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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 11-08-09 04:52 AM Link | Quote | ID: 118992


Nipper Plant
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Ok zybte, in your project folder there should be a sprites.xml and special.chr file for your project. Delete those. Your problems should be solved.

boingboingsplat
Posted on 11-08-09 04:55 PM Link | Quote | ID: 119018


Giant Koopa
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For the record, the tornado has an official name, which is "Tweester." Don't ask me why Nintendo gave an inanimate object a name, I'm not entirely sure.

____________________
 

DahrkDaiz
Posted on 11-10-09 02:55 PM (rev. 3 of 11-11-09 02:12 AM) Link | Quote | ID: 119098


Nipper Plant
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ok, so I've gotten all of the sprites coded into the editor. Some of their rendering is a bit off, so please, refrain from pointing those out, I will be fixing those tonight.





What's next? I'm going to get the rom up to speed and make sure I can get pointers working and everything. Then afterwords, I will be implementing map editing barring any delays from playing the New SMB Wii. I'm shooting for a 1.0 release on Thanksgiving. It will be far from the final release, but you should be able to start making a hack using 1.0. Once again, thanks for all the feedback guys! This editor would be as great as it is without you!

Edit: woops, image is a bit too big.

KP9000
(post deleted) ID: 119143

JaSp
Posted on 11-11-09 10:52 PM Link | Quote | ID: 119210


Shyguy
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I've got a couple suggestions for the GUI (sorry if these have been mentioned already) :

- be able to change which tile is associated with right click, and use the 3rd mouse button for the "blank" tile - it would add flexibility for people with 3-buttons mouses, without restraining people with 2-buttons mouses (by selecting the blank tile as the right click)

- create a sort of 9-scale drawing tool : it would be a tool with 9 tiles associated with it : 1 for each corner, 1 for each side, and 1 to fill the center. Since the game is very block-based, this would be very useful to quickly create grounds, platforms and such with all correct edge tiles already set in place

binarycuberoots
Posted on 11-12-09 12:49 AM Link | Quote | ID: 119221


Goomba
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That 9-scale drawing tool concept sounds like a great idea. Ironically I was thinking about something similar when I was doing an experimental ice level and I came across the need to draw all 4 quarters of the big ice blocks for each big ice block.

Anyway I was toying with the 11-06 beta release and I find it even a lot more enjoyable than the Halloween beta release. For those reading this that really like custom SMB3 levels, I encourage you folks to check it out.

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DahrkDaiz
Posted on 11-12-09 02:31 AM Link | Quote | ID: 119224


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Not to dismiss you guys or anything, but this will probably be a low priority feature. I've started to spend more time on gui stuff and not actually implementing core features. So for now stuff like this will be on the back burner until around December. But I like the idea!

Nintendude88
Posted on 11-12-09 04:38 AM Link | Quote | ID: 119229


Shyguy
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This is a nice level editor, DahrkDaiz. However, I have a question? When I create a new project and want to save it, how comes the files are saved in the Application Data folder instead of the folder where the program is originally located?

Overall, I would like to see more of this level editor since it does make level creation much easier. Keep up the good work.

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DahrkDaiz
Posted on 11-12-09 06:43 AM Link | Quote | ID: 119234


Nipper Plant
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k guys, new beta version out. I highly encourage to create your own block layouts and play around with the guides, different right click modes and copy/paste. For more explanation please see the first post.

copyRIGHThunter
Posted on 11-12-09 06:03 PM Link | Quote | ID: 119242


Shyguy
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I'm not sure if this has been suggested yet, but it'd certainly speed up level creation.

A lot has been said about designing levels, but not too much about TESTING levels. It'd be awesome if Reuben had the ability to test a level. I'd suggest a feature that saves a copy of a SMB3 rom with the current room/level being edited as the first level in the game. Also, the title and map screens would be bypassed to save time. The game would immediately default to a 1-Player game, etc. This would let you easily test things like level difficulty, or even more technical stuff like "will these sprites glitch?" etc. It'd be even better if you could select which form of Mario to start, like having a Frog Suit, Raccoon Tail, etc. This would make fine tuning a level, as well as puzzle creation much easier/ faster than having to constantly go through the title and map and having to place power up stuff in a level only to remove it later. Also, it'd be cool if you died, you'd just restart the current room over again with the same form of Mario you started with.

Other than that, I'm loving the new release.

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DahrkDaiz
Posted on 11-12-09 07:10 PM Link | Quote | ID: 119243


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Ok so I'm adding a Tool Tip feature that will give more information for the tiles as you mouse over them. With this, I may no longer need some of the special icon displays. Are there any particular icons you would rather not see displayed anymore?

binarycuberoots
Posted on 11-12-09 07:49 PM Link | Quote | ID: 119249


Goomba
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Just one, and that's the collection of tiles that shows Mario's death animation over the tile, since it's hard to tell what tile is beneath and I assume many get the picture on what the tiles in that category do. Otherwise the other tiles' special icons are actually very helpful in determining more about them.

Meanwhile I'm going to try out this next beta to see what's changed. I'm looking forward to it.

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DahrkDaiz
Posted on 11-12-09 08:07 PM Link | Quote | ID: 119250


Nipper Plant
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wow, I never realized how helpful having tool tips could be over the tiles could be!

KTurbo
Posted on 11-12-09 08:11 PM Link | Quote | ID: 119251


Tektite
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Also, where do I place a Piranha and venus f.t.? On the left side of the pipe or the right side? Above or inside the pipe?

DahrkDaiz
Posted on 11-12-09 08:15 PM Link | Quote | ID: 119252


Nipper Plant
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Inside the pipes.

KTurbo
Posted on 11-12-09 08:19 PM Link | Quote | ID: 119253


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Posted by KTurbo
Also, where do I place a Piranha and venus f.t.? On the left side of the pipe or the right side? Above or inside the pipe?

DahrkDaiz
Posted on 11-12-09 08:21 PM Link | Quote | ID: 119254


Nipper Plant
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OH! wait I get what you're saying. Lemme fix that.

KTurbo
Posted on 11-12-09 08:28 PM (rev. 4 of 11-12-09 08:31 PM) Link | Quote | ID: 119255


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Just found something, it might have been reported before so I am sorry if that is the case.

If I use the graphics editor and later closes it, if I then try to open it again it won't. I have to restart reuben to get it to open again.

Edit: it only seem to open if I haven't open a level in the main window, don't bother what I said before. So:

If I have opened a level in the main window the graphics editor doesn't open.

DahrkDaiz
Posted on 11-12-09 08:37 PM Link | Quote | ID: 119256


Nipper Plant
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Okie dokie. Thanks for the feedback KT, this is the only place I'm really getting any of it.

If you download the project again you should get a fix for the Piranha's and the graphics editor. Remember to go to File->Reload->Sprite Definitions to update your sprites file.

KTurbo
Posted on 11-12-09 09:36 PM (rev. 2 of 11-12-09 09:37 PM) Link | Quote | ID: 119261


Tektite
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Posted by DahrkDaiz
Okie dokie. Thanks for the feedback KT, this is the only place I'm really getting any of it.

If you download the project again you should get a fix for the Piranha's and the graphics editor. Remember to go to File->Reload->Sprite Definitions to update your sprites file.


Ye, well, I'm getting an exception trying to do that. Infact I've gotten alot of exceptions while using reuben, though many of them hasn't return since I've updated the editor. If you want the exception info, tell me; though they descriptions are in Swedish.

EDIT: DOH, stupid me... Perhaps I should have tried to open the project before reloading the def.
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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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