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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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CKY-9K
Posted on 04-03-08 01:59 AM Link | Quote | ID: 81409


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This will never be finished.

Just like the new CKY album.

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Raccoon Sam
Posted on 04-03-08 05:44 PM Link | Quote | ID: 81430


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What a valuable submission to the topic!

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felineki
Posted on 04-03-08 10:35 PM Link | Quote | ID: 81443


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Sorry if this is a stupid question (I don't know much about SMB3 or NES coding), but this issue with level data being separated into banks that apparently can't be meddled with; does this mean that all of the graphics incompatibilities when conflicting objects are used together will still be present?

DahrkDaiz
Posted on 06-21-08 08:20 PM Link | Quote | ID: 85475


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[THREAD REVIVAL]

Ok, I've restarted my level editor from scratch. Luckily, I'm getting farther now than I did before in shorter amount of time. Within one week I can draw levels and now, sprites;



This time around the programming is going much faster, plus, I've developed a GFX library that's detached from the main program so I can port it to use in other level editors. Still being done in C# (sorry Microsoft haters). Release? Dunno, Im going for before summer's end.

Xeruss
Posted on 06-21-08 08:39 PM Link | Quote | ID: 85478


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Posted by CKY-2K
This will never be finished, Just like the new CKY album.


Posted by DahrkDaiz

Ok, I've restarted my level editor from scratch.



That's probably the reason its taking.

You know the nice thing about this? SMB3 hacking has been around for a while now, so there shouldn't be that same influx of noobs after this gets finished.

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beneficii
Posted on 06-22-08 08:14 AM Link | Quote | ID: 85536


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I'm curious; what do you intend to do for overworld map editing?

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DahrkDaiz
Posted on 06-22-08 02:10 PM Link | Quote | ID: 85542


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make it.... editable?

Stifu
Posted on 06-22-08 02:29 PM (rev. 6 of 06-22-08 02:32 PM) Link | Quote | ID: 85543


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DahrkDaiz: I don't mean to derail this thread, but since I'm also doing my SMK editor in C#, I'm wondering how you handle the map/gfx display part.

Personally, I display graphics in a Panel, and went for an unsafe Bitmap class, considering the default one is much too slow. That greatly improved performances. However, I can't get double buffering to work properly (as I still got some nasty flickering), no matter how many different methods I tried (Transparent BackColor, SetStyle, DoubleBuffered = true, etc)... Overriding OnPaintBackground is the only thing that worked easily and nicely, but the display is still not perfect.
And making a class that inherits from Panel sucks, as that totally prevents me from going into design mode again.

Any tips?

DahrkDaiz
Posted on 06-23-08 06:50 AM Link | Quote | ID: 85584


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Yeash! I created a custom control (basically a class that inherits from Control). In it, I create a Bitmap that's the size of the display area. I do all my drawing to the Bitmap itself, via unsafe straight memory access, then onPaint, I paint only the bitmap image. For OnPaintBackground, I override it and that's it. I don't call base.OnPaintBackground or execute any other code. Then, I take that custom control and add it to a user control. From that user control I do all my mouse hit detections and stuff.

NightKev
Posted on 06-23-08 07:14 AM Link | Quote | ID: 85587


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I know the question has been asked before but DD never answered it so... will it support editing of the SMAS version?

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Stifu
Posted on 06-23-08 08:20 AM (rev. 2 of 06-23-08 09:39 AM) Link | Quote | ID: 85634


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DD: alright, thanks for the info. Yeah, I also left OnPaintBackground empty. What we do is similar enough...
So you don't double buffer... Are your bitmaps in 24bpp as well?
I also forgot to mention I'm using GDI... I'm working on a DirectX mode, but it's not usable yet.

DahrkDaiz
Posted on 06-23-08 01:13 PM Link | Quote | ID: 85766


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yes, I do double buffer. Double buffering just means making all your changes to a bitmap and painting only the bitmap during OnPaint. The option you see on controls just does it for you, but it doesn't work for custom painting.

