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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - The Landfill - Ultimate SMB3 Editor (Coming soon...) New thread | Thread closed

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Black Lord
Posted on 07-19-08 04:13 PM Link | Quote | ID: 87701


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Posted by NightKev
Posted by CKY-2K
Posted by DahrkDaiz
Wrong, wrong and wrong.


Three outs, next batter pls.
No spam "pls".

DD: So it'll work on Win/Linux, but what about Mac?


http://www.mono-project.com/Main_Page

Supports most of .NET 2.0 (if not all by now, haven't checked), so it probably will work on Mac as well.

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Stifu
Posted on 07-19-08 04:34 PM Link | Quote | ID: 87702


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I think Mono should work, but only if DD's code doesn't rely on Windows-only stuff, like GDI or DirectX (although I just read about DirectX supposedly working on Mac...).

We've thought about that for Epic Edit, and started working on implementing several graphics APIs...

Hamtaro126
Posted on 07-19-08 10:37 PM Link | Quote | ID: 87708


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Posted by Kawa
Umm, did you miss the part where he said "PM"? Here, let me show you how.

Oh right, you can't see my PMs.


Oops... My bad! Sorry,


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Dan
Posted on 07-20-08 12:05 PM Link | Quote | ID: 87727


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The Mono Migration Analyzer generally can tell you if your application is going to work under Mono: http://www.mono-project.com/MoMA

It won't pick up things like using environment specific directory delimiters, but it's decent enough at telling you whether things are going to work or not.

jhvdb
Posted on 08-05-08 01:41 PM Link | Quote | ID: 88580

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So it's possible to add more objects to a level, but is there a maximum number of objects you can place in a level with this level editor ?

I am new to hacking smb3 and i used SMB3 workshop before (i am interested in level editing and world editing, no graphics), but there were a few limitations (number objects etc). But with MMC5 you're able to expand the rom to add more features ? Correct me if i'm wrong.

DahrkDaiz
Posted on 08-06-08 04:16 AM Link | Quote | ID: 88594


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This is the thing: Levels in SMB3 are packed side by side. If you add a new object to a level, it has to spill over into another level's data. There's no way around this. However, if you create a hack "project", this essentially keeps all the levels in separate files. When you're ready to create the hack, it saves everything dynamically and creates the pointers on-the-fly so you can add objects without worrying about writing over other level data. However, you will still be limited to the banks allocated for specific level areas.

frantik
Posted on 08-06-08 07:21 AM Link | Quote | ID: 88596


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you could do what SMB utility does and "send objects" from one level to another...

DahrkDaiz
Posted on 08-06-08 04:45 PM Link | Quote | ID: 88609


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yeah but SMB's quite a bit more complicated than that with different banks for different object sets

Insectduel
Posted on 08-06-08 07:25 PM Link | Quote | ID: 88614


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What's wrong with using Freeform mode. It allows to make your levels more efficiently. But it still does not add more space. It allows to use more space when making every single level depending what object set you're using.

Besides, every time you add more objects or sprites in a level, why not add more objects or sprites in a next level.

DahrkDaiz
Posted on 08-06-08 08:08 PM Link | Quote | ID: 88617


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[1][1][1][1][2][2][2]

Lets say 1 represent level objects stored in level 1-1, 2 represents level objects stored in 1-2. By adding more objects in 1-1, you get this

[1][1][1][1][1][1][2]

Uh oh! [2]'s spaces has been invaded! Not only that, you're probably overwriting level header data at the sametime. Well why can't we just "push" [2]'s data over?

Lets add a new level, call it 3, this will be the bonus room area for 1-1

[1][1][1][1][2][2][2][*3]

* represents the address/pointer htat 1-1 uses to know what level to go to for a bonus area. Lets add more objects, this time pushing the data over

[1][1][1][1][1][1][2][*2][2][3]

Uh oh! The data moved, but the pointer doesn't change! When we try going to the bonus area in 1-1, it'll point to level data found in 2-2. In order to fix it, we have to find where level 3 went. But we have many levels packed side-by side, so many other levels will be affected by the shift. Plus the map pointers leading to the levels have to be fixed, and levels that are pointed to this bank from other banks have to be fixed and there's just no reasonable way to keep all track of it AAAAHHHH...

