Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,435,186
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-19-24 09:00 AM
Guest: Register | Login

0 users currently in The Landfill | 1 guest

Main - The Landfill - Ultimate SMB3 Editor (Coming soon...) New thread | Thread closed

Pages: 1 2 3 4 5 6 7 8 9 10 11 12

DahrkDaiz
Posted on 01-05-08 01:24 AM (rev. 2 of 01-05-08 07:21 AM) Link | Quote | ID: 72749


Nipper Plant
Sandwich Artist
Level: 46

Posts: 94/417
EXP: 674071
Next: 37703

Since: 02-22-07

Last post: 3479 days
Last view: 3399 days
Well my goal is to present a "different" user experience. Making everything customizable but still straight forward and easy and quick to edit SMB3. Right now Im moving a lot of preliminary data to be loaded from an .XML file that you can edit yourself (in time, I'll build an editor to edit the XML configuration). I'm loading most of the data straight from the ROM, leaving most offsets out of the program itself.

Edit:


Ok, I finally got header editing in place. What's nice is that almost all the data is loaded from in the rom, I even load in pointer tables and just dereference them in my editor so in the future, you'll be able to modify those among many other values. This is gonna be a killer app 8)

blackhole89
Posted on 01-05-08 06:11 PM Link | Quote | ID: 72800


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 1204/4196
EXP: 21520795
Next: 315806

Since: 02-19-07
From: Ithaca, NY, US

Last post: 464 days
Last view: 77 days



While I've never messed with SMB* hacking myself, it's good to see this coming along fairly steadily.

As an ill-qualified question, is support for SMAS' SMB3 an option? I heard a rumour that the level formats are similar, though I have no idea how reliable that was...

____________________



pieguy1732
Posted on 01-05-08 08:08 PM Link | Quote | ID: 72809


Ptooie
Note: I wasn't here because I wasn't here, not because someone switched the 7 and the 3.
Level: 84

Posts: 38/1711
EXP: 5459307
Next: 202645

Since: 01-04-08

Last post: 5010 days
Last view: 4939 days
Nice! A suggestion, maybe add tooltips to be related to blocks...this way, no one will be confused when trying to tell which question block is which.

____________________
"There are 3 types of people in this world: Those who can count and those who can't."
Neritic Net

Raccoon Sam
Posted on 01-05-08 11:40 PM Link | Quote | ID: 72825


Cobrat
Level: 56

Posts: 373/672
EXP: 1379248
Next: 18928

Since: 02-19-07
From: Hi

Last post: 3460 days
Last view: 2691 days
'Ultimate' obviously means it's also for Linux and Mac OS X, right? Right?

Eh, I don't really mind. Concentration on the quality of the editor is so much more important than portability. Either way, it's looking very excellent so far.

____________________


Ailure
Posted on 01-06-08 01:40 AM Link | Quote | ID: 72829

Hats
Steam Board2 group
Level: 121

Posts: 2079/3965
EXP: 19767955
Next: 288741

Since: 02-19-07
From: Sweden, Skåne

Last post: 3294 days
Last view: 2045 days
Posted by blackhole89
As an ill-qualified question, is support for SMAS' SMB3 an option? I heard a rumour that the level formats are similar, though I have no idea how reliable that was...
I belive the level formats are pretty much the same (which is why SMB3 editors supports both in the past). I actually wonder if some things from SMB3 is in SMAS version as well, but ignored... such as clouds. Only problem might be some SNES spefic stuff, such as graphics being a bit more or two. :p



As you can see, the cloud object is missing from the SNES version. But I suspect it's simple not rendered... and isn't really removed.

____________________
AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org


DahrkDaiz
Posted on 01-06-08 06:05 AM Link | Quote | ID: 72855


Nipper Plant
Sandwich Artist
Level: 46

Posts: 95/417
EXP: 674071
Next: 37703

Since: 02-22-07

Last post: 3479 days
Last view: 3399 days

Object editing anyone? I'm kind of building things backwards. The Object editor will be done before the actual level editing. What's really cool is that everything is loaded from an Definitions.xml file so if you hack the crap out of the game or whatever, you can modify the Definitions.xml file or heck, I may even eventually added extended ObjectSet support that lets you add new sets (BIG MAYBE).

At anyrate, everything from here should be mostly grunt work, finding the object data, finding their drawing routines, etc, etc.

