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Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. | New thread | New reply |
KP9000 |
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Boomboom Level: 90 Posts: 1094/1975 EXP: 6954063 Next: 234546 Since: 02-19-07 Last post: 3581 days Last view: 3205 days |
Trelior |
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Level: 99 Posts: 744/2602 EXP: 9756695 Next: 243305 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 1661/2851 EXP: 11922059 Next: 340201 Since: 07-13-07 Last post: 4498 days Last view: 4468 days |
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. ____________________ we're currently experiencing some technical difficulties |
KP9000 |
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Boomboom Level: 90 Posts: 1096/1975 EXP: 6954063 Next: 234546 Since: 02-19-07 Last post: 3581 days Last view: 3205 days |
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copyRIGHThunter |
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Shyguy Level: 22 Posts: 50/83 EXP: 55537 Next: 2813 Since: 07-21-09 Last post: 4637 days Last view: 4637 days |
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 |
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Nipper Plant Sandwich Artist Level: 46 Posts: 281/417 EXP: 674521 Next: 37253 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
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 |
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Nipper Plant Sandwich Artist Level: 46 Posts: 283/417 EXP: 674521 Next: 37253 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
Gettin there! |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 2771/5344 EXP: 30948040 Next: 714941 Since: 02-20-07 From: The Netherlands Last post: 4499 days Last view: 2634 days |
Oh no you din't! ____________________ 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 |
copyRIGHThunter |
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Shyguy Level: 22 Posts: 52/83 EXP: 55537 Next: 2813 Since: 07-21-09 Last post: 4637 days Last view: 4637 days |
Finally! We can edit the map and levels in the same editor!!! ____________________ |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 284/417 EXP: 674521 Next: 37253 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
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 |
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Pokey Level: 57 Posts: 605/693 EXP: 1430618 Next: 55310 Since: 06-27-07 From: cKy Last post: 211 days Last view: 119 days |
World kajillion. ____________________ |
binarycuberoots |
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Goomba Level: 15 Posts: 7/34 EXP: 14491 Next: 1893 Since: 09-10-09 Last post: 5092 days Last view: 5092 days |
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. ____________________ I'm back |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 287/417 EXP: 674521 Next: 37253 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
It's up to the skill hacker to decide how to handle worlds past 8 with the koopa kids |
CKY-9K |
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Pokey Level: 57 Posts: 606/693 EXP: 1430618 Next: 55310 Since: 06-27-07 From: cKy Last post: 211 days Last view: 119 days |
I can imagine people using lame baby bowser or bowser jr, whichever is correct. ____________________ |
Trelior |
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Level: 99 Posts: 806/2602 EXP: 9756695 Next: 243305 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
I would love to see people using multiple Koopa Kids in a single fight. |
GreyMaria |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 1680/2851 EXP: 11922059 Next: 340201 Since: 07-13-07 Last post: 4498 days Last view: 4468 days |
I was thinking more of just another Boom Boom fight after a fortress, really.
But that's just me and my lame ideas. ____________________ we're currently experiencing some technical difficulties |
copyRIGHThunter |
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Shyguy Level: 22 Posts: 53/83 EXP: 55537 Next: 2813 Since: 07-21-09 Last post: 4637 days Last view: 4637 days |
Posted by GreyMario 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? ____________________ |
binarycuberoots |
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Goomba Level: 15 Posts: 8/34 EXP: 14491 Next: 1893 Since: 09-10-09 Last post: 5092 days Last view: 5092 days |
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. ____________________ I'm back |
KP9000 |
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Boomboom Level: 90 Posts: 1118/1975 EXP: 6954063 Next: 234546 Since: 02-19-07 Last post: 3581 days Last view: 3205 days |
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 288/417 EXP: 674521 Next: 37253 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
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 |
Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. | New thread | New reply |
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