Unless we store all the levels out of the rom and recalculate their pointers once you build the hack. Great idea DD! You should implement that! Will do!

KP9000
Posted on 08-06-08 09:55 PM Link | Quote | ID: 88631


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I was sick of being limited by this. It was basically the one limitation that really pissed me off. It was like saying "No, you aren't allowed to be creative anymore". I know, it's NES hacking and you have to be used to limitations, but I see this as more of a nuisance than anything. I'm glad to see DD's finally done something about it. Great work!

One thing though, will each level be saved separately in a directory or will it save to one file to keep clutter down? Maybe an option to choose between the two?

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Mariofan0
Posted on 08-06-08 10:31 PM Link | Quote | ID: 88637


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Definitly loving this...

but I want to see just how much you are going to put in this hacking tool...

...Got a list of what we can exspect to see.

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Quick Curly
Posted on 09-23-08 06:27 PM Link | Quote | ID: 90996


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I am definitely looking forward to this utility. I apologize for not getting around to commenting on it until now, but I want to wish DahrkDaiz the best of luck in finishing it off! I know there are a lot of other people who are looking forward to the Ultimate SMB3 Editor. I also think it's great because of its innovative features. It seems as though even a beginner will be able to jump right into the process of creating an excellent SMB3 hack. Again, best of luck!

Parco
Posted on 09-26-08 09:23 PM Link | Quote | ID: 91137


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You make it in visual basic, or in programming?

Kawa
Posted on 09-26-08 09:24 PM Link | Quote | ID: 91138


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Posted by Parco
You make it in visual basic, or in programming?
Excuse me, what?

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GreyMaria
Posted on 09-26-08 09:53 PM (rev. 2 of 09-26-08 10:00 PM) Link | Quote | ID: 91140

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Visual Basic is programming, nutjob.

If, by "programming", you meant C++, Python, Java, etc., then he's doing it in C#.

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Kawa
Posted on 09-26-08 09:55 PM Link | Quote | ID: 91141


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Posted by DahrkDaiz
...Anyways I finally got the very basic NES graphics displaying library in C# complete...

[image with C# in the file name]
First post in the thread.

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GreyMaria
Posted on 09-26-08 10:00 PM Link | Quote | ID: 91143

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It's even on page 3 (4?) too. I can't see how I forgot that.

Edited last post.

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reecepeart
Posted on 02-14-09 01:01 AM Link | Quote | ID: 100932

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Hi There,
Just writing to findout how the SMB3 Editor is going? Have you made any advancements since your last post?

Also I know you said there would not be any SMAS SMB3 Support but will you consider implementing it in the future? Also will you have eventual support for SMA4?

Because that would be great.

I must also thank you for your ongoing work.

Kind Regards'
Reece

Hamtaro126
Posted on 02-14-09 03:31 PM (rev. 3 of 02-14-09 03:38 PM) Link | Quote | ID: 100954


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Posted by reecepeart
Hi There,
Just writing to findout how the SMB3 Editor is going? Have you made any advancements since your last post?



#1: DahrkDaiz ain't active, Due to Collage possibly? Consider it frozen or dead.

Posted by reecepeart
Hi There,
Also I know you said there would not be any SMAS SMB3 Support but will you consider implementing it in the future? Also will you have eventual support for SMA4?

Because that would be great.

I must also thank you for your ongoing work.

Kind Regards'
Reece


#2: DahrkDaiz cannot do a SMA4 Editor, Due to it's entirely different format.

#3: Please read the do's and don'ts in the FAQ, Especially when bumping. This can result in a ban if this keeps going on.

Otherwise: Good Try!

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