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Main - ROM Hacking - possible gimmick! editor | New thread | New reply |
smkdan |
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Ninji Level: 36 Posts: 157/238 EXP: 292428 Next: 15682 Since: 05-26-07 Last post: 4225 days Last view: 4174 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 |
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Level: 32 Posts: 146/178 EXP: 190459 Next: 15983 Since: 02-26-07 Last post: 2380 days Last view: 2305 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 |
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Ninji Level: 36 Posts: 158/238 EXP: 292428 Next: 15682 Since: 05-26-07 Last post: 4225 days Last view: 4174 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 |
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Cobrat Level: 56 Posts: 555/672 EXP: 1397823 Next: 353 Since: 02-19-07 From: Hi Last post: 3630 days Last view: 2861 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 |
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Ninji Level: 36 Posts: 159/238 EXP: 292428 Next: 15682 Since: 05-26-07 Last post: 4225 days Last view: 4174 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 |
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Lakitu Level: 52 Posts: 408/552 EXP: 1039741 Next: 44099 Since: 03-02-07 From: Pittsburgh, PA Last post: 5197 days Last view: 5154 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 |
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Ninji Level: 36 Posts: 160/238 EXP: 292428 Next: 15682 Since: 05-26-07 Last post: 4225 days Last view: 4174 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 |
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Goomba Level: 13 Posts: 16/23 EXP: 8850 Next: 1417 Since: 02-20-07 From: Finland Last post: 4543 days Last view: 3075 days |
Posted by smkdan 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 |
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Red Koopa Level: 28 Posts: 135/139 EXP: 130585 Next: 753 Since: 05-19-07 Last post: 5763 days Last view: 5712 days |
Posted by LegatoPosted by smkdan It was only relased in Japan and European ____________________ Sorry for my bad english |
Dr. Hell |
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Lakitu Level: 52 Posts: 409/552 EXP: 1039741 Next: 44099 Since: 03-02-07 From: Pittsburgh, PA Last post: 5197 days Last view: 5154 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 |
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Giant Koopa [PREFSTRING:wonderful bounciness] Level: 75 Posts: 653/1292 EXP: 3681745 Next: 145159 Since: 07-23-07 From: Michicola Last post: 5005 days Last view: 4967 days |
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smkdan |
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Ninji Level: 36 Posts: 161/238 EXP: 292428 Next: 15682 Since: 05-26-07 Last post: 4225 days Last view: 4174 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 |
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Giant Red Paratroopa Level: 78 Posts: 393/1407 EXP: 4235011 Next: 147215 Since: 02-19-07 From: Brooklyn, NY Last post: 172 days Last view: 172 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 |
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Cheep-cheep Level: 33 Posts: 103/194 EXP: 215614 Next: 13565 Since: 05-02-07 From: Shelton, WA Last post: 2635 days Last view: 2478 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 |
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Level: 32 Posts: 147/178 EXP: 190459 Next: 15983 Since: 02-26-07 Last post: 2380 days Last view: 2305 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 |
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Ninji Level: 36 Posts: 163/238 EXP: 292428 Next: 15682 Since: 05-26-07 Last post: 4225 days Last view: 4174 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 |
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Cobrat Level: 56 Posts: 556/672 EXP: 1397823 Next: 353 Since: 02-19-07 From: Hi Last post: 3630 days Last view: 2861 days |
Beautiful job.
Will it have an animated preview, like in Lunar Magic? I know those gears spin in the background. ____________________ |
smkdan |
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Ninji Level: 36 Posts: 165/238 EXP: 292428 Next: 15682 Since: 05-26-07 Last post: 4225 days Last view: 4174 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.
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Raccoon Sam |
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Cobrat Level: 56 Posts: 557/672 EXP: 1397823 Next: 353 Since: 02-19-07 From: Hi Last post: 3630 days Last view: 2861 days |
Excellent job! I also take it there's going to be an animation editor..? ____________________ |
Googie |
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Giant Red Paratroopa Level: 78 Posts: 395/1407 EXP: 4235011 Next: 147215 Since: 02-19-07 From: Brooklyn, NY Last post: 172 days Last view: 172 days |
Nice progress smkdan, I really like the animation. ' ____________________ My Linktree |
Main - ROM Hacking - possible gimmick! editor | New thread | New reply |
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