What Im going to do is abstract the editing process greatly. I'm sure most of you are used to the normal "Domain, Type" combo (and Length for 4 byte objects). I hope to completely hide that and you just have objects you can add from an Object List Window and if it has lengths, you can just click and pull to stretch it. Also, specialized sprites won't appear on the level, instead, they'll have their own properties forms and stuff so you don't have to move the sprites around to get the desired effect

CKY-9K
Posted on 01-06-08 06:22 AM Link | Quote | ID: 72856


Pokey
Level: 57

Posts: 283/693
EXP: 1429645
Next: 56283

Since: 06-27-07
From: cKy

Last post: 203 days
Last view: 111 days
Posted by DahrkDaiz

Object editing anyone? I'm kind of building things backwards. The Object editor will be done before the actual level editing. What's really cool is that everything is loaded from an Definitions.xml file so if you hack the crap out of the game or whatever, you can modify the Definitions.xml file or heck, I may even eventually added extended ObjectSet support that lets you add new sets (BIG MAYBE).

At anyrate, everything from here should be mostly grunt work, finding the object data, finding their drawing routines, etc, etc.

What Im going to do is abstract the editing process greatly. I'm sure most of you are used to the normal "Domain, Type" combo (and Length for 4 byte objects). I hope to completely hide that and you just have objects you can add from an Object List Window and if it has lengths, you can just click and pull to stretch it. Also, specialized sprites won't appear on the level, instead, they'll have their own properties forms and stuff so you don't have to move the sprites around to get the desired effect


Fuck yes, make sure you can edit all the objects.

____________________








JaSp
Posted on 01-06-08 12:08 PM Link | Quote | ID: 72864


Shyguy
Level: 24

Posts: 17/95
EXP: 73247
Next: 4878

Since: 03-02-07
From: Paris, France

Last post: 4343 days
Last view: 4138 days
Here's a small personal request : can you make it so that the header can be extended to a few more bytes ? I tweaked the levels' header a little for my hack and added two bytes (I might add more if necessary...), so in a 'regular' editor everything looks messy
It may also be really handy if you want to add new per-level asm things via the editor (i.e. add a thunder effect).

Raccoon Sam
Posted on 01-06-08 01:14 PM Link | Quote | ID: 72865


Cobrat
Level: 56

Posts: 374/672
EXP: 1379248
Next: 18928

Since: 02-19-07
From: Hi

Last post: 3460 days
Last view: 2691 days
JaSp's topic reminds me, are you going to integrate any kinds of music modification tools?

____________________


Kiiro
Posted on 01-06-08 05:45 PM Link | Quote | ID: 72871


Red Paratroopa
Level: 30

Posts: 1/161
EXP: 157546
Next: 8323

Since: 01-06-08

Last post: 2517 days
Last view: 308 days
It looks good.

I'm waiting for the first release !

____________________
My Website on Neocities

DahrkDaiz
Posted on 01-06-08 10:23 PM Link | Quote | ID: 72900


Nipper Plant
Sandwich Artist
Level: 46

Posts: 96/417
EXP: 674071
Next: 37703

Since: 02-22-07

Last post: 3479 days
Last view: 3399 days
Music editing is a definite low-priority. Editing music in general is something quite difficult to do. Maybe after the first few initial releases I may reconsider it but for right now, Im afraid that's going to be a no.

Jasp: I can certainly do that! I'll add an XML tag that lets you tell the editor that there's extra header bytes and what bits do what and list those in the editor in a combobox. I may even try to set it so that you can create a new level property and apply it to all levels in a rom. This will be kind of tough to do, we'll see, it really depends on space available in a rom initially.

I definitely do want to make an ASM-hack plugin ability where you can define your own properites and/or hacks that the editor will manage. We'll see how that goes though.

Kiiro
Posted on 01-06-08 11:23 PM (rev. 2 of 01-06-08 11:23 PM) Link | Quote | ID: 72906


Red Paratroopa
Level: 30

Posts: 2/161
EXP: 157546
Next: 8323

Since: 01-06-08

Last post: 2517 days
Last view: 308 days
Just a question :
Does we can add an ExGFX for SMB3 like Lunar Magic for SMW ?

