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

Lakitu
Level: 36

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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-17-05 12:04 PM, in Oops! Link
I'm working on a world map editor for smb3 and I made a small mistake in the map loading algorithm:




(edited by beneficii on 06-17-05 03:05 AM)
beneficii

Lakitu
Level: 36

Posts: 142/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-17-05 01:44 PM, in Oops! Link
Thanks, y'all, anyway, but I had already fixed it. I figured what I had done wrong pretty quick. It's just that the program worked better than expected, since usually I'm not nearly that successful the first time I show something. Here's another screenshot :



Basically, I shoulda inverted the y position. like Lenophis said.


(edited by beneficii on 06-17-05 04:48 AM)
beneficii

Lakitu
Level: 36

Posts: 143/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-17-05 04:25 PM, in Oops! Link
Originally posted by DurfarC
Are you going to turn this into a serious project? If so, you could always try to include the lock, pipe and airship data you recently found. That would be awesome.


Exactly my intent.
beneficii

Lakitu
Level: 36

Posts: 144/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-17-05 05:50 PM, in Oops! Link
Originally posted by Jaspile
May I request something ?
The ability to load any GFX page in the CHR-ROM, for both $719 & $71A registers so that it would be SO much easier for hacks which use asm to add world gfx-specific
(that would be nice for the levels too, hukka are you here? )
Thanks


By $719 and $71A are you referring to within the $0-$7FF RAM space? What exactly do you mean by them? Are they the locations in RAM in which the CHR-ROM page is loaded?
beneficii

Lakitu
Level: 36

Posts: 145/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-18-05 06:00 PM, in Oops! Link
Originally posted by hukka
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.


Right, we could probably work on getting a unified editor.

BTW, I'm making great progress. I got it scrollable and to display map sprites and now I'm just writing the classes for each of the aspects of the editors (I'm trying to make it object-oriented). After that, probably a few display details (but this is largely done), and then it's on to making my dialogs and adding child windows to my main window. The features I plan to implement for the upcoming ALPHA release are

drawing tiles onto the map;
changing the world's tile palette;
adding/deleting sprites (up to 9 total per world) and changing their attributes;
editing map pointers;
editing lock positions;
editing pipes;
editing airship retreat points; and
editing Mario's start spaces and giving the option of patching my ASM hack for starting spaces.

I already have a pretty good idea of how I'm going to do each of the above, so I am confident that all features will make it into the ALPHA release.

EDIT: The RAM addresses are all that I need. With the RAM addresses, I can easily find the ROM addresses. I'll find it out and implement it in a later release of my editor.


(edited by beneficii on 06-18-05 09:03 AM)
beneficii

Lakitu
Level: 36

Posts: 146/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-19-05 10:29 AM, in Now what? Link
Originally posted by Ringodoggie
I changed the byte in the NES header to expand PRG-ROM space for my SMB3 hack, and expanded the file size, but a grey screen appears every time I try to play, like a blank ROM.


Doesn't mapper 4 have certain fixed sizes for the ROM?

Also, did you make sure to put the last $4000 bytes of the PRG-ROM in the original game also the last $4000 in your expanded ROM? In mapper 4, the last $4000 bytes of the PRG-ROM are hardwired to certain addresses, depending on your settings.


(edited by beneficii on 06-19-05 01:31 AM)
beneficii

Lakitu
Level: 36

Posts: 147/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-19-05 06:02 PM, in Expected Declaration Before '}' Token Link
Here is a class:

class basic {
public:
basic() {;}
~basic() {;}
int load(int curwold);
int save();
int *getworld(void) {return &world;}
int *getpalettenum(void) {return &palettenum;}
int *getmap_tiles(void) {return map_tiles;}
int *getanimrate(void) {return animationrate;}
int *get1stmusic(void) {return &firstmusic;}
int *get2ndmusic(void) {return &duringmusic;}
int *getsize(void) {return &size;}
private:
int palettenum;
int map_tiles[0x240];
int size;
int world;
int animationrate[4];
int firstmusic;
int duringmusic;
};

For the line,
int *getmap_tiles(void) {return map_tiles;}

My compiler (gcc) for some reason keeps giving me the error of:

"expected declaration before '}' token"

Basically, this is stumping me. As you can see, I declared map_tiles already, as an array under the private level. Basically, all that is meant with the function int *basic::getmap_tiles(void) is to return the pointer to map_tiles. When I comment out getmap_tiles(void) (and the other functions that access it), there is no error. int *basic::getanimrate(void), which is very similar, does not return an error at all.

EDIT: Never mind. It was something unrelated, but for some reason instead of telling me the real problem, it simply kept fooling with me with that.


