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Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. New thread | New reply

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DahrkDaiz
Posted on 10-14-09 06:12 AM (rev. 10 of 11-19-09 09:40 PM) Link | Quote | ID: 117098


Nipper Plant
Sandwich Artist
Level: 46

Posts: 198/417
EXP: 672926
Next: 38848

Since: 02-22-07

Last post: 3458 days
Last view: 3378 days
Latest Release:

Release 11/19/09

Last release until 1.0

Warning: NONE OF YOUR OLD PROJECTS ARE GOING TO WORK ANYMORE, USE THIS WITH CAUTION!

As of 11/19/09:
-Project is now open source
-Settings are saved per level so when you reload a level
-You can set block property display transparency
-You can set special icon property display transparency
-You can change guide line colors
-Maps are now editable


As of 11/11/09:

-There are 2 modes for the right mouse click.

Selector Mode
Tile Placement Mode


Selector Mode:
Right clicking and drawing draws a rectangle in a region on the level. The area selected can be cut, copied and pasted or deleted from the level itself. When you paste, if selection area is a single block, it will paste the exact shape you copied. If the selection paste area is not the same, the editor will do a sort of "pattern". For example, if your copy region is [1][2][3] and your paste region is 5 squares long, it would look like this: [1][2][3][1][2]. If any of your copied region contained an erase tile, when that's pasted, it's treated as a "transparent" tile and will not paste over the existing data.

Tile Placement Mode:
The right click can have it's own tile to draw using all the same tools as the left click. You will see 2 blocks below the block selector, a left and right one. Guess what they indicate?! lol

To change modes, double click the mode display or hit Ctrl + D

-At any rate, the middle mouse button is now the eraser click.

I also changed it so if you want to edit a specific block, double clicking it in the block selector will bring it up in the Map 16 editor, rather than having to do it in the level viewer.

-I've also touched a lot of things. Such as when you bring up various editors (palette editor, graphics editor, etc) it will automatically set the graphics, definitions and palettes to what your current level is using. Convenient eh? I've also finally added the ability to reload a level, removing previous changes and to reload the graphics, so if you're using another editor to change graphics, you can see what it looks like in your editor without having to reload the entire project. *pant pant*

-Fixed an issue where the scroll type was not saving
-Added a cut/copy/paste
-New Key Bindings
Control + G: Toggle Grid
Control + W: Toggle Special Tile View
Control + E: Toggle Special Sprite View
Control + R: Toggle Start Position Display
Control + D: Toggle Right click mode
Control + S: Save current level
Control + F: Place Mario's starting position

-All sprites that are displayable are now able to be rendered. If you're using an old project, after loading the project, go to File->Reload->Default Sprites before opening any levels. This will update your sprites file.

-Guide panels! You now have 2 horizontal and vertical guides located on the left and right extremities of the level area. Double click on a guide (red or blue) to toggle its display. You can click and drag the mouse to move the guide. You can also set guide presets on either guide by right clicking the panel area and choosing a preset snap option.

-Modified Map 16 editor a bit. If you want to edit a block's TSA without having to find it, double click it in the Block Selector on the left. (shift + double click from the previous version no longer works)

-In the TSA/Map 16 editor I've added two features that makes setting your definitions easier. If you click on a definition and hit Control + C then you will copy it's definition. You can then paste the definition with Control + V to another block. You can also globally apply a tile definition by clicking the Apply Definition Globally button (useful for common blocks such as coins and ? blocks).

As of 11/06/09:
-Fixed some sprite drawing bugs
-Added a lot more sprite support
-Added some keyboard short cuts for the draw mode:
A = pencil
S = line
D = Rectangle
F = Outline
G = Fill

These are basically the home row keys for your left hand.
-Added keyboard short cuts for edit mode:
Z = Tiles
X = Sprites
C = Pointers

-Added an enlarged icon view above the tile selector for easier distinguishing
-fixed the layout manager menu, it will show up now
-modified the grid to be viewable in dark and light colors
-heavily modified the gui positions
-fixed the graphics importer menu, it will show up now
-fixed level to png exporter
-When editing a level, project view and level info panels will minimize by default
-Added new guide lines.
To make a guide show/hide, double click it (left and bottom bars, red/blue lines)
If you right click a guide bar, you can set different guide snaps for references
-Nothing saves automatically anymore. Save buttons have been added to all editors and to the level editor. If you close without saving, you lose your data
-Compressed level function has been fixed. Was broken on data over 1KB

