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Acmlm's Board - I2 Archive - - Posts by beneficii |
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beneficii Lakitu Level: 36 Posts: 521/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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What exactly did you do? Is all you did was turn the goomba into a hammer brother? Did you edit anything else? |
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beneficii Lakitu Level: 36 Posts: 522/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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And you can download my map editor from: http://board.acmlm.org/thread.php?id=18748 |
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beneficii Lakitu Level: 36 Posts: 523/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by SoNotNormal I'm not sure how helpful it would be to post this now, but I may should have made this clearer: Make sure to just put black tiles on the first column and last column of the SMB3 maps, because they will always be off the screen. Sorry for not coming out with this sooner. |
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beneficii Lakitu Level: 36 Posts: 524/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by Disch I may be partially to blame: My program can export files as 24-bit BMPs but not as anything else. |
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beneficii Lakitu Level: 36 Posts: 525/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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I've learned that whenver you embark on any big project, you're going to have problems come up and sometimes those problems may seem very big and take a long time to fix. The editor I released was the third incarnation I had started; I had two failed ones come before it. Doing any big project is hard work (mine took 3 months of a lot of work) and you have to have a pretty good idea of what you're actually trying to do, or the work is going to be much harder. Before you start, you should do as much research as you can into how you're going to do it; granted, you won't probably catch everything, but you'll have a pretty idea of what you have to do. If you have questions, then ask them, but expect them to be sometimes unanswerable by any but you. You could have done something stupid earlier that wasn't immediately apparent but came back later to bite you. When I programmed my editor, that was a problem I had a lot, but I had it less as I went on, because I learned. That's pretty much what this whole discussion is about. (edited by beneficii on 09-29-05 02:05 AM) (edited by beneficii on 09-29-05 02:10 AM) |
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beneficii Lakitu Level: 36 Posts: 526/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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But 46, a level/map hack, even if completed, is just a lame rendition of the same game if it doesn't have cool new graphics for it; I don't care if the hacker couldn't find someone to make for it so they suck. If they can't do everything, they suxxor and might as well not even try. You suxxor even more if you make the game shorter. (I wonder how many people will understand what I'm really trying to communicate in this post and how many flames am I going to get from those that don't?) (edited by beneficii on 09-30-05 05:14 PM) |
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beneficii Lakitu Level: 36 Posts: 527/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by I Got a U-ZI in my Pocket A level... editor? Hrm. What did you like about it? |
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beneficii Lakitu Level: 36 Posts: 528/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by luisv I don't think most SMB3 hacks are really really terrible. Why do you think that? From my knowledge of how the overworld works, you'd have to do quite an ASM hack. You see, the overworld has pointers that enter you into stages. The pipes have pointers that go to special pipe stages (which aren't substantially different from other ones) and there's a special sprite that determines what table item to use to determine where in the overworld Mario will emerge. Basically, you'd have to create a special kind of pointer, pointing to a special stage, that your code could intervene in and execute the special code. It'd be interesting to research though. |
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beneficii Lakitu Level: 36 Posts: 529/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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And after you research how the data is and how to access/save it, then you'll want to think about how you're program is going to interact with its users. Think, What is the best and most useful way to present this to the user and what is the best and most useful way for them to edit it? Remember, researching data is half the battle; you'll want to then think about how your friendly user is going to play into all this. You'll need to realize that your user will not have as much knowledge as you and that you need to sort of help spell things out for them. |
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beneficii Lakitu Level: 36 Posts: 530/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by SePH I have a question SePH, was it you that designed Hyrule Magic? |