(edited by beneficii on 06-19-05 09:36 AM)
(edited by beneficii on 06-19-05 12:15 PM)
(edited by beneficii on 06-19-05 12:22 PM)
beneficii

Lakitu
Level: 36

Posts: 148/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-20-05 05:18 AM, in Expected Declaration Before '}' Token Link
Originally posted by HyperHacker
Don't you love when they do that? I had errors regarding a missing semicolon, which wasn't missing, because a bracket was in the wrong place in a completely different file. And don't even think about leaving out the semicolon at the end of function prototype declarations...


LOL, yeah. Needless to say, I have had this sort of problem before.
beneficii

Lakitu
Level: 36

Posts: 149/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-20-05 07:53 AM, in Oops! Link
OK, guys, I'm coming up to the hardest part of making my editor: setting up the classes so they can work together, and then setting up the windows and having them work with the classes. This is going to be a hard job. Wish me luck.
beneficii

Lakitu
Level: 36

Posts: 150/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-20-05 11:51 AM, in HPEN troubles Link
Me, in my program, I'm doing it the hard way. Basically, my editor will draw all boxes onto the window, clears them off, etc., without consulting the Windows API. After getting the bitmap with all the settings I want, I'll finally draw it onto the screen. Maybe I'll do it the WInAPI way later, but I just want to do it my way for now. Maybe when people start writing better tutorials on the subject....
beneficii

Lakitu
Level: 36

Posts: 151/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-20-05 06:55 PM, in Two Earthquakes in the Past 12 Hours in Western KY Link
http://folkworm.ceri.memphis.edu/recenteqs/Quakes/quakes0.html

MAP 3.9 2005/06/20 07:21:42 36.920N 89.000W 21.2 20 km (12 mi) W of Clinton, KY
map 2.7 2005/06/19 21:00:32 36.920N 88.990W 15.6 5 km ( 3 mi) S of Clinton, KY

This is near the New Madrid fault line. Earthquake activity here in mid-Mississippi River Valley has been up this year. What might this indicate for us?

EDIT: 3.9 was downgraded to a 3.6.


(edited by beneficii on 06-20-05 09:57 AM)
(edited by beneficii on 06-23-05 03:14 PM)
beneficii

Lakitu
Level: 36

Posts: 152/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-20-05 07:56 PM, in Two Earthquakes in the Past 12 Hours in Western KY Link
Originally posted by Priere
Uhm, they're only 4s or less. That's nowhere near the devestation that an 8 makes. If I recall, the intensity is 10x worse per number up or some figure like that.

I doubt it's much to worry about. Probably just the Earth having a light spasm or two. Now if for some reason stuff comes up the next day and you're having quakes that are as bad as the ones halfway around the world last Christmas, THEN I'd worry about it.


Well, that depends. Sometimes an increased number of light earthquakes will lead up to a big one. The New Madrid Seismic Zone, centered in southeast Missouri and in which these two earthquakes occurred, has a history of producing big earthquakes.
beneficii

Lakitu
Level: 36

Posts: 153/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-20-05 08:28 PM, in Uba SMB3 Editor Programming Update Link
According to the thing I have 752 lines of code in my cpp file and I have 852 lines of code in my header file. I hope to get the thing done this week. Wish me luck!

BTW, here's some code from it:

#include <windows.h>

#define IDI_ICON 0x1000



And here's a picture of my main screen:



The other screen I showed you was of my concept-testing program.

I'm just messing with you guys. Here's a piece of code that updates the lock data after the user edits it. It's part of the lock_table class:

void update(LOCKDATA *lockdata) {
for(int i = 0; i < TBL_LOCK_NUM; i++) {
clearset[i] = lockdata[i].xpos >> 4;
expx[i] = ((clearset[i] | 0x0f) << 4) | ((clearset[i] | 0xf0) >> 4);
expy[i] = lockdata[i].ypos;
if(expy[i] > 0x70) expy[i] = 0x70; if(expy[i] < 0x0) expy[i] = 0x0;
clearset[i] = clearset[i] | ((0x80 >> (expy[i] >> 4)) << 8);
expy[i] = lockdata[i].ypos + 0x20;
if((lockdata[i].replacingtile==TBL_ROAD_HORZ)||(lockdata[i].replacingtile==TBL_ROAD_HORZ_2))
replacementtiles[i] = replace_lock_b;
if(lockdata[i].replacingtile==TBL_ROAD_VERT)
replacementtiles[i] = replace_lock_a;
if(lockdata[i].replacingtile==TBL_BRIDGE)
replacementtiles[i] = replace_river;
tileimitated[i] = lockdata[i].replacingtile;
todraw[i] = 0x2880 + 40 * (lockdata[i].ypos >> 4) + 2 * ((lockdata[i].xpos & 0xff) >> 4);
}}

EDIT: Dang it! I wish you guys had some sort of code tag!

