works except for one thing: where are the lock positions defined? I know the position of the lock block in world 1 is $44, but I can't find any table or such where it is defined. It isn't calculated from the X and Y position tables at $14855 and $14866.


(edited by hukka on 06-28-04 01:51 PM)
(edited by hukka on 06-28-04 05:06 PM)
(edited by hukka on 06-28-04 05:07 PM)
hukka

Level: 16

Posts: 3/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 06-30-04 12:02 AM, in It's time to port M3I to Windows! Link
M3I doesn't run all too well on my and friend's machines (Win2K and XP, respectively). It won't start up at all unless I start it in a fullscreen prompt, and even then the mouse doesn't move properly and it's dog slow and unstable.

A new SMB3 editor wouldn't be a bad idea but it should be done well. SMB3 Discombobulator is okay but it lacks stuff and is way too small in size to be comfortable to use at a decent display resolution. AFAIK, it's also made in VB and it would be faster if made in C or Delphi.

For a new editor,I would suggest using SDL or another crossplatform library for the graphics display and C/C++ for the language, so the editor could be compiled to run on various platforms natively. At the very least, I would like to see the SMB3 Discombobulator sources released so someone could improve upon it.
hukka

Level: 16

Posts: 4/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 07-14-04 12:53 AM, in New SMB3 editor, maybe Link
A few days ago I started work on a new SMB3 level editor just for fun. It doesn't have editing functions yet but loads ROMs and displays most levels fine (hilly levels display some garbage but I'm working on fixing it). The quality of display is currently somewhere between M3I and SMB3 Discombobulator. The window is resizable and the graphics are freely zoomable. It is also quite fast in rendering graphics. Screenshots below...



hukka

Level: 16

Posts: 5/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 07-14-04 01:36 AM, in New SMB3 editor, maybe Link
Thanks for the comments, all!

Googie : since an editor for the texts wouldn't be difficult to implement, I might add that feature sometime.

Keikonium : It will edit map screens, yeah. Lost Levels are the unused levels in the SMB3 ROM that aren't playable without resorting to Game Genie codes or such. Google should tell you more about them.

DahrkDaiz : I'd be honored to have you as a beta tester. I'm not reading the gfx from the ROM (yet), if/when I will make it do so, I will read the TSA from there too. Freeform mode and saving to anywhere in the ROM shouldn't be a problem. But for now I still need to tweak the viewer quite a lot. I'll keep you updated...


(edited by hukka on 07-13-04 04:37 PM)
hukka

Level: 16

Posts: 6/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 07-14-04 02:57 AM, in New SMB3 editor, maybe Link
Smallhacker :
1) Probably a combination of both.
2) Possibly in the future.
3) If I get bored enough ;o)
4) I'm not sure what the difference between all of those are? It will at least support whichever version M3I does.

Coby : I'm coding it in Delphi 7. The loading and rendering code is based on M3I's C routines translated to Delphi and improved upon.
hukka

Level: 16

Posts: 7/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 07-14-04 04:06 AM, in New SMB3 editor, maybe Link
Originally posted by DahrkDaiz
hell no I wouldn't mind! It would probably be best if I combined my editors with his, to create a sort of program package, so he doesn't have to recode editors I've already done unless he wants to.

As for the differences between the NES SMB3's: very small minute differences (text, a routine address changed here and there) that probably won't be a problem a building an editor around (I dunno, the Japanese version's offsets might be slightly off).

Hukka: if there's any information you need, either PM at any time or visit #rom-hacking at irc.forgetit.net I can be a bottomless pit of source. I just hope something doesn't happen and you have abandon this project. We need a better SMB3 editor


Yeah, an all-in-one (well, almost) SMB3 editor would be a great thing to have. My editor is still in very early stages so I can't say for sure what kind of difficulties I might come across, but at least I have the M3I sources which are pretty helpful. At least I promise to release my source code if I abandon this project.

Jaspile : Sure thing. As for editing features, I would like to include DD's tools as already discussed, text editing, and proper editing of lock positions.
hukka

Level: 16

Posts: 8/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 07-14-04 03:22 PM, in New SMB3 editor, maybe Link
cpubasic13 : Yes. Not sure what you mean by drag&drop here?

asdf : Naturally.

Googie : a builtin emulator would be cool, but implementing such would be above my skill level.
hukka

Level: 16

Posts: 9/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 07-16-04 08:40 PM, in New SMB3 editor, maybe Link
A Linux port in the future is not out of question, since the program should compile in Kylix if I change the graphics display component. Thanks to all for the encouraging comments. The viewer is coming along nicely but there's still a lot to do until I can begin implementing editing functions.
hukka

Level: 16

Posts: 10/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 07-22-04 01:31 PM, in New SMB3 editor, maybe Link
Thanks for the comments, all!
Objects are now displayed in the correct order (something M3I doesn't do), and objects extend to the ground properly. Objects can be selected using the mouse and moved around. Sky color is loaded from the ROM, but other graphics still use a fixed palette. One of the things I'm going to implement next is loading the graphics and TSAs from the ROM (just waiting for some code from DD ;o)
There are still a couple of issues in both rendering some things and with objects that do not have their handle in the upper left corner of the object. Otherwise it's coming along pretty nicely and the program is very stable.

