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Main - ROM Hacking Related Releases - gimmick! editor at a usable state New thread | Thread closed

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smkdan
Posted on 12-22-08 02:43 PM (rev. 4 of 03-13-09 03:06 PM) Link | Quote | ID: 97327


Ninji
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the editor is pretty functional from my point of view, only thing left to edit is block properties. maybe an 'import following settings from other level' will get in there later to. A doc is included if you don't get how to use it from just messing around with it.

update: 011, can import selected features from other levels in the ROM or an external ROM. still needs block behaviour editing, although that's one of the features that can be imported.
012, can right click tileset viewer in block graphics editor to make tiles much more viewable in terms of how they are assembled by the game.
013, title screen edit in the editor

http://smkdan.eludevisibility.org/gedit013.zip

Raccoon Sam
Posted on 12-22-08 04:33 PM (rev. 2 of 12-22-08 08:37 PM) Link | Quote | ID: 97328


Cobrat
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Works fine under mono!
Setting sprite type below 1 will result in a crash though.

^The sprite viewer has some glitches in it too, though, but overall it is very usable.
May I request a feature to swap the mouse key layout? I'm used to right click = copy / left click = paste.
Good work either way!

EDIT: It also fails to read the European Mr. Gimmick! - ROM, but that's not a big deal.

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Legomen
Posted on 12-22-08 06:21 PM (rev. 3 of 12-22-08 09:01 PM) Link | Quote | ID: 97330


Red Koopa
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Posted by Raccoon Sam
Works fine under mono!
Setting sprite type below 1 will result in a crash though.

^The sprite viewer has some glitches in it too, though, but overall it is very usable.


On Windows Xp Sp3 I dont see any glithes on sprite viewer, using (J) rom(I havent test this editor via WINE yet, because downloading it on GPRS is pain )


Also using editor is annoying, I like more Lunar magic or MarCas (sml2 editor) style :\


EDIT:



w00t

EDIT: this editor dont run via WINE, on Linux mint w/ KDE

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smkdan
Posted on 12-23-08 03:40 AM Link | Quote | ID: 97387


Ninji
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@sam: didn't think it'd even start on a mac (bugged .NET implementations or whatever). any quirks i'd guess would have to be issues with running it on mono because the code that operates on the glitched parts couldn't be more straightforward. it was never intended to read the (E) rom.

@legomen: 'the glitch' is part of the game: you don't die by falling into a hole it has to be a block that kills you. If you fall into a hole, you just wrap around to the top most screen.

this wasn't made with any cross-platform capability, though sam somehow got it running i don't really know anything about mono apart from being some sort of .NET compatible framework or something.

Googie
Posted on 12-23-08 04:41 PM Link | Quote | ID: 97426


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I'm gonna give this a spin later on, I made a cheesy hack years ago of adding the font from Solomon's Key into the game. Thanks for chefing up the editor...

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Celice
Posted on 12-23-08 05:46 PM Link | Quote | ID: 97438


Buzz Blob
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I might make a Dragon Quest Slime hack with this--though, I got my ass handed to me when I tried playing the original last night >.>

boingboingsplat
Posted on 12-24-08 12:24 AM Link | Quote | ID: 97455


Giant Koopa
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Very nice, its easy to use, I only needed to open the readme in order to figure out that palettes and tilesets aren't reloaded on horizontal transitions.

I've been going through redesigning the first level out of boredom, but I've got a problem.


For whatever reason, this waterfall is acting solid. I really have no idea why. Any help?

Also, while I'm at it, I noticed the animation was much faster in some of the screens of the level. How can I slow those down to match the rest of the level?

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smkdan
Posted on 12-24-08 04:15 AM Link | Quote | ID: 97466


Ninji
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some of the waterfall blocks are solid but they look like the rest (EC / EB, press F5 or look at the status bar when hovering). they were originally put at the top of the screen to stop players from passing through the top. You want A9/A8/A7/A6 waterfall blocks to be able to pass through. similar stuff applies to sky tiles, look at the top of screens that aren't intended to be passed through.

for the animation go to Level->Tiles->Animation editor. Frame delay decides how quickly the animation ticks for a given set. same vertical transition deal applies.

KDE User X
Posted on 12-26-08 06:30 PM (rev. 3 of 12-26-08 07:01 PM) Link | Quote | ID: 97598


Koopa
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EDIT:

I got it work, by 0.11 versions import feature<3

EDIT #2:
Enemys are still problem.