EDIT #2: Fixed by BMF.


(edited by beneficii on 06-20-05 11:31 AM)
(edited by beneficii on 06-20-05 11:32 AM)
(edited by beneficii on 06-20-05 11:34 AM)
(edited by beneficii on 06-20-05 11:39 AM)
(edited by beneficii on 06-20-05 11:39 AM)
(edited by beneficii on 06-20-05 11:40 AM)
(edited by BMF54123 on 06-21-05 01:17 AM)
beneficii

Lakitu
Level: 36

Posts: 154/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-21-05 08:30 AM, in Collision Testing Link
I wrote an RPG-ish little maze game called BKG test for the NES ages ago, and the method I used was just to see if there was a wall in the space the player was trying to go. Basically, have your program detect before hand where the hero will go and see if there is going to be a collision, then have the code execute something based on it.
beneficii

Lakitu
Level: 36

Posts: 155/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-21-05 10:35 AM, in Uba SMB3 Editor Programming Update Link
Thanks, BMF. I'll look at the post and see exactly what you did.

I have been making progress on my hack. I have two more classes to finish, the toolbox and the starting_table classes, before I start on the API. The code you saw in my post was part of the lock_table class, which, unlike most of the functions, was not declared in the class and written later, but out of a bit of laziness and being tired of scrolling all the way down was written within the class definition itself. The blank window and the resource.h file were (I thought obviously) jokes, just a bit of stress release from all the work I put into the project. Again, I think I may be done this week. I don't know for sure, because that depends on if other things come up this week. Anyway, back to work!
beneficii

Lakitu
Level: 36

Posts: 156/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-21-05 09:00 PM, in Acmlm Town Square #4: The time is nigh! Repent or be cast into hellfire! Link
Originally posted by Anya
TJ: Yea, I know about your little video...you're the one that inspired me to make one.

Kitten Yiffer: I saw the Mosts and just like last time, I won't be voting and I won't be looking into the thread. I think I looked last year just to read a few things here and there, but that was about it. My reasons are my own, but I might read the read a little bit this year, who knows, and no, this isn't a link, but I wanted to bold this like Kitten Yiffer's.

Danielle: I sucked big time when I started out, you just have to keep at it and keep trying. It'll take some time, but eventually, you'll see, one day, you'll be good at it.


"Congratulations on your promotion, Anya," the Sith Lord rasped, in a manner that made derision sound like a compliment.

*Uh, you were promoted, right?
(restricted)
beneficii

Lakitu
Level: 36

Posts: 158/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-22-05 09:18 PM, in Firearms, your thoughts? Link
Well, I believe that people generally have the right to their own stuff. If they want to own drugs, guns, or what not, then they have a right, provided they don't attack other people with it. Prohibiting victimless things (such as gun ownership), I think, leads us down the wrong path, because in the end it only empowers the government to move against its citizens, simply by virtue of being victimless. The reason for victimless crimes causing this is that because there is no victim to report it, the government must take other measures to find and catch people who are breaking their law, thus leading to things like questionable searches and seizures.

I think attempts to regulate society as a whole and to force people in a certain direction is wrong and in the end does not work.
beneficii

Lakitu
Level: 36

Posts: 159/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-22-05 09:21 PM, in Swedish-Norwegian centennial and the future of the European Union. Link
Originally posted by The SomerZ
If there's one thing euroskeptics and europositives alike can agree upon, it's that the EU through its current system has brought peace. Heck, the EU was designed to bring peace, because Europeans were tired of war. Through the redistribution of money, and specified trade between states, the EU secures that all its member-states become economically succesful, as well as economically dependent on each other. That way, it will be in everyone's best interest not to go to war against each other. Changing European states into the night-watch-states of the 19th century would hold disastrous consequences, it would eliminate worker's rights, widen the gap between rich and poor, and cause social instability, which is an important cause of war.


What brought peace was the willingness of the countries of Europe to trade with each other and not fight each other, not the existence of a mega-bureaucracy at the top.


(edited by beneficii on 06-22-05 12:21 PM)
beneficii

Lakitu
Level: 36

Posts: 160/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 06-22-05 09:44 PM, in Pharmacists refuse to fill birth control, etc. Link
Well, I disagree. If a pharmacist does not fill a birth control prescription, that pharmacist isn't making a moral decision for the person having the prescription filled--they may think so, but they're not. They are owners of their private property and they don't want to dispense birth control pills in their store, as simple as that.
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Acmlm's Board - I2 Archive - - Posts by beneficii


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