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Main - The Landfill - Ultimate SMB3 Editor (Coming soon...) | New thread | Thread closed |
CKY-9K |
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Pokey Level: 57 Posts: 354/693 EXP: 1431114 Next: 54814 Since: 06-27-07 From: cKy Last post: 216 days Last view: 123 days |
This will never be finished.
Just like the new CKY album. ____________________ |
Raccoon Sam |
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Cobrat Level: 56 Posts: 454/672 EXP: 1380636 Next: 17540 Since: 02-19-07 From: Hi Last post: 3473 days Last view: 2704 days |
What a valuable submission to the topic! ____________________ |
felineki |
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Micro-Goomba Level: 11 Posts: 8/15 EXP: 4576 Next: 1409 Since: 05-04-07 Last post: 5186 days Last view: 4239 days |
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 |
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Nipper Plant Sandwich Artist Level: 46 Posts: 114/417 EXP: 674750 Next: 37024 Since: 02-22-07 Last post: 3492 days Last view: 3412 days |
[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 |
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Sledge Brother Compromised account. Level: 86 Posts: 100/1815 EXP: 6128483 Next: 13624 Since: 02-19-07 From: Oregon Last post: 1818 days Last view: 1818 days |
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beneficii |
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Shyguy Level: 23 Posts: 29/85 EXP: 62110 Next: 5613 Since: 02-19-07 Last post: 3140 days Last view: 3117 days |
I'm curious; what do you intend to do for overworld map editing? ____________________ 「しっかり統制された民兵は自由な国の安全保証にとって必要なので、国民が武器を所有し携帯する権利は侵されてはならない」アメリカ合衆国憲法修正第2条 |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 115/417 EXP: 674750 Next: 37024 Since: 02-22-07 Last post: 3492 days Last view: 3412 days |
make it.... editable? |
Stifu |
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Cobrat Level: 56 Posts: 252/666 EXP: 1361894 Next: 36282 Since: 02-22-07 Last post: 691 days Last view: 313 days |
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 |
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Nipper Plant Sandwich Artist Level: 46 Posts: 116/417 EXP: 674750 Next: 37024 Since: 02-22-07 Last post: 3492 days Last view: 3412 days |
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 |
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Cape Luigi Level: 131 Posts: 2794/4792 EXP: 26241664 Next: 182956 Since: 03-15-07 Last post: 3740 days Last view: 3652 days |
I know the question has been asked before but DD never answered it so... will it support editing of the SMAS version? ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 253/666 EXP: 1361894 Next: 36282 Since: 02-22-07 Last post: 691 days Last view: 313 days |
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 |
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Nipper Plant Sandwich Artist Level: 46 Posts: 117/417 EXP: 674750 Next: 37024 Since: 02-22-07 Last post: 3492 days Last view: 3412 days |
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 |
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Super Koopa Level: 62 Posts: 439/842 EXP: 1936364 Next: 48322 Since: 02-19-07 From: durff Last post: 4494 days Last view: 4017 days |
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... ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
Insectduel |
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Hammer Brother Level: 68 Posts: 83/1069 EXP: 2689028 Next: 39772 Since: 02-16-08 From: Insectduel's office Last post: 1262 days Last view: 1262 days |
Posted by NightKev What do you think? Of course not. Besides, most of the SMAS editing stuff is in the MI3 editor. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 118/417 EXP: 674750 Next: 37024 Since: 02-22-07 Last post: 3492 days Last view: 3412 days |
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 |
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Hammer Brother Level: 68 Posts: 84/1069 EXP: 2689028 Next: 39772 Since: 02-16-08 From: Insectduel's office Last post: 1262 days Last view: 1262 days |
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.
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RetroRain |
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Fuzz Ball Level: 66 Posts: 133/994 EXP: 2439306 Next: 22545 Since: 09-30-07 Last post: 1940 days Last view: 963 days |
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. ____________________ My YouTube Channel |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 119/417 EXP: 674750 Next: 37024 Since: 02-22-07 Last post: 3492 days Last view: 3412 days |
I don't think I ever implemented that in Luigi's Coin Quest, though it's something I've always wanted to do |
RetroRain |
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Fuzz Ball Level: 66 Posts: 134/994 EXP: 2439306 Next: 22545 Since: 09-30-07 Last post: 1940 days Last view: 963 days |
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 ____________________ My YouTube Channel |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 120/417 EXP: 674750 Next: 37024 Since: 02-22-07 Last post: 3492 days Last view: 3412 days |
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. |
Main - The Landfill - Ultimate SMB3 Editor (Coming soon...) | New thread | Thread closed |
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