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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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KP9000
Posted on 11-15-09 03:13 AM Link | Quote | ID: 119450


Boomboom

Level: 90

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Anyhow, my level is done, so:

This took a while.

____________________

Trelior
Posted on 11-15-09 05:50 AM Link | Quote | ID: 119452


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Holy balls, KP. That is fucking brilliant! That level has to be HUGE in terms of data consumption. My hat is off to you, my friend.

GreyMaria
Posted on 11-15-09 06:01 AM (rev. 2 of 11-15-09 06:01 AM) Link | Quote | ID: 119453

>implying even the Japanese understand the Japanese
Level: 105

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It looks like he stuck a vertical level over a horizontal level, and they were designed to share the same tile layout in one part.

Which is still a reasonable thing to do, and certainly isn't cheating at all.

____________________
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KP9000
Posted on 11-15-09 06:03 AM Link | Quote | ID: 119454


Boomboom

Level: 90

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Since: 02-19-07

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With Reuben levels, this will be the level of quality I will be showing on all of my work.

Vertical Portion: 1773 bytes
Horizontal Portion: 3370 bytes

____________________

copyRIGHThunter
Posted on 11-16-09 04:01 AM Link | Quote | ID: 119482


Shyguy
Level: 22

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Since: 07-21-09

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I'm liking the level KP. Here's a behemoth I've been working on....

"Start Room" and the "Roof" of the level

A little more substance than most levels that lead to an underground portion. It is also used for the "roof" of the level - which has a lot of coins...


The "Main Part" of the level"

Will edit this later so enemies don't glitch. Taking the "high road" takes you to a "puzzle room"

The "Roof Access Puzzle" Room

The ceiling Buzzy Beetle can trap you when you go for the P-Switch. Also, you need to stun him and use him to access the"Roof" of the level. If you don't, you go back to the main level and get a 1-UP.

The "Bonus / Transfer to Goal" Room

If you don't get to the roof, then you cannon access the giant "?" Block. This gives a hint that you missed something.

The "Goal Room"

Another part of the level that gives a hint that you may have missed something. I also wanted to have a "different" Goal Room.


I'll probably like to make this a "White Mushroom House" level, with a VERY high coin limit. I'd like to make the reward a Warp Whistle. The only way to get enough coins would be to get on the roof, get all the Silver Coins up there, and also get the Hammer Bros. Suit.



It's a rough draft. This is something planned for SMA4, where you'd get all five A-Coins if you followed the path to the Hammer Bros. Suit. This seems like a good adaptation for the NES version. I'll usually shoot for levels that are usually...
-Multi-Room
-Non-Linear!!!!!!
-Modestly difficult for a casual playthrough
-Difficult for a full playthrough
-No "Cheap" secrets / gives a decent hint if a secret exists

This would replace that "shortcut" level I had in that 1-world hack I made w/ hukka's SMB3WS. It'll go where Mario is on the map.



I LOVE using the tiles instead of objects!!!! There's no way I'd be able to do this w/o Ruben. Thank you so much for this DharkDaiz!!!



---------------------------------------------------------------------
2 quick questions/suggestions....

1.) Is it possible to have the White Mushroom Coin limit above 99 coins????
2.) Suggestion for a feature, may be extraneous: Make Reuben spit out a .bmp or .png of the room you're working on to share like I KP and I have.

____________________



DahrkDaiz
Posted on 11-16-09 04:13 AM (rev. 3 of 11-17-09 03:49 PM) Link | Quote | ID: 119483


Nipper Plant
Sandwich Artist
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See File->Export->Level to PNG

K guys, I've worked on Reuben for an entire month and I'm a bit burned out, so I'm slowing dev time for a few days to enjoy the New Super Mario Bros. Wii and hopefully come back to Reuben fresh and ready to full steam it for a Thanksgiving release.

Reuben is now open source:

http://code.google.com/p/reuben-smb3

DahrkDaiz
Posted on 11-18-09 04:38 AM Link | Quote | ID: 119664


Nipper Plant
Sandwich Artist
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Gettin there!

Kawa
Posted on 11-18-09 02:57 PM Link | Quote | ID: 119700


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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Oh no you din't!

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Kawa rocks — byuu

copyRIGHThunter
Posted on 11-18-09 08:04 PM Link | Quote | ID: 119712


Shyguy
Level: 22

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Finally! We can edit the map and levels in the same editor!!!

____________________



DahrkDaiz
Posted on 11-18-09 08:07 PM (rev. 2 of 11-18-09 08:17 PM) Link | Quote | ID: 119713


Nipper Plant
Sandwich Artist
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Ok, here's a quick run down of what a Reuben rom's expanded data will look like:

0x3C010-0x3E00F - Palettes
0x3E010-0x3FC0F - TSA data
0x3FC10-0x4000F - Level index table
0x40010-0x4400F - Map/Sprite data
0x44010-0xFD00F - Level/Sprite data
0xFD010-0xFE00F - Project use

everything before 0x3C00F and after 0xFE010 is the original game code

the very maximum size the level can be is 7389 bytes (includes 4 pointers, 256 sprites and a worse case compression scenario) which means at the VERY LEAST you can have 102 levels/areas. Your mileage obviously will vary.

The most levels you can have is 256 and this is a limitation of the pointer system I've put into place.