Like somtimes they just are "ghosts" like they walk over you and nothing happens. For example I'll put that pink worm thig to screen 6, and it goes to 7 and you cant touch it..

Some enemys works, but most not, like some emenys just dissapears, even when theres only one enemy on that screen, and somtimes enemys apperls just random, so is there any way to fix this problem?

(I really hate my laptops kayboard )

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smkdan
Posted on 12-27-08 05:37 AM Link | Quote | ID: 97637


Ninji
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you have to set areas manually in sprite properties window if you are dragging sprites between different areas. incorrect areas will get 'ghost sprites'.

there's four lined up as horizontal screens

0,4,8,C,10,14,18,1C = area 0
1,5,9,D,11,15,19,1D = area 1
2,6,A,E,12,16,1A,1E = area 2
3,7,B,F,13,17,1B,1F = area 3

KDE User X
Posted on 12-28-08 11:50 PM (rev. 2 of 12-28-08 11:57 PM) Link | Quote | ID: 97764


Koopa
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I've got another problem, for some reason, in editor, none areas are glithed, but then on emulator (on FCE ultra and virtua nes) in some areas are glithed...



so whats the problem?

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boingboingsplat
Posted on 12-29-08 12:53 AM Link | Quote | ID: 97768


Giant Koopa
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Posted by KDE User X
I've got another problem, for some reason, in editor, none areas are glithed, but then on emulator (on FCE ultra and virtua nes) in some areas are glithed...

*snip*

so whats the problem?

The game doesn't reload tilesets or palettes when switching screens horizontally. Make sure screen 9 uses tileset 1.

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KDE User X
Posted on 12-29-08 03:43 PM Link | Quote | ID: 97793


Koopa
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Posted by boingboingsplat
Posted by KDE User X
I've got another problem, for some reason, in editor, none areas are glithed, but then on emulator (on FCE ultra and virtua nes) in some areas are glithed...

*snip*

so whats the problem?

The game doesn't reload tilesets or palettes when switching screens horizontally. Make sure screen 9 uses tileset 1.

I tired but it didnt help, but I edited screen #3 to use tileset 1 and now it works

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Berion
Posted on 03-04-09 12:11 PM (rev. 3 of 03-04-09 12:18 PM) Link | Quote | ID: 102103


Goomba
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Awesome editor. Very intuitive and simple in use.

I have a two problems with game. First, I don't understand why when I die on 0F, respawn me in 1F? This screen is set up for 01 checkpoint, not 02. Game switch it ignoring this table? It's possible to "fix it"?

Second problem is cut half of "slimes" which lv1boss throwing. I don't undersand why. Here is a screenshot of this "anomaly":



Here is my small hack (ninja2 format).


Some screens:


//sorry for my horrible english. It's not my native language.

KDE User X
Posted on 03-04-09 05:41 PM Link | Quote | ID: 102127


Koopa
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Posted by Berion


Here is my small hack (ninja2 format).



Is there something wrong about .ips fromat?

Also simes/blobs cuts half if you use normal ones, and ones with bow at same time

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Berion
Posted on 03-04-09 06:50 PM (rev. 2 of 03-04-09 06:59 PM) Link | Quote | ID: 102132


Goomba
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In my opinion *.ips is a relic of the past. He doesn't contain any author, version, whatever information, doesn't check md5 (or other checksum) and he doesn't addopted for large files. Or Am I wrong?

Anyway, sorry for troubles and this is link for ips version: click

PS: thanks for advice. I'll try.

Kawa
Posted on 03-04-09 06:54 PM Link | Quote | ID: 102134


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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You have to admit, MD5 checks on the target could prevent a lot of stupid mistakes and version mixups, and roms did outgrow the format.

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Berion
Posted on 03-04-09 07:04 PM Link | Quote | ID: 102135


Goomba
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Sorry once again. MD5:

Gimmick! (J):
aec25b5b32ccf6475e2983a4ce3d05ff

After patching:
d7e89d97b2c07faccde111706618ed56

Kawa
Posted on 03-04-09 07:09 PM Link | Quote | ID: 102136


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 138

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Since: 02-20-07
From: The Netherlands

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If that was in response to what I just said, you did not understand me correctly.

What I meant to say was that there are valid reasons not to use IPS.

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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

Trax
Posted on 03-04-09 07:54 PM Link | Quote | ID: 102137


Yellow Stalfos
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What is the current file size limit of the .IPS format?
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Main - ROM Hacking Related Releases - gimmick! editor at a usable state New thread | Thread closed

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