MathOnNapkins
Posted on 06-23-08 02:29 PM Link | Quote | ID: 85768


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Stifu: that's pretty much the same thing I do in C/C++ for Black Magic. Given our target applications there's really only a couple obvious ways of getting it to work. Though, since the SNES has a background color it would be nice to get some mileage out of WM_ERASEBKGND / OnPaintBackground(), I just haven't thought of a way yet...

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Insectduel
Posted on 06-23-08 07:41 PM Link | Quote | ID: 85774


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Posted by NightKev
I know the question has been asked before but DD never answered it so... will it support editing of the SMAS version?


What do you think? Of course not. Besides, most of the SMAS editing stuff is in the MI3 editor.

DahrkDaiz
Posted on 06-23-08 07:51 PM Link | Quote | ID: 85778


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Of course not? I wouldn't say that > I've seperated the NES GFX functions from the rest of the program so honestly, all I'd have to do is modify the offsets it's loading from and switch out the GFX .dll and SMAS support would be pretty much in.

Insectduel
Posted on 06-23-08 07:54 PM (rev. 2 of 06-23-08 07:58 PM) Link | Quote | ID: 85779


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SMB3 for SMAS is much harder to work with. And the headers are a little bit extended in the game than the NES version. They include background layer 1, layer 2 (like water), and forgot the rest.

EDIT: I forgot I wrote the 13 headers and what they mean in SMB3 for SMAS.

Level Header

The level header is much harder in Super Mario all-stars and its extremely large than any other.

LL LL LL SS SS SS VF HP YO AG TM BB ZX

11 22 33 44 55 66 77 88 99 aa bb cc dd

13 bytes in a level header in SMAS.

L: Level Pointer

S: Sprite Pointer

V: Vertical Position (First 3 bits)

F: The levels Length

HP = Horizontal Position with level Palette

(Horizontal Position is the first 3 bits. Its best to look for the level offset for your palettes and Horizontal positions.)

Y: Scrolling Type (Hex 0-7 means if you enter the pipe you automatically ends your level. Hex 8-F is normal.)

O= Object Set Pointer

A= Mario Action (First 3 bits)

G= Level and Sprite Graphics (Bits 4-15)

T= Timer (First 2 bits)

M= Music

B= Level Background

Z: The Palette of the Layer 2 Background

X: The hex number of the Layer 2 Background

RetroRain
Posted on 06-23-08 09:18 PM Link | Quote | ID: 85786


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DahrkDaiz, this is a little off topic, but I was wondering if you have the Luigi Seasons beta you made a few years ago? The early version of Coin Quest, where you could change water to ice, etc.? I was looking around the web for it, but I don't think it is anywhere to be found. I just want to play it, because I liked the concept. If anyone has it, please PM me. Thanks.

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DahrkDaiz
Posted on 06-23-08 09:24 PM Link | Quote | ID: 85787


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I don't think I ever implemented that in Luigi's Coin Quest, though it's something I've always wanted to do

RetroRain
Posted on 06-23-08 09:29 PM (rev. 3 of 06-23-08 09:38 PM) Link | Quote | ID: 85788


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No, you did one time. First, it was Luigi Seasons, then it was Red Coin Quest, then it became Coin Quest.

You could step on a P-switch, and enter through the door, and it would change the season. Water turned to ice in the winter. In the summer, there was no water. And in the dungeon, a P-switch would light up the area, and eventually dim over time. That was the beta I was referring to. Probably too old, that it doesn't exist anymore huh?

I found the page the screenshots used to be on: http://web.archive.org/web/20050517142207/board.acmlm.org/thread.php?id=1471

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DahrkDaiz
Posted on 06-23-08 09:55 PM Link | Quote | ID: 85790


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All that did was changed the block type that was drawn over the water. It didn't go very far at all. I thought you were referring to a power up that let you turn water into ice.
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