Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,985,228
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 07-15-24 06:33 AM
Guest: Register | Login

0 users currently in ROM Hacking | 2 guests | 2 bots

Main - ROM Hacking - possible gimmick! editor New thread | New reply

Pages: 1 2

smkdan
Posted on 12-01-08 11:23 AM Link | Quote | ID: 95358


Ninji
Level: 36

Posts: 157/238
EXP: 290507
Next: 17603

Since: 05-26-07

Last post: 4142 days
Last view: 4091 days
someone please tell me if it's already been done.

gimmick! is a nice sunsoft platformer that's already well documented (but I still have alot of gaps to fill in, FCEUXD will cover me) so I'm making an editor. I started yesterday, not much to see but I'll post as it comes together. minimum features would be level / sprite editing / palette editing / starting position etc.

http://img184.imageshack.us/img184/941/gmktt0.png
http://img399.imageshack.us/img399/8022/gmk1hp2.png

two bits of level 1, next features would be palettes and sprite viewing. chr bank 7 (the animating one) is not present so the conveyor belts aren't visible.

NetSplit
Posted on 12-01-08 12:15 PM Link | Quote | ID: 95360


Level: 32

Posts: 146/178
EXP: 189224
Next: 17218

Since: 02-26-07

Last post: 2297 days
Last view: 2222 days
Very cool. Gimmick's a neat little game that not many people know about. Perhaps this can get it some more attention. I look forward to seeing more progress on this.

It's been a few years since I looked into data for this game, but I recall it having a really nice (and simple) level format. Wish more games were like that. Compression's such a pain.

smkdan
Posted on 12-01-08 02:30 PM Link | Quote | ID: 95363


Ninji
Level: 36

Posts: 158/238
EXP: 290507
Next: 17603

Since: 05-26-07

Last post: 4142 days
Last view: 4091 days
thanks netsplit. yeah the level data is nice and neat, just laying there uncompressed. I disassembled a bit of the 'level area' loader where it chooses a palette index and CHR banks along with something i'm not sure about.

http://img389.imageshack.us/img389/6369/gmk1ru6.png

it will only show area portions at a time because the above mentioned changes level graphics quite a bit.

Raccoon Sam
Posted on 12-01-08 06:01 PM Link | Quote | ID: 95368


Cobrat
Level: 56

Posts: 555/672
EXP: 1388774
Next: 9402

Since: 02-19-07
From: Hi

Last post: 3547 days
Last view: 2778 days
Gimmick still gives me nightmares, but I'm super glad to see an editor coming out. Hope you get Trax involved or something so another cross-platform editor gets done once more.
Good luck!

____________________


smkdan
Posted on 12-02-08 01:55 PM Link | Quote | ID: 95409


Ninji
Level: 36

Posts: 159/238
EXP: 290507
Next: 17603

Since: 05-26-07

Last post: 4142 days
Last view: 4091 days
thanks sam. i'm all for cross platform editors, though it's up to trax if he wants to give that another shot.

I hit a snag where incorrect documentation (16x12 screens, not 12x16 screens) made me wonder what was going on with a 'hidden' 512px part of the level. I just tried what I thought it was at first and it works great. I disassembled some graphics loader code and made it load palettes and CHR bank #s dynamically. Every 16x12 tile screen can have a palette and CHR setup assigned to it, though it only takes place on vertical transition between areas.

editor is coming along real nice. i just make it view the whole level now because it'd need to be modified anyway because of something silly i missed. i had it output level screen caps of the first three. the glitchy stuff is the yet to be animated bank 7.

http://img380.imageshack.us/img380/2483/levelaw5.png
http://img393.imageshack.us/img393/6307/levelbu8.png
http://img255.imageshack.us/img255/1024/levelqk3.png

Dr. Hell
Posted on 12-02-08 02:41 PM Link | Quote | ID: 95410


Lakitu
Level: 52

Posts: 408/552
EXP: 1032999
Next: 50841

Since: 03-02-07
From: Pittsburgh, PA

Last post: 5113 days
Last view: 5071 days
Wow, keep up the good work! I just played through this game because I was reading about what you're doing and I love it. It's got kind of a Kirby feel to it. I'll probably hop on the chance to play around with it with a level editor.

