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Acmlm's Board - I2 Archive - - Posts by hukka |
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hukka Level: 16 Posts: 81/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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2005-04-25 - Implemented "Goto Next Area" (finally) - Fixed and rearranged Lost Levels - Level names and amounts are no longer hardcoded 2005-04-27 - Fixed "Goto Next Area" - Rearranged and cleaned up menu - Minor UI and code clean ups (edited by hukka on 04-27-05 11:56 PM) |
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hukka Level: 16 Posts: 82/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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I guess SMB3WS and/or SMB3 Discombobulator might work on the MacOS port of WINE, if it is ready enough. Personally I have never even touched a Mac. | |||
hukka Level: 16 Posts: 83/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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Thanks for posting a reminder about this, I've been asked about the same thing before. I'll add a pointer editor for the next release. I'm also looking to add more overworld editing features in the near future... | |||
hukka Level: 16 Posts: 84/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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There is now an improved pointer editor dialog that lists all pointers on the level - click on a pointer to scroll it to view and edit its properties. (No Add/Delete yet but you can always do that outside the dialog.) For quick access I added a Level -> Edit pointers menu item. | |||
hukka Level: 16 Posts: 85/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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SMB3 Workshop's not open source, but send me an email and tell me what you want it for and I'll email the Delphi source to you. Mario 3 Improvement has the C source available as well. |
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hukka Level: 16 Posts: 86/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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Originally posted by RT-55JOriginally posted by hukka It's not neat but it's comprehensible - parts of my editor (especially level rendering, believe it or not) use code converted from M3I. |
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hukka Level: 16 Posts: 87/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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Maybe I just didn't understand completely, but... you're talking about RAM addresses, what are the ROM locations for the data? I can't know the contents of the RAM without actually emulating the NES. And beneficii, if/when you get anywhere with your editor, would you like to give me the sources and let me incorporate your stuff in SMB3WS? With proper credits, of course. |
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hukka Level: 16 Posts: 88/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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Well, this should help a bit: I uploaded a build with three new per-ROM settings: offsets.tsa, offsets.graphics, offsets.common. The last 9 values of these are the offsets for world maps 1-8 and warp zone. Make a folder for your own hack in the Data folder and copy the rom.ini from the Data folder into your hack's folder. Then just edit the offsets. EDIT: oh, and as for world map sprites, there is already code in place to support them, I just don't have any code to load sprite graphics yet. (edited by hukka on 06-19-05 11:19 AM) |
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hukka Level: 16 Posts: 89/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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I have numerous other projects to work on, but I still managed to whip up this thing: I'll make it more useful before I release a new version. Anyway, beneficii is working on an overworld editor for SMB3, and once it's done we're going to see about incorporating his stuff in SMB3WS. Looking forward to that, since he's apparently figured out how the overworld locks work, among other things. As for SMAS support, I need more data on how the SMAS version of SMB3 differs from the original. I'm not prepared to dig up this data myself. So far my only source of info on the subject is the source code of M3I. |
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hukka Level: 16 Posts: 90/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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Originally posted by KP9000 If you're talking about a NES palette file, WS has had support for those for quite some time already. Also, since the graphics editing area is only 8x8 pixels in size, I'm not too sure having any more drawing tools would be of too much use. BTW, I think the Graphics Editor is pretty much done now, the edited graphics can be saved into the ROM and you can pick tiles to edit straight from the level editor window. |
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hukka Level: 16 Posts: 91/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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Released new update: 2005-07-06 - Graphics editor (use the Picker to pick 8x8 tiles from the editor) - Support for live patching of current ROM using IPS patches |
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hukka Level: 16 Posts: 92/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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Originally posted by legoman Sorry, not interested in doing editors for those. |
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hukka Level: 16 Posts: 93/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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SMB3 hacking notes and more SMB3 documentation is included in the SMB3 Workshop download, in the docs directory. | |||
hukka Level: 16 Posts: 94/94 EXP: 20245 For next: 11 Since: 06-27-04 From: PerniÃ, Finland Since last post: 81 days Last activity: 0 sec. |
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I really like the idea of a rom hacking wiki. If the software is good, people will use it as long as we advertise it enough. |
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Acmlm's Board - I2 Archive - - Posts by hukka |