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beneficii Lakitu Level: 36 Posts: 531/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by firemaker It may be easier to just load the whole file into memory and work with it directly then save it. That's what I do. The seekg statements, etc., tend to be somewhat stringent, like once you've gone to a point in the file, you can't go back, etc. Do you understand what I'm saying? You just malloc a variable and then load the file's contents into it. When you're done processing it just save it back. (edited by beneficii on 10-02-05 11:44 PM) |
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beneficii Lakitu Level: 36 Posts: 532/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by Googie I knew that, and this person had a similar name and seemed to know a lot about that, so I put two and two together? |
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beneficii Lakitu Level: 36 Posts: 533/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by Googie I remembered that, but you know people change names, go back to old names, etc. etc. I was just wondering. It would be helpful if Sephiroth3 at least would come out and release his source code, or at least his data. I remember someone who's considering designing his own Zelda 3 editor and he's been digging through the game; I can't reveal much more than that about it. I'd be willing to help him though. |
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beneficii Lakitu Level: 36 Posts: 534/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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I remember this; I took 2 years of speech and debate in high school. I remember going around giving speeches and participating in Lincoln-Douglas debates. It was somewhat fun if you were prepared. | |||
beneficii Lakitu Level: 36 Posts: 535/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Here's a copy of the level in quesiton: http://www.freewebs.com/beneficii/desert1.m3l An issue is that what is shown in SMB3 Workshop does not quite match what is shown in that game, in terms of displacement of objects. Perhaps one of y'all would like to have a look and see where I'm going wrong? I would appreciate?. (edited by beneficii on 10-03-05 09:26 PM) |
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beneficii Lakitu Level: 36 Posts: 536/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Hmmm, interesting, a big hack. How do you propose we would set up this ueber-solution? Perhaps we can start signing up users now? (edited by beneficii on 10-05-05 02:31 AM) |
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beneficii Lakitu Level: 36 Posts: 537/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by BGNG But we would be working on making games, right? So the different teams wouldn't be that separate: they would still have to coordinate with each other. Here's some necessary cross communication: Of these groups: Coders/ASM finders/Resource gatherers/Editor makers (?) Graphics people Sound people Level/World map makers Coders -> Graphics: Limitations, specifications for graphics Coders -> Sound: Limitations, specifications Coders -> Level makers: Limitations, data on making levels, possibly editors Graphics -> Coders: Requesting coders to find things about how to edit graphics Graphics -> Sound: Making sure the sound matches the graphics Graphics -> Level makers: Letting them know the graphics so they could put it together Sound -> Coders: Requesting the format of sounds Sound -> Graphics: Asking graphics to coordinate Sound -> Level makers: Asking them to fit the sounds Level makers -> Coders: Requesting on whether they would be able to do certain things with the maps and perhaps tools to do it Level makers -> Graphics: Asking them to create graphics for certain design aspects of stages Level makers -> Sound: Having them create sounds to match their levels You see the number of permutations? These groups do need to coordinate. We should take this into account when setting things up. (edited by beneficii on 10-05-05 02:31 AM) |
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beneficii Lakitu Level: 36 Posts: 538/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Go to http://www.geocities.com/beneficii/ and open the links ending with cpp.txt, h.txt, and rc.txt for the source code. The only thing not included is the icon resource though that can be fixed. EDIT: rename pwing.zip to pwing.ico (edited by beneficii on 10-05-05 01:40 PM) (edited by beneficii on 10-05-05 01:41 PM) |
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beneficii Lakitu Level: 36 Posts: 539/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Bye Legion, I barely knew ya. You seemed to be a fun poster and I always enjoyed reading your posts though. I hope life treats you well. |
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beneficii Lakitu Level: 36 Posts: 540/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by luisv My map editor doesn't support palette changing, but hukka's Workshop and Acmlm's Discombobulator do. Also, you can edit the graphics for the overworld directly starting at this address: 0x45010 The sprites are at: 0x48010 Also, starting here and lasting 0x400 bytes is: 0x18010 You see, there are a 0x100 tiles that you can edit the overworld with; they are 16x16 tiles built from 4 8x8 tiles. The 0x400 bytes determine what tile number make them up at the 0x45010 tile page; the first 0x100 bytes in that table do for the upper left tile, the second 0x100 do for the lower left tile, then for the upper right, and finally the lower right. Does that make sense? |
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Acmlm's Board - I2 Archive - - Posts by beneficii |