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

Level: 16

Posts: 61/94
EXP: 20245
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Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 10-08-04 11:08 PM, in SMB3 FAQ/Running Q&A Topic Link
DurfarC, If you just want to restore the original level, open a working SMB3 ROM in SMB3 Workshop, select the level that's broken in your hack, click Level->Save to Offset..., choose your hack's ROM and then just select the proper place to write the level to.


(edited by hukka on 10-08-04 02:09 PM)
hukka

Level: 16

Posts: 62/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

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Posted on 10-08-04 11:58 PM, in SMB3 FAQ/Running Q&A Topic Link
The Level->Save to Offset feature works for World Maps too, though :oP
hukka

Level: 16

Posts: 63/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 10-09-04 02:56 AM, in SMB3 Workshop - Public Alpha Link
I'm not sure what it is that I'm being asked to add. I'm not familiar with Lunar Magic as I'm not really interested in 16-bit hacking. Change the graphics; are there no editors already that can modify SNES graphics? Change the level format; why? What's the point?

I'll add stuff in the Misc editor later, but I'm not comfortable with debugging myself so someone else (such as DD) will have to document the relevant offsets for me.

A title screen editor is not out of the question but it will not be added just yet. Mushroom house editing and N-card editing are things that I also intend to make editable later on.
hukka

Level: 16

Posts: 64/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 10-15-04 05:24 AM, in Big Windoze security hole. Again. Link
JPEGs do not contain embedded code. Normal TTF Truetype fonts do contain bytecode that is interpreted but AFAIK only old-style Windows bitmap fonts contain code that is directly run by the OS, and even that only when the user is trying to run the font file as an executable.
hukka

Level: 16

Posts: 65/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 11-01-04 03:23 PM, in SMB3 Workshop - Public Alpha Link
Yeah, sorry about it being down - I host it on my own server and I had connection problems after I moved a few days ago. They finally fixed it today.
hukka

Level: 16

Posts: 66/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 11-02-04 12:58 AM, in SMB3 Workshop - Public Alpha Link
Heh, sorry but no, there aren't any big updates for now. I haven't had time to work on Workshop for a while and I'm still waiting for some new data. I definitely haven't given up work on 'Workshop, but I've been a bit busy and have been working on some other projects. I'll keep you updated when there's any news. :o)
hukka

Level: 16

Posts: 67/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 11-10-04 03:32 AM, in SMB3 Workshop - Public Alpha Link
Oops. Must be a recently introduced bug. Thanks for bringing it to my attention, I hadn't noticed it before. I will fix it soon. Also thanks for the offsets, I'll add them too.
hukka

Level: 16

Posts: 68/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 11-10-04 01:25 PM, in SMB3 Workshop - Public Alpha Link
Ringodoggie, I can see them and there is an object definition file for fortress type levels. Are you sure you're using the latest build?
hukka

Level: 16

Posts: 69/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 11-12-04 01:51 PM, in SMB3 Workshop - Public Alpha Link
Okay, finally updated SMB3WS with the things 46 mentioned (level card editing and a fix for object moving bug on vertical levels).
hukka

Level: 16

Posts: 70/94
EXP: 20245
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Since: 06-27-04
From: PerniÃ, Finland

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Posted on 11-12-04 06:09 PM, in SMB3 Workshop - Public Alpha Link
Object/enemy duplication added :o) Just press Ctrl-V.
hukka

Level: 16

Posts: 71/94
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Since: 06-27-04
From: PerniÃ, Finland

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Posted on 11-22-04 02:49 AM, in SMB3 Workshop - Public Alpha Link
46, can you tell me of an example vertical level where not all enemies show up? Also, level 3-8 displays fine here...

Ringodoggie, there's the Length slider just at the bottom right corner of the window. Also shift+numpad +- will alter the length.
hukka

Level: 16

Posts: 72/94
EXP: 20245
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Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 11-23-04 08:03 PM, in SMB3 Workshop - Public Alpha Link
Thanks 46, I received your mail. I'm going to take a break for a week or few, though, as Windows crashed yesterday, messing up almost 20 gigabytes worth of stuff and it'll take a while to get back on track. (No code was lost, but I'm going to need to reinstall all of my software and stuff...)
hukka

Level: 16

Posts: 73/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 11-28-04 05:48 PM, in SMB3 Workshop - Public Alpha Link
Thanks for the bug reports, DD. I'll fix the other stuff, but I don't really have a solution for the incorrect palette of some Ship objects. This only happens when ROM Gfx is enabled, and the reason for this is because a lot of the TSA data required for drawing these objects is garbled - thus I am actually using ripped graphics in parts of these objects. You can see it for yourself by playing around in the Objdef editor... This problem is also largely present in Cloudy levels, for example.
hukka

Level: 16

Posts: 74/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 12-01-04 12:14 AM, in SMB3 Workshop - Public Alpha Link
It's a glitch that was fixed quite some time ago, so I'm surprised to see Ringodoggie still getting that behavior with the latest build. It certainly doesn't do it on my Windows XP machine.