As of 10/31/09 in the morning:
-Fixed an issue where moving a project from the original folders wouldn't allow anything to be loaded. Changed it to use relative directories rather than absolute paths. My bad! (this should fix your issue KP9000)

As of 10/31/09:
-Added coin information.
-Added the ability to either let the editor decide where to save a level or let you decide.
-Fixed sprite deletion
-Added 2x zoom support
-Added a diagonal line tool (great for slopes)
-Added an image export for levels
-Changed the set start position a bit to make it clear what to do next
-Added a help status bar below the level status bar
-Shift + Click on a tile in-level will bring that tile into selection
-Shift + DoubleClick will bring up the Map16 editor for the tile


As of 10/28/09:
-Added pointer support and unused bytes editing
-Sped up drawing code. Added a lot of aesthetic features including the ability to delete levels and import levels from other projects
-Vertical levels supported
-Start anywhere on the map supported
-Modified UI layout
-Can remove levels and change what world they're categorized in
-Select active windows in the MDI area


Ok so we've always wanted the "ultimate" SMB3 editor. I kind of got started on this back a year ago and the SMB3 engine really started to piss me off, so I abandoned the project, sadly. Then I got the urge to hack again, but did not want to be constrained by the SMB3 object based format for level data. So after about5 days of strenuous coding, I got this to show:



This will be my last hoorah in rom hacking (after a hack using this editor, of course).

Basically, this editor goes about rom hacking a bit different. Most editors save the data straight to the rom and treats editing on a per-file basis.

In this editor, your hack is put into a project. A project has its own set of graphics, Map16( or TSA) data, graphics data, levels and worlds. Most things can be given a name for references, since names are usually easier to remember than hex values.

Once you create a project and give it a name, you can either create a level or edit gfx, blocks or what have you. When you save a project, it's all saved outside of your rom. Only when you're ready to test is any data written to the rom. If your rom gets corrupt, your levels and gfx are safe.

Now, here's the real kicker. I will make saving to a rom convert that rom into using MMC5 and extend the PRG-ROM to maximum size: 1MB. The levels are no longer made up by objects, but a compressed tile map. This way, you can create SMB3 levels in any format that you want. Since I was over hauling the level data, I decided to allow levels to choose any gfx they want, rather than from a table, along with other new nifty features for levels.

Pointers are going to work much different. They will be able to have a range set to any x value, not just a "x0-xF" format. And each pointer can point to a different level. Pretty sweet, eh?

As for saving level data, the rom patch I am creating will make the game load data cross-bank boundaries. Levels will exist side by side, so no more worrying about overwriting another level's data.

Progress is going smooth and I hope to have basic level editing done by next week. So far the editor has very primitive graphics editing, tsa/map16 editing and you can draw out levels with a tile map.

spel werdz rite
Posted on 10-14-09 06:18 AM Link | Quote | ID: 117099


Paratroopa
Level: 30

Posts: 130/156
EXP: 154010
Next: 11859

Since: 02-19-07

Last post: 4776 days
Last view: 1061 days
Wow DD. Very fascinating work. Glad to see your resurrection comes with awesome packed in very byte.

...

Mineyl
Posted on 10-14-09 06:53 AM Link | Quote | ID: 117102


Ninji
Level: 35

Posts: 69/243
EXP: 276132
Next: 3804

Since: 09-10-09
From: World 5

Last post: 4250 days
Last view: 435 days
Looks as nifty as I imagined it would. I look forward to tinkering around with this. You just might sway me yet.

____________________
Back from the beyond.

KP9000
Posted on 10-14-09 06:54 AM Link | Quote | ID: 117103


Boomboom

Level: 90

Posts: 1002/1975
EXP: 6937634
Next: 250975

Since: 02-19-07

Last post: 3551 days
Last view: 3175 days


My goodness. :o

I've been talking with you on IRC about this but it still just sounds amazing when you describe it here in the thread.

I'd like to compliment you on your willingness to lift barriers that not many are willing to take a shot at. Those who are willing and are desirous to do so lack the necessary skills to do such a thing, among other reasons. You have the coding skills and nobody knows the ROM better than you do.

So, all those blank map16 tiles... can they be edited and be usable? Also, how are animations handled? I assume it will still be (bankswapping I think?) so you don't have to specify TSA for each frame?

