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Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. | New thread | New reply |
Mineyl |
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Ninji Level: 35 Posts: 97/243 EXP: 276918 Next: 3018 Since: 09-10-09 From: World 5 Last post: 4280 days Last view: 465 days |
Well, I think I'm sold on your editor, DD. A big kudos to you, 'cause I've spent so long on my project already... Converting this non-conformist is no easy task.
I do have some questions, though: - If I'm remembering right, you said the size of worlds will be customizable. Will the number of pointers available per map also be customizable, and what exactly are the upper limits on available map pointers (assuming they can be increased) and world size? - In my hack, I had to circumvent the hard coding of the airship pointers by doing away with the "the king has been transformed!" scene. Will there be support for editing the pointers associated with the wandering airship sprite on world maps? - Since the level format is completely different, I'm curious as to whether the giant set will function as it did before or not. I've yet to assemble a stage with it, but I recall someone mentioning that giant objects had to be placed at certain X/Y coordinates to function correctly. Will this little nuance be present in your new format? I suppose that's all I can think of at the moment... Keep up the good work, Dahrk. :3 ____________________ Back from the beyond. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 289/417 EXP: 674557 Next: 37217 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
Yes, world size is completely customizable, however, do bare in mind that the more sprites and pointers to put to a world, the larger it will be and thus, the less number of worlds you can make, I decided to go ahead and pool the world data with the level data, so you're not constrained by two rom banks.
I'm not entirely sure how the airships work yet, so I will look how it decides what level it will point to. The King has been transformed scene will only be included as a "standard levels" pack that I will release later on. So you can do away with it, of you so desire. I'm going to put in a "safe mode" for drawing the giant world set so when you place a ? block, it will allow/prevent it based on the x/y coordinate. This isn't a problem with the level formats, it is just how the game renders the giant ? tiles after they have been hit. ------------------ Btw guys, Reuben is over 20,000 lines of code now |
copyRIGHThunter |
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Shyguy Level: 22 Posts: 54/83 EXP: 55541 Next: 2809 Since: 07-21-09 Last post: 4638 days Last view: 4638 days |
Posted by DahrkDaiz Do you know about the limits on sprites? Like putting 20 Wandering Hammer Bros on a map? Or a ton of tanks or something? I'm just thinking of alternatives after you'd get to the Level 10 pannel, have 4 Fortresses, and basically used up all of the stuff placable that'll act like a Level Panel - like the W2 Pyramids, W5 Sky Stars, and the W6 Glaciers.... BTW, I'm impressed about how big this thing's gotten! ____________________ |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 290/417 EXP: 674557 Next: 37217 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
I'm not entirely sure what the game limits on sprites are but I can tell you now, you won't be able to go buck wild. No amount of level creation freedom will mean good level design. I know for a fact that with the release of Reuben, we're going to see a ton of dumb, horrible hacks. But those who do make good hacks, they're going to be amazing |
binarycuberoots |
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Goomba Level: 15 Posts: 9/34 EXP: 14492 Next: 1892 Since: 09-10-09 Last post: 5093 days Last view: 5093 days |
I kind of thought that would be the case. I can imagine the amount of desire of many people that get this to test the limits.
Hopefully pooling the overworld map data in with the level data didn't affect much regarding overworld pointer limits although I assume that will remain like the original. I know from experience that the average number of pointers per map in the original is around 20 or so (levels plus hammer bro spaces and the like) so I am concerned there, otherwise I feel excited about the whole thing. ____________________ I'm back |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 291/417 EXP: 674557 Next: 37217 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
you can add as many pointers as you want to a map, well, up to 256 pointers |
copyRIGHThunter |
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Shyguy Level: 22 Posts: 55/83 EXP: 55541 Next: 2809 Since: 07-21-09 Last post: 4638 days Last view: 4638 days |
Posted by DahrkDaiz That's great to know. When the "changes position on map" is used with the "entering pipe clears level," does the level panel flip or fortress explode, etc? I thought it did not, but I'm not certain...... Oh, other GUI thing, do the Sprite selection tabs support horizontal mouse wheel scrolling? ____________________ |
binarycuberoots |
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Goomba Level: 15 Posts: 10/34 EXP: 14492 Next: 1892 Since: 09-10-09 Last post: 5093 days Last view: 5093 days |
I just got the newest beta version of Reuben and I admit that I like the extra flexibility that's added to this release.
