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Acmlm's Board - I3 Archive - - Posts by HabsoluteFate |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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This is the Official SMW Dev Environment Thread.
Could someone re-sticky this? By the way I have started working on the Palette editor and should have it completed shortly which will mean version 1.0 is coming soon! |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Originally posted by Kailieann Your right although anyone should be able to customise the player's multiple palettes in theory anyways... |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Although there is more advanced stuff in SMW Dev Environment I'm planning a lot more later on and more graphical stuff..that's why i converted everything from DOS to a GUI for the next release...
The idea is that there will be more easy to use features available for beginners and for those that want to get deeper into the stuff there is also functionality for the more advanced users... I would personally prefer having more people in on my project to help move things along but hey i guess competition cant be a bad thing although in my case i doubt i would end up spending more time than i'm already spending on it...i do fun things other than programming in life Or i like to think i do anyways |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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I already went through all kinds of alternatives for cross platform development and the best i could find was to use Bloodshed Dev C++ for IDE and I'm using FLTK for the windowing....both are cross platform....
Before you make a decision as to what your going with i would recommend you wait until I release my next version...developing under it should be pretty straight forward and since i've already done all sort of things in there you can use what i already have as a starting point to understand the GUI side in no time... |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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I don't use sourceforge's CVS feature since i'm currently the only one in the project. PM me and i can send you what I have right now...everything is working except for the palette which i just need to find the time to complete.
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Its up to you guys but there is already a SMW Editor on Sourceforge and people definetely are welcome to join in....
http://sourceforge.net/projects/smwdev The next release should be much more impressive with a graphical interface.... |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Originally posted by FreeDOS If your referring to my project your definetely mistaken...you can deassemble as Assembly and Re-assemble your assembly right on to the rom...anyways i'll stop talking about it in this thread considering there is an official thread already Stickied in this forum..i did edit my last post in that thread and it contains a link to an older thread about all of this with screenshots of the version that i'm currently finishing up |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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I will be trying to make it as compatible with Lunar Magic as possible although I wont be able to take care of everything...it will be up to people to report issues they have when they use both tools in tandem.
There is more coding at the moment than drag and drop work but that's going to change over time. I'm hopping by having it open source I can get people to help with adding features over time...wether they be drag & drop or whatever else.... The next release (1.0) will include a Player Palette Editor build in which a non-advanced user can use but also includes an assembler/deassembler for the more advanced people Older thread about this...latest one i could find that was archived anyways but it does have screenshots... http://board.acmlm.org/archive/thread.php?id=19093 --------------------------------------------------------------------------------- Added Friday, November 25, 2005 @ 4:06PM: I'm finally done version 1.0! It should be released sometime this weekend...could be as early as tonight or as late as sunday night...I will at the very least put up screenshots later today of the palette editor. --------------------------------------------------------------------------------- Added Friday, November 25, 2005 @ 6:35PM: A screenshot of the Palette Editor At work...: I probably wont publish tonight...there's a slight bug when a value is black to begin with in the palette editor although it shouldn't take long to fix |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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This release is getting delayed...possibly by a week until i work out some bugs i found with the palette editor...
FreeDos: I'll PM you shortly back so I can get the source code to you before this release is out Added December 6, 2005 Things are a little crazy right now so instead of delaying this any further I will release this version without the Palette editor this week although a version will come out with the Palette editor as soon as I have taken care of the bugs on that part of it. Things are just too busy right now to get the bugs fixed quickly Added December 8, 2005 I lied...I got the palette editor working and it is in this release after all. You can download the source code or windows program here: https://sourceforge.net/project/showfiles.php?group_id=125248 Here is this version's readme file:
December 9th Edit: The Palette Patch is only partly compatible with Lunar Magic. If your going to use both I would recommend you first do your work in Lunar Magic and when you know your done that you patch your rom with the Palette Patch. If you do the Palette Patch first and then use Lunar Magic, LM will not load properly. The next version will more than likely include full support for Lunar Magic but I just gotta figure out a few things with it first. I can't remember who created the Icon for me and was not able to properly credit this person in this release. Could whoever created the Icon i'm using let me know so that I can add something in the following release to thank them? Thank you (edited by HabsoluteFate on 12-09-05 08:20 AM) (edited by HabsoluteFate on 12-09-05 10:41 AM) |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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What is that about some tag to let LM know that you have created your own custom code/data so that LM knows about it....wasn't there a RAT tag or something similar in name?