____________________

DahrkDaiz
Posted on 10-14-09 07:13 PM (rev. 3 of 10-14-09 07:25 PM) Link | Quote | ID: 117130


Nipper Plant
Sandwich Artist
Level: 46

Posts: 199/417
EXP: 672926
Next: 38848

Since: 02-22-07

Last post: 3458 days
Last view: 3378 days

Not much to show off. But I was able to considerably increase the drawing speed. Also, you can work on multiple levels at once now

And Im going to have a revolving release located at:

http://dahrkdaiz.googlepages.com/Release.zip

As I make a major stride, I will update that link with the latest. Requirements are the .NET 3.5 Framework or equivalent.

So far you can create a new project, edit TSA and gfx. Saving will save the TSA and Graphics. You can edit a level you created but you cannot save it yet. You also cannot save any changes to a rom. In order to open a project, look for the file ending with .smb3. If you want to edit the gfx with a different program, the gfx are saved as .chr

The editor is named Reuben after experiment #265 in Lilo and Stitch. He's named Reuben in series finale of the show.

KP9000
Posted on 10-14-09 08:57 PM Link | Quote | ID: 117134


Boomboom

Level: 90

Posts: 1004/1975
EXP: 6937634
Next: 250975

Since: 02-19-07

Last post: 3551 days
Last view: 3175 days



Well, here's a level I did with the build first released. I understand some of the stuff in that level might not work (orange pipes) as i don't know what its physical attributes are, but it's a proof of concept and not meant to be physically functional as of yet.

DD, Rock On! You're getting so much done in so little time. Keep up the good work!

____________________

DahrkDaiz
Posted on 10-14-09 10:23 PM Link | Quote | ID: 117140


Nipper Plant
Sandwich Artist
Level: 46

Posts: 200/417
EXP: 672926
Next: 38848

Since: 02-22-07

Last post: 3458 days
Last view: 3378 days
Sweet, you said it only took 10 minutes to make that, eh?

KP9000
Posted on 10-14-09 10:26 PM Link | Quote | ID: 117141


Boomboom

Level: 90

Posts: 1005/1975
EXP: 6937634
Next: 250975

Since: 02-19-07

Last post: 3551 days
Last view: 3175 days


Yeah, I took about 10 minutes to make that level. The blocks used to make the extended pipes took me about 5 minutes to make as well, along with some time feeling my way around the editor, which really didn't take me that long either.

____________________

zbyte
Posted on 10-15-09 12:09 AM (rev. 2 of 10-15-09 12:10 AM) Link | Quote | ID: 117150


Boomerang Brother
Z is Superior!
Level: 66

Posts: 439/1016
EXP: 2380915
Next: 80936

Since: 06-10-09

Last post: 4403 days
Last view: 2882 days
Posted by KP9000
Well, here's a level I did with the build first released.
I just double-checked his post. The link isn't there!

"Reuben"? Well... this looks awesome. In your scapshot with the tall platforms, did you program it so that all the other flat ground objects from C2-CF became taller? Hm... colored pipes! 4-byte Munchers in every level? Still, this is looking good! Don't forget about Toad Houses and Castles!

I heard you say somewhere that importing levels won't be easy, but my hack is halfway done...

____________________
No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though.








DahrkDaiz
Posted on 10-15-09 12:11 AM Link | Quote | ID: 117151


Nipper Plant
Sandwich Artist
Level: 46

Posts: 201/417
EXP: 672926
Next: 38848

Since: 02-22-07

Last post: 3458 days
Last view: 3378 days
That's the thing, there are no "objects" like you see in other SMB3 editors. This editor will completely rework the level format.

Kawa
Posted on 10-15-09 12:24 AM Link | Quote | ID: 117153


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

Posts: 2597/5344
EXP: 30874906
Next: 788075

Since: 02-20-07
From: The Netherlands

Last post: 4470 days
Last view: 2605 days
This editor gave me a solid, usable example of direct bitmap manipulation, as foreshadowed by the /me line in that last screenshot. Thanks, Bossman!