Now before I get a bunch of slack for even having limits, most people that use Reuben probably won't complete a full hack. You have a lot more freedom now than you ever did with other editors, but there are still cut and dry limitations of rom size and what not. With a bit of smart design, you can easily get a full hack with 100 + levels.


now....


With this said I do have good news. BECAUSE of the limits imposed, you will be able to create more than 8 worlds.........

Edit: had to fix a few things, a few miscalculations

CKY-9K
Posted on 11-18-09 11:26 PM Link | Quote | ID: 119735


Pokey
Level: 57

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Since: 06-27-07
From: cKy

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World kajillion.

____________________








binarycuberoots
Posted on 11-18-09 11:28 PM Link | Quote | ID: 119736


Goomba
Level: 15

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That sounds like some great news! I'm even more excited about it than ever before.

I did some calculations based on that information and I found out that 256 levels of approximately 3KB would fill up the level data. I was toying with the 11-11-2009 release and I made a handful of levels. It turns out that all my designs take up less than 3KB (most of them even under 2KB in fact) and I put in some well detailed backgrounds and designs in some of them mind you, so it is possible to have a fair amount of detail in a good chunk of levels. Of course many of mine are of length of about 10 and that might have something to do with that amount too.

I also like the concept of possibly creating more than 8 worlds too. I just thought of something though. Who/what are the world 8+ bosses/kings/other things that differ from world to world? Just something to think about if compatibility to more than 8 worlds would be allowed. Also assuming one would go with just 8 worlds, they can have about a whopping 32 levels per world on average. Of course this may include bonus areas, but that's still quite a bit.

I am also looking forward to the idea of the built in map editor too. My mouth is watering just thinking about the release.

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DahrkDaiz
Posted on 11-19-09 01:21 AM Link | Quote | ID: 119750


Nipper Plant
Sandwich Artist
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It's up to the skill hacker to decide how to handle worlds past 8 with the koopa kids

CKY-9K
Posted on 11-19-09 02:41 AM Link | Quote | ID: 119755


Pokey
Level: 57

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I can imagine people using lame baby bowser or bowser jr, whichever is correct.

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Trelior
Posted on 11-19-09 02:42 AM Link | Quote | ID: 119756


Level: 99

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I would love to see people using multiple Koopa Kids in a single fight.

GreyMaria
Posted on 11-19-09 03:07 AM Link | Quote | ID: 119761

>implying even the Japanese understand the Japanese
Level: 105

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I was thinking more of just another Boom Boom fight after a fortress, really.

But that's just me and my lame ideas.

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copyRIGHThunter
Posted on 11-19-09 03:18 AM Link | Quote | ID: 119762


Shyguy
Level: 22

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Posted by GreyMario
I was thinking more of just another Boom Boom fight after a fortress, really.

But that's just me and my lame ideas.


Eh. That's what I'd do.... or repeat a Koopa Kid with a more difficult layout. You know, the stuff that Super Mario Bros. 2 did with Mouser and TriClyde....


I wondered..... Maybe it's possible to fashion a boss from a room full of enemies. Like in the Kirby games or Yoshi's Island (where killing all the enemies on screen yielded a flower or red coins) If someone did this, I guess it'd be built around a Hammer Bros battle, with a treasure chest appearing after everything's killed....

How does that treasure chest work anyways?



Also, with the possibility of going over 8 worlds, maybe some worlds could be skipped somehow? Like placing a "Warp to World 6" warp pipe that would have appeared in the Warp Zone/ World 9, and placing it in one of the normal worlds?



Any thoughts about these two things guys?

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binarycuberoots
Posted on 11-19-09 04:24 AM Link | Quote | ID: 119771


Goomba
Level: 15

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Since: 09-10-09

Last post: 5092 days
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If it's possible to get to the next world right after boom boom, I'm for that idea of having boom boom as a boss.

I know from experience that the Koopa Kid sprite is fixed for worlds 1 through 7 so the only way that's possible is through ASM or something I assume. That's probably why DahrkDaiz left worlds 9+ up to more skilled ASM hackers. I'm more of a level person than an ASM person myself, so I wouldn't know much about that.

Not sure about treasure chests in Reuben. If it's not working correctly, it'll probably be fixed by DahrkDaiz in the future.

I'm not sure how the warp zone pointers work.

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KP9000
Posted on 11-19-09 05:09 AM Link | Quote | ID: 119775


Boomboom

Level: 90

Posts: 1118/1975
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Since: 02-19-07

Last post: 3581 days
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There's a bit of code that checks what world you're on and determines the next world from there, so if you just change that bit of code to something where you can specify what world comes after the next, all you have to do is specify world 9 as the next world and then design world 9 in such a way that would appear like you're going to like world 10 or something when in fact the world you're going to is just an edited world 2 or something to that effect.

Whew, run-on sentence FTW.

That would allow the Koopa Kids to remain intact and able to be used. the only real issue is getting the number underneath the pipe in world 9 to show what you wanted, which isn't much of a problem either.

____________________

DahrkDaiz
Posted on 11-19-09 05:56 AM Link | Quote | ID: 119778


Nipper Plant
Sandwich Artist
Level: 46

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Since: 02-22-07

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k guys, I got the reuben base rom's map data loading routine written in, I did a bit a of testing and the following worked:

any palette
any music
start anywhere on the map (and I mean anywhere )

As of right now you will be able to have at the very max, 16 worlds, but I doubt you'll want to try to do 16 worlds with only 100 some odd levels available to make
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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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