(Just to tell that my english is bad)

____________________
My Website on Neocities

DahrkDaiz
Posted on 01-08-08 02:07 AM Link | Quote | ID: 72982


Nipper Plant
Sandwich Artist
Level: 46

Posts: 97/417
EXP: 674071
Next: 37703

Since: 02-22-07

Last post: 3479 days
Last view: 3399 days
Okie dokie

Latest

Object definition editing is fully functional. I just have to do the long task of finding data and drawing routines for every single object in the game (woo).

pieguy1732
Posted on 01-08-08 04:34 AM Link | Quote | ID: 73000


Ptooie
Note: I wasn't here because I wasn't here, not because someone switched the 7 and the 3.
Level: 84

Posts: 59/1711
EXP: 5459307
Next: 202645

Since: 01-04-08

Last post: 5010 days
Last view: 4939 days
Neat! I'm glad to see that it's coming along well. I'm sure that everything will be worth it.

____________________
"There are 3 types of people in this world: Those who can count and those who can't."
Neritic Net

Reini
Posted on 01-08-08 03:44 PM Link | Quote | ID: 73020


Koopa
Level: 25

Posts: 45/104
EXP: 83374
Next: 6246

Since: 05-19-07

Last post: 5246 days
Last view: 5232 days
Like it. Behaves like Lunar Magic, except that it's for the SMB3 NES ROM.

pieguy1732
Posted on 01-08-08 04:19 PM Link | Quote | ID: 73022


Ptooie
Note: I wasn't here because I wasn't here, not because someone switched the 7 and the 3.
Level: 84

Posts: 64/1711
EXP: 5459307
Next: 202645

Since: 01-04-08

Last post: 5010 days
Last view: 4939 days
I'm pretty sure that that's the point of this editor.

Anyway, will the editor support adding new tiles to use for objects?

____________________
"There are 3 types of people in this world: Those who can count and those who can't."
Neritic Net

Kawa
Posted on 01-08-08 08:05 PM Link | Quote | ID: 73032


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 138

Posts: 641/5344
EXP: 30927407
Next: 735574

Since: 02-20-07
From: The Netherlands

Last post: 4491 days
Last view: 2626 days
So, those coins you added in the hill object... they're actual coins or just...?

____________________
Wife make lunch - Shampoo
Opera - give it a spin
Spare some of your free time?
<GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered
Kawa rocks — byuu

knuck
Posted on 01-08-08 08:09 PM Link | Quote | ID: 73033


Spiny
Level: 53

Posts: 184/586
EXP: 1109406
Next: 47713

Since: 07-22-07
From: BR

Last post: 4629 days
Last view: 4478 days
Posted by blackhole89

I heard a rumour that the level formats are similar, though I have no idea how reliable that was...
It's the same format iirc. If not, it's similar enough.

Ailure
Posted on 01-08-08 11:58 PM Link | Quote | ID: 73047

Hats
Steam Board2 group
Level: 121

Posts: 2092/3965
EXP: 19767955
Next: 288741

Since: 02-19-07
From: Sweden, Skåne

Last post: 3294 days
Last view: 2045 days
Posted by Reini
Like it. Behaves like Lunar Magic, except that it's for the SMB3 NES ROM.
I don't think it will generally be that easy, considering how some things are trickier to do on the NES due to the way ROM works, such as expanding it.

That's the biggest issue I was wondering about with SMB3 editor. How to do a flexible editor... that resizes a level on the run. I had thoughts about like, making the editor mark areas of the ROM that is free space (mostly original level data), and use that. But I don't know if all levels are clumped into one place, or is spread all over the ROM banks haphazardly.

____________________
AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org


DahrkDaiz
Posted on 01-09-08 06:35 AM Link | Quote | ID: 73079


Nipper Plant
Sandwich Artist
Level: 46

Posts: 98/417
EXP: 674071
Next: 37703

Since: 02-22-07

Last post: 3479 days
Last view: 3399 days
Posted by Kawa
So, those coins you added in the hill object... they're actual coins or just...?


Yes, actual coins. I plan for complete object definition editing and for very special cases, I'll make a separate editor for.

I finally ironed out the last few details for the object editor. You can change the palette you're editing in and the proper graphics load for the proper object set. Now I have to go through and find the drawing routines for every object in the game and the definition data. Luckily, I'm writing the drawing routines while doing this, so when it comes time to edit levels, I got the foundation preset . After the Object definition editing, I'll work on sprite definition editing. This includes animations, TSA and special properties .


The downside to this is that it's eating a nice chunk of ram right now but the speed is good. It's a price you pay I guess for the power the editor will offer to hackers.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12


Main - The Landfill - Ultimate SMB3 Editor (Coming soon...) New thread | Thread closed

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.031 seconds. (322KB of memory used)
MySQL - queries: 112, rows: 140/141, time: 0.021 seconds.