____________________
Wife make lunch - Shampoo
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

Googie
Posted on 10-15-09 12:42 AM Link | Quote | ID: 117155


Giant Red Paratroopa
Level: 77

Posts: 556/1405
EXP: 4162755
Next: 28374

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

Last post: 96 days
Last view: 96 days
This is cool, I'll play with this later on tonight. Good to see you again... ^^;

____________________
My Linktree

KP9000
Posted on 10-15-09 01:11 AM Link | Quote | ID: 117156


Boomboom

Level: 90

Posts: 1007/1975
EXP: 6937634
Next: 250975

Since: 02-19-07

Last post: 3551 days
Last view: 3175 days


Posted by zbyte
Posted by KP9000
Well, here's a level I did with the build first released.
I just double-checked his post. The link isn't there!
If you are expecting a download of some sort, there is none. Just an image. Click on it.

zbyte: think of it this way (I'll use toys so it's easy to understand)

Imagine SMB3 right now as a bunch of... let's say... Lincoln Logs. In order to make something, you have to fit objects together to make your final masterpiece, whatever it is. You have to use the logs to make a wall, and there's not much else you can do with the logs. You just have to use them the best way you can. Legos for instance are much more versatile than Lincoln Logs because you can take a bunch of lego pieces to make a wall but you can use those same pieces to make something entirely different.

SMB3 uses an opject. A pipe is an object that is made up of 16x16 tiles. Each 16x16 tile has four graphical 8x8 tile that makes it up.

So, if SMB3 uses a pipe that's 7 tiles long, it uses 4 different 16x16 tiles to make up the pipe. The two tiles that make up the end of the pipe and the two that make up the long body of the pipe. The pipe's body is repeated until it is 7 tiles long. The pipe itself would then be 14 tiles.

This new SMB3 level format gets rid of objects altogether and gives you control of what tiles to put in the level. For example, if you wanted to create a pipe, you would have to put each individual tile down on the level to make the pipe. The ends, the body, everything. It's a lot like SMW's Lunar Magic.

There are no more 3-byte objects, 4-byte objects. You're not playing with Lincoln Logs anymore. You're playing with legos. You don't have to worry about space in the ROM either.

____________________

Kiokuffiib11
Posted on 10-15-09 02:40 AM Link | Quote | ID: 117159


Porcupo
Level: 40

Posts: 76/313
EXP: 405988
Next: 35321

Since: 07-10-09
From: Marquette, Michigan

Last post: 3284 days
Last view: 1906 days
Since you're changing the format of the rom,,, will this affect the music format? And if sou, are you going to include a music editor?

____________________
セシル

DahrkDaiz
Posted on 10-15-09 02:44 AM Link | Quote | ID: 117161


Nipper Plant
Sandwich Artist
Level: 46

Posts: 202/417
EXP: 672926
Next: 38848

Since: 02-22-07

Last post: 3458 days
Last view: 3378 days
Just the level format will be change. No changes in music.

Mineyl
Posted on 10-15-09 03:10 AM Link | Quote | ID: 117164


Ninji
Level: 35

Posts: 71/243
EXP: 276132
Next: 3804

Since: 09-10-09
From: World 5

Last post: 4250 days
Last view: 435 days
Guess I'll download this and check it out. Gotta' update my .net framework thing first, though.

____________________
Back from the beyond.

koala_knight
Posted on 10-15-09 04:21 AM Link | Quote | ID: 117171


Buzzy Beetle
Level: 44

Posts: 321/384
EXP: 589880
Next: 21405

Since: 06-01-07
From: Miami

Last post: 4097 days
Last view: 4085 days
Amazing work as always, DahrDaiz.

Since the ROM is being expanded will there be any support for custom sprite/blocks like can be done for SMW hacking?

DahrkDaiz
Posted on 10-15-09 04:24 AM (rev. 2 of 10-15-09 04:25 AM) Link | Quote | ID: 117172


Nipper Plant
Sandwich Artist
Level: 46

Posts: 203/417
EXP: 672926
Next: 38848

Since: 02-22-07

Last post: 3458 days
Last view: 3378 days
nope, this makes creating levels easier, that's.





New Release with modified ui and new drawing tools

koala_knight
Posted on 10-15-09 04:27 AM Link | Quote | ID: 117173


Buzzy Beetle
Level: 44

Posts: 322/384
EXP: 589880
Next: 21405

Since: 06-01-07
From: Miami

Last post: 4097 days
Last view: 4085 days
Either way it's still an amazing tool.
Just the kind of magnum opus I'd expect from the creator of the best SMB3 hacks ever.

frantik
Posted on 10-15-09 10:05 AM Link | Quote | ID: 117182


Red Koopa
Level: 28

Posts: 119/139
EXP: 127106
Next: 4232

Since: 10-09-07

Last post: 4461 days
Last view: 4454 days
"yeah, i didn't like the level engine, so i rewrote it, and then made my own level editor" -- just another day in the life of DD nice job dude
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Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. New thread | New reply

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