smkdan
Posted on 12-03-08 03:29 AM Link | Quote | ID: 95447


Ninji
Level: 36

Posts: 160/238
EXP: 290507
Next: 17603

Since: 05-26-07

Last post: 4142 days
Last view: 4091 days
it's cool that this might get people into the game. i think it's a quality game, probably just not so well known because of the jap only release.

animated banks are in, here's a more complete level 1 and level 5.

http://img354.imageshack.us/img354/7678/levelaq6.png
http://img508.imageshack.us/img508/5344/levelkf1.png

ok, seems that all level data is being displaed just fine it works good for all levels. i guess now it's on to viewing sprites.


Legato
Posted on 12-03-08 12:45 PM Link | Quote | ID: 95490


Goomba
Level: 13

Posts: 16/23
EXP: 8792
Next: 1475

Since: 02-20-07
From: Finland

Last post: 4460 days
Last view: 2992 days
Posted by smkdan
i think it's a quality game, probably just not so well known because of the jap only release.

Actually I think it was also released here in Scandinavia. I remember playing and frustrating over it when I was a kid. Though it's name was Mr. Gimmick! here.

Legomen
Posted on 12-03-08 04:06 PM Link | Quote | ID: 95495


Red Koopa
Level: 28

Posts: 135/139
EXP: 129728
Next: 1610

Since: 05-19-07

Last post: 5680 days
Last view: 5629 days
Posted by Legato
Posted by smkdan
i think it's a quality game, probably just not so well known because of the jap only release.

Actually I think it was also released here in Scandinavia. I remember playing and frustrating over it when I was a kid. Though it's name was Mr. Gimmick! here.

It was only relased in Japan and European

____________________
Sorry for my bad english

The Ubuntu Counter Project - user number # 21914

Dr. Hell
Posted on 12-04-08 04:26 AM Link | Quote | ID: 95636


Lakitu
Level: 52

Posts: 409/552
EXP: 1032999
Next: 50841

Since: 03-02-07
From: Pittsburgh, PA

Last post: 5113 days
Last view: 5071 days
Actually it was ONLY released in Japan and Scandinavia oddly enough. They didn't get the sales numbers they wanted in Scandinavia so they never released it anywhere else. It's really kind of an odd business strategy, but whatever.

boingboingsplat
Posted on 12-04-08 04:33 AM Link | Quote | ID: 95637


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 75

Posts: 653/1292
EXP: 3657329
Next: 169575

Since: 07-23-07
From: Michicola

Last post: 4922 days
Last view: 4884 days
I just downloaded this game for the sake of it. Decent game, but once I got to level 5 it was a little tedious. I still think this editor looks great though, I may consider making a hack for it.

____________________
 

smkdan
Posted on 12-05-08 12:13 PM Link | Quote | ID: 95795


Ninji
Level: 36

Posts: 161/238
EXP: 290507
Next: 17603

Since: 05-26-07

Last post: 4142 days
Last view: 4091 days
the scandinavia release is news to me, i just assumed it was only released in japan. regardless, the program will only work with the (J) ROM unless the scandinavia release happens to work with it. and yes difficulty gets rough later on.

i got sprite loading running and it looks to be working okay but the format is kind of awkward. there are four chunks of sprite data for each level, one for each horizontal 'area'. i load all the sprites from all four chunks at once and compensate for wierdness in Y positioning (i figured it would be positioned relative to the area, guess not). some positions seem to be placed out of the area that they actually live in, like the level 3 boss (sprite40) which is placed as if it were below the area it actually is activated in. sprite locations can be specified at any part of the level, but user will select which one of the four areas it will actually be loaded in. seems out of place for what I normally have seen in platform games (nintendo ones anyway) but sprites can be placed right down to the pixel, rather than to the nearest 16x16 block or so.

i think now i'll get on actually assembling the tiles that make up the sprites, although the current view will be optional to see sprite #'s like lunar magic does it.

http://img228.imageshack.us/img228/7660/level0go1.png
http://img392.imageshack.us/img392/2047/level1fn3.png
http://img261.imageshack.us/img261/2623/level2sj3.png

not sure what's going on in the bottom left of level 2, and 'sprite 113' is actually two overlapping sprites.