46, you're right about it being impossible to access objects below ground level, I'll fix this for the next build. As for palettes, the palette editor does not change which palette the current level uses, this property is changed via the Header editor. However, I will make this more logical for the next build.
hukka

Level: 16

Posts: 75/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 12-25-04 08:25 AM, in SMB3 Workshop bug! Link
I don't use Photoshop - it's F1 and F2 as in "Zoom 1x" and "Zoom 2x" respectively. Anyway, it's not really a bug as much as a simple rounding error and I see no need to fix it.
hukka

Level: 16

Posts: 76/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
Last activity: 0 sec.
Posted on 02-04-05 02:36 PM, in SMB3 FAQ/Running Q&A Topic Link
Originally posted by 46
Could anyone say where the pointer data for the map screens is, so that I can import it from the original rom? I seem to have destroyed mine for level 2 beyond repair, because I know I have everything in the proper order, but I can't get one level to link properly in the 10-1F portion of the map. I could go and revert to a backup file, but I'd lose a lot of new graphics.

It'd be nice if the editors could automatically sort map pointers...


I'm lazy, so a quick copypaste from SMB3WS source:

pointer_tables: array [1..9] of MAPSCREEN_POINTER_LOCS = (
(num_ptrs:21; offset:$19438), // World 1 map pointers
(num_ptrs:47; offset:$194BA), // World 2 map pointers
(num_ptrs:52; offset:$195D8), // World 3 map pointers
(num_ptrs:34; offset:$19714), // World 4 map pointers
(num_ptrs:42; offset:$197E4), // World 5 map pointers
(num_ptrs:57; offset:$198E4), // World 6 map pointers
(num_ptrs:46; offset:$19A3E), // World 7 map pointers
(num_ptrs:41; offset:$19B56), // World 8 map pointers
(num_ptrs:10; offset:$19C50) // Warp Zone pointers (no enemy set / level pointers)
);
hukka

Level: 16

Posts: 77/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 02-25-05 09:46 PM, in SMB3 Workshop status update Link
Hi. I haven't really done anything with SMB3WS since the last public release. I don't think I will work on it in the near future either. This is why I've decided to offer to release the Delphi 7 source code if someone's interested in developing the program further or at least fixing some of the bugs in it. I don't think I'm saying that I'm giving up on the development altogether, but I don't really have any inspiration to work on it anytime soon either.

So would anyone skilled in Delphi programming be interested to work on the program at least for a while?
hukka

Level: 16

Posts: 78/94
EXP: 20245
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Since: 06-27-04
From: PerniÃ, Finland

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Posted on 02-26-05 01:44 PM, in SMB3 Workshop status update Link
Okay, I'll release the sources for anyone to use. I just need to add a bit of documentation first, so it'll take a little while. I also guess I should make a list of all known current bugs so that someone can fix them :oP

Thanks for the nice comments about my editor, all. I still want to continue work on it sometime in the future, but right now I just can't gather up enough interest.

DD's part was very important in the development of the editor - I don't think SMB3WS would exist without him providing me with a lot of important data on SMB3.
hukka

Level: 16

Posts: 79/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 04-21-05 03:34 PM, in Isn't it amazing what's possible in a few hours? (screens) Link
Originally posted by Schwa
Problem: SMB3 Workshop doesn't have a Save function on my computer at home. I moved it from my grandparent's computer to my home computer via CD Burner and recordable CD, hack, IPS files, Rom, programs and all. Everything I transferred works without fail, except for the fact that SMB3 workshop doesn't have a working save feature.

Anyone know why? If I could get it fixed, this hack would bloom quickly. If not, I'm only limited to dad's, grandparent's and best friend's houses to work on the hack.

Thanks. --Schwa


Hi Schwa, I'm really not sure why SMB3WS wouldn't enable Save on your computer. However, I'm working on a minor update that keeps the Save As function enabled at all times. There will also be scrolling support for the tilt wheel of modern mice, I hope. I just have to find what I broke in level rendering first before I can release the update...

EDIT: actually, I'll also enable the Save function at all times - there's really not a lot of point in ever disabling it.


(edited by hukka on 04-20-05 10:39 PM)
(edited by hukka on 04-20-05 10:40 PM)
hukka

Level: 16

Posts: 80/94
EXP: 20245
For next: 11

Since: 06-27-04
From: PerniÃ, Finland

Since last post: 81 days
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Posted on 04-24-05 05:18 AM, in Minor SMB3WS update released Link
Hi all, here's a small SMB3 Workshop update release just so you know I'm still around :o) This one should fix some Objdef Editor bugs and is bundled with some SMB3 documentation and troubleshooting help in the Docs folder.

2005-04-24
- Fixed crashes and a graphic glitch in Objdef Editor
- Support for mouse tilt wheel and backward/forward buttons
- Middle mouse button displays level switch dialog
- Modified display area to use normal Windows scrollbars
- Troubleshooting and enemy compatibility help files (thanks Spinzig)
- Reworded some message dialogs (and other small visual fixes)

Download
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Acmlm's Board - I2 Archive - - Posts by hukka


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