HyperHacker: thanks, but I don't need the VB code. As for the emulator, that's a possibility. I could hack FCEUd so that it'd be easier to control it from my editor - I've already hacked its debugger a bit for my own use and the source code is pretty readable IIRC. But it's not a priority job right now. Something to look into when the editor is in a more usable stage.

Chibi Gatomon: Level header editing will be possible, naturally.
hukka

Level: 16

Posts: 11/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-04-04 03:54 AM, in New SMB3 editor, maybe Link
Implementing gridline display is absolutely no problem and will only take a minute to code so it will be there. Pointer editing will be implemented too. But all this will take time to do. BTW, I haven't used Lunar Magic so I don't know what it's like.

The editor now loads palettes, TSAs and graphics from the ROM. However, this means that I also need to read the object definitions from the ROM in order to display objects using the correct graphic tiles. DahrkDaiz is in the process of locating and documenting these datas but I'm pretty sure it's a tedious and slow job so it will take time. I guess I'll work on world map related stuff while waiting for the datas.
hukka

Level: 16

Posts: 12/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-04-04 01:14 PM, in New SMB3 editor, maybe Link
No. It's not even halfway there yet. The only actual editing functionality there is right now is that objects can be selected and moved around and their object id's can be changed.

There is no official name for the editor yet, although I kinda like its current title. Feel free to suggest alternative titles.
hukka

Level: 16

Posts: 13/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-05-04 03:23 AM, in New SMB3 editor, maybe Link
Googie, I would prefer to support all versions (especially the European version, as I am in Europe), but I don't have ROMs of the different versions nor the knowledge of the differences between the various versions. I don't think there are other major differences than some offsets and that in itself is really trivial to change, provided someone finds out the offsets in question.

BTW, I still like the title "SMB3 Workshop" best :oP
hukka

Level: 16

Posts: 14/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-06-04 05:52 PM, in New SMB3 editor, maybe Link
Should be do-able once someone first locates the tables that specify which objects on a level are 3-byte objects and which are 4-byte ones. But wouldn't a free-form mode remove the need for such a trading system?

BTW, how do these icons look?

hukka

Level: 16

Posts: 15/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-10-04 04:17 AM, in New SMB3 editor, maybe Link
I don't know when my editor will be finished. It depends on a lot of things and I've got IRL stuff to sort out too. Also, gathering the necessary datas needed for the editor is both tedious and time consuming. Only the basics are there right now (although I implemented saving yesterday which seems to work okay) and there's still a crapload of stuff left to do. But rest assured I will keep people updated on the editor's development.
hukka

Level: 16

Posts: 16/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-10-04 10:32 PM, in SMB3 FAQ/Running Q&A Topic Link
Yeah, I'm writing an SMB3 editor myself (see thread on this board) and have documented the level format a bit. My documentation is not complete yet, though. Here:

http://yiff.mine.nu/text/coding/smb3.txt

I wrote it for myself mainly and I don't guarantee the data to be correct. You will also need to consult the M3I sources for the datas for objects and level offsets etc.

BTW, which language are you planning on using?
hukka

Level: 16

Posts: 17/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-15-04 02:36 PM, in New SMB3 editor, maybe Link
Hope you don't mind two more screenshots:

Here's the first level of a hack that never really went anywhere. The graphics and palette displayed are loaded from the ROM with the exception of enemy sprites.


And here is a simple editor that allows editing of the graphic tiles that are used to draw objects. It shows M3I's object definition+graphics on the right. Currently it only uses files for loading and saving, though, as I don't have the ROM locations for the datas yet. Editing SuperLuigi.nes here.


Oh, and I don't really need any more beta testers...
hukka

Level: 16

Posts: 18/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-19-04 09:59 AM, in New SMB3 editor, maybe Link
No more beta testers. The more annoyingly you act while asking, the less changes you have to become a tester.

Also, while there is no SMAS support yet, there's a possibility that it might be implemented later on as I do have the datas needed for that. However, I probably won't display the graphics from a SMAS ROM due to the amount of extra work required.
hukka

Level: 16

Posts: 19/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-20-04 06:08 PM, in New SMB3 editor, maybe Link
Jester, I got the idea that Sephiroth actually thought my editor was for DOS (which it obviously ain't). Anyway, I agree with you about M3I's bad points and actually it's worse on my computer - it crashes a lot and the mouse pointer doesn't move properly at all, so I'm mostly reduced to using the editor competely with keyboard.

Anyway, there's still not much in way of actual editing functionality in SMB3WS, but I'm still working on the basic stuff that must be done first (as well as some stuff I don't really need to implement yet, but which had to be done sooner or later anyway).
I added a feature called "ROM Presets", which are simply a set of configuration files that contain any ROM-specific information that differs from the "default" ROM (offset datas, object definitions...). I implemented support for European and Japanese versions of the SMB3 ROM via this feature.

Don't hold your breath waiting for a beta or even alpha, though -- there's still a lot to do...
hukka

Level: 16

Posts: 20/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 08-22-04 01:12 AM, in New SMB3 editor, maybe Link
Oops. Sorry Jesper :oP Some crashes and mouse problems in M3I seem to be the fault of the Allegro library it uses. But yeah, I wouldn't have started work on my editor if I didn't have the M3I source code to learn from. Even though the M3I code is not very good, it gave me the necessary data I needed to start making my own editor.
Pages: 1 2 3 4 5
Acmlm's Board - I2 Archive - - Posts by hukka


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.011 seconds.