Googie
Posted on 12-06-08 07:06 PM Link | Quote | ID: 95975


Giant Red Paratroopa
Level: 78

Posts: 393/1407
EXP: 4207600
Next: 174626

Since: 02-19-07
From: Brooklyn, NY

Last post: 89 days
Last view: 89 days
Hey hey hey! I was playing this game just the day, and now with an editor now I have yet another project to work on, so yay!

Keep at it smkdan, Sunsoft games kick ass! ^_____^'

____________________
My Linktree

Hamtaro126
Posted on 12-06-08 09:42 PM (rev. 2 of 12-06-08 09:45 PM) Link | Quote | ID: 96002


Cheep-cheep
Level: 33

Posts: 103/194
EXP: 214202
Next: 14977

Since: 05-02-07
From: Shelton, WA

Last post: 2552 days
Last view: 2395 days
Good job on that Editor, SMKDan.

Someday, there may be an Hebereke/Ufouria editor. In fact, I may really make myself one later on. If no-one makes one, that Is.

Just a comment that is worth mentioning, Not a actual request at all.

an ''Ex-Member'' of this board named Crusher was working on one, But moved on and went to EmuParadise. I might contact him again someday, It's apparently written in Multimedia Fusion 2.

____________________
Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

NetSplit
Posted on 12-07-08 12:43 AM Link | Quote | ID: 96020


Level: 32

Posts: 147/178
EXP: 189224
Next: 17218

Since: 02-26-07

Last post: 2297 days
Last view: 2222 days
Ufouria would be an awesome game to have an editor for. It's interesting because of its Metroid-esque non-linear design, and it offers more freedoms than Metroid because of its more modern engine and greater ROM space. Definitely a damn fine game.

smkdan
Posted on 12-08-08 10:39 AM Link | Quote | ID: 96138


Ninji
Level: 36

Posts: 163/238
EXP: 290507
Next: 17603

Since: 05-26-07

Last post: 4142 days
Last view: 4091 days


i got drag / select / paste into level editing and the block selector you see up there. since each screen has a tileset / palette assignment the combo box lets you preview how the tiles look if they were placed in the selected screen. checkerboards in the bottom right are non-existant blocks since there's only 248 in a level.

Raccoon Sam
Posted on 12-08-08 01:06 PM Link | Quote | ID: 96143


Cobrat
Level: 56

Posts: 556/672
EXP: 1388774
Next: 9402

Since: 02-19-07
From: Hi

Last post: 3547 days
Last view: 2778 days
Beautiful job.
Will it have an animated preview, like in Lunar Magic? I know those gears spin in the background.

____________________


smkdan
Posted on 12-08-08 04:56 PM Link | Quote | ID: 96164


Ninji
Level: 36

Posts: 165/238
EXP: 290507
Next: 17603

Since: 05-26-07

Last post: 4142 days
Last view: 4091 days
thanks. yeah they spin, i got the animating in there now. excuse the quality of the GIF. a flaw is that everything animates at the same time (some screens animate slower than others) but I don't think it's a big enough deal to make a work around for.


Raccoon Sam
Posted on 12-08-08 06:13 PM Link | Quote | ID: 96171


Cobrat
Level: 56

Posts: 557/672
EXP: 1388774
Next: 9402

Since: 02-19-07
From: Hi

Last post: 3547 days
Last view: 2778 days
Excellent job! I also take it there's going to be an animation editor..?

____________________


Googie
Posted on 12-09-08 12:27 AM Link | Quote | ID: 96211


Giant Red Paratroopa
Level: 78

Posts: 395/1407
EXP: 4207600
Next: 174626

Since: 02-19-07
From: Brooklyn, NY

Last post: 89 days
Last view: 89 days
Nice progress smkdan, I really like the animation. '

____________________
My Linktree
Pages: 1 2


Main - ROM Hacking - possible gimmick! editor New thread | New reply

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

Page rendered in 0.030 seconds. (341KB of memory used)
MySQL - queries: 122, rows: 162/162, time: 0.019 seconds.