I would like to make my code changes compatible with LM as much as possible and since i'm working on the next release now that version 1.0 is out I would like to have as much support to have it work in tendem with Lunar Magic... |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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dcahrakos: I just updated the readme.txt to give you credit although it wont make it until the next release.
Cellar Dweller: Would you be able to send me all changes you had to make to make it compile under Linux? It probably wouldn't be a bad idea to start creating Linux binaries in the future...i'm a bit too lazy to set that all up right now though Added Thursday, December 15th @ 1:52PM EST: I'm already working on the next release. Here is what will be new in this release (which i'm trying to finish as fast as I can given the small amount of free time i have right now because of the current incompatibility with Lunar Magic). The new features that will be part of 1.1: 1) When you open the ROM it will now check to see if it has already been expended/patched by Lunar Magic. If it has not the user will be given the option to patch it so that it is compatible with Lunar Magic (this release will include an .ips file for that and will automatically patch the rom if the user chooses to do so). 2) A new Menu Option will be added under "File" named "Create IPS Patch (Ctrl-i)". This will allow you to export your hack quickly to an IPS file. You will be prompted to select the original SMW ROM as well as the IPS file to save as. 3) Apply Palette Patch will now be compatible with Lunar Magic. 4) I might start having Linux binaries if there is enough interest...if you are interested in such binaries speak up! If anyone wants to help, has any comment or have any requests (new features/bugs) please speak up as well! |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Does Lunar Magic leave anything within the ROM that could be seen as a signature?
I know custom hacks are installed as well as a whole bunch of other changes by LM and I figured Maybe Y0shi installed some sort of signature so he could load a rom and quickly be able to tell if it was modified by Lunar Magic already. |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Sorry for not updating this thread in a while...i forgot my password and couldn't see any way of getting my password emailed to me...eventually i found it and now i'm back...
a quick update on this project...it is currently on hold and will probably for a little while...i'm not sure when it will be back but rest assured that it is not dead... if anyone wants to join the project to ensure it still proceeds forward please PM me.... Thanks |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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the SMW Dev Environment was going to split up the sprites eventually i just never got to it...although you can use it to split up the palettes with the current version...
from what i remember it was possible to split up the sprites and eventually thats what SDE was going to have functionality-wise along with everything else (edited by HabsoluteFate on 02-16-06 07:40 AM) |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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I wouldn't mind someone to rip the graphics from the Lost Vikings (especially the first one)...the levels look pretty diverse so there are some good tiles on there | |||
HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Originally posted by Smallhacker Hello Smallhacker, Do you mind if I derive your code and add it to the SMW Dev Environment? Would it be possible to get the source code & perhaps your notes about it? I would give you as much credit as you want for it...i've been lazy working on the SMW Dev Environment but i think this is the exact kind of thing that could make me work on it again... |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Originally posted by Smallhacker If you could do that, it would be great...thank you! |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Originally posted by Tweaker The way i intend to do it is pretty much what you describe there...which is the exact same way that i did the Custom Palette code i already created....I just gotta get around to it..the information SmallHacker was nice enough to provide me with should help speed things along as soon as I get a chance to work on it again |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Hi,
Thanks for the comments...it will be kept in mind for future releases... right now the next release will include custom graphic edits for all marios/luigis...thanks go out to SmallHacker...because of his help it should speed up figuring things out from my end... I'm hopping to start working on this "soon" |
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HabsoluteFate Red Goomba Since: 11-19-05 Last post: 6516 days Last view: 6516 days |
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Check this out....
It's a little glitchy but this leaves me to believe that they had originally intended to have one of mario's powers be to throw hammers again in this game... Remember...like I said glitchy but perhaps with some code changes we could get it to work 100% Go to SNES address 0xA300 within the ROM and change the bytes currently there to: 0x67 0x6F 0x74 0x20 0x79 0x6F 0x75 Mario will now spit out hammers Enjoy guys! |
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Acmlm's Board - I3 Archive - - Posts by HabsoluteFate |