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Main - The Landfill - Ultimate SMB3 Editor (Coming soon...) | New thread | Thread closed |
DahrkDaiz |
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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 |
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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 |
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pieguy1732 |
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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." |
Raccoon Sam |
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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 |
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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 blackhole89I 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
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DahrkDaiz |
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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 |
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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 Fuck yes, make sure you can edit all the objects. ____________________ |
JaSp |
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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 |
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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 |
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Red Paratroopa Level: 30 Posts: 1/161 EXP: 157546 Next: 8323 Since: 01-06-08 Last post: 2517 days Last view: 308 days |
DahrkDaiz |
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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 |
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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 |
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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 |
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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." |
Reini |
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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 |
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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." |
Kawa |
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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 |
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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 blackhole89It's the same format iirc. If not, it's similar enough. |
Ailure |
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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 ReiniI 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
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DahrkDaiz |
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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 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. |
Main - The Landfill - Ultimate SMB3 Editor (Coming soon...) | New thread | Thread closed |
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