I am a little surprised that the application crashes often when I try to update the level size. I'm not even sure what the threshold for that is, but there's something about "index was outside the bounds of the array" or something to that amount. This time I tried to update, I was over about 189 level bytes or so. This was on a brand new project mind you. I like how the guide colors can be changed on the editor, not to mention the special icon transparency options. I also enjoy the map feature. It took me a little while to find, but it has some good features already. The application crashed when I tried to click the green S on the map editor, otherwise I think it'll be neat. ____________________ I'm back |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 292/417 EXP: 674557 Next: 37217 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
Hey guys any crashes you receive or any problems you receive, report them, I mean ALL of them. I need to know what to fix |
KP9000 |
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Boomboom Level: 90 Posts: 1120/1975 EXP: 6954437 Next: 234172 Since: 02-19-07 Last post: 3582 days Last view: 3206 days |
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binarycuberoots |
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Goomba Level: 15 Posts: 11/34 EXP: 14492 Next: 1892 Since: 09-10-09 Last post: 5093 days Last view: 5093 days |
I wonder if DahrkDaiz took note of the issues with the last Reuben beta release he received by people these past couple days. I assume he's trying to fix them over the time he's off.
I noticed some very weird crash patterns I talked about earlier when I update level size. I don't know why it crashes based on a random level design. I had a simple design and it crashed when I updated level size, yet I had another design with over the top complexity and it seemed to update level size just fine. I don't know if others experienced this, but it happened when I made my first test level. I also noticed that whether tiles, sprites, or pointers are selected, the toolbar displays stuff sprite related instead of tile coordinates and other stuff. Does anyone know what compile rom does? If it does nothing at now, I understand, but I was wondering what it does. I also noticed that certain tool tips don't seem to display the right characteristics. ____________________ I'm back |
boingboingsplat |
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Giant Koopa [PREFSTRING:wonderful bounciness] Level: 74 Posts: 1111/1292 EXP: 3634300 Next: 19244 Since: 07-23-07 From: Michicola Last post: 4844 days Last view: 4806 days |
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KP9000 |
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Boomboom Level: 90 Posts: 1124/1975 EXP: 6954437 Next: 234172 Since: 02-19-07 Last post: 3582 days Last view: 3206 days |
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binarycuberoots |
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Goomba Level: 15 Posts: 12/34 EXP: 14492 Next: 1892 Since: 09-10-09 Last post: 5093 days Last view: 5093 days |
I kind of guessed that I'm not saving project based stuff to roms from previous statements and the project like layout of the editor. The only thing is if we need a special type of rom beforehand to compile or if any rom will do. I assume it does that by creating an ips patch for us to use or something to that effect. ____________________ I'm back |
Ailure |
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Hats Steam Board2 group Level: 121 Posts: 3444/3965 EXP: 19782202 Next: 274494 Since: 02-19-07 From: Sweden, Skåne Last post: 3303 days Last view: 2054 days |
If the next release is going to be 1.0, I would actually suggest a quick release candidate shortly before that. It can be a quick test done public or either amongst a few chosen on IRC or whatever. Just for the sake of formality, and to make sure the 1.0 release (which would be a major milestone) is somewhat stable. ____________________ AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 293/417 EXP: 674557 Next: 37217 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
Posted by binarycuberoots Actually it just saves the data directly to a rom itself. You obviously have to use an SMB3 rom. I will try to make the editor patch a rom that you haven't saved to before. Also, anytime the project is saved to a rom, it "signs" that rom so that you don't accidentally save a project to the wrong rom. Once a project is saved to a rom, it's attached to it from there on out. You can save it again to a new, clean rom, but not to a rom that has had a different project compiled to it before. As for crashes/bugs I know about and am working on/have fixed: -Tiles: fixing/updating the special icons, properties and/or tool tip text associated with each tile -Level Compression: I'm still working out a few kinks in the level compressor, fixing crashes, making sure it properly compresses -setting limits imposed by the game engine for sprite data Currently working on: -getting map data saved to the rom and loaded by the game (the header seems to work fine still left: -getting pointers to work on the map -making sure levels load properly -getting pointers to work in a level now, there are still a lot of things that there will be left to do. I may not call this 1.0 after all. The only reason I was going to call this release 1.0 was because it would be the first release that would allow you to save data to the rom and test it out. That will still be the case, but it may not be called 1.0 as it may not be a stable release. other than that, I don't know of any other bugs to fix |
messiaen |
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Cheep-cheep Level: 32 Posts: 154/193 EXP: 204485 Next: 1957 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4445 days Last view: 4773 days |
Tried a bit the interface and found one small bug report concerning the "Diagonal Line" function. When using it, one can get a "outside of array bounds" error if the line exceeds maximum Y position of the level.
It doesn't happen at the bottom or right and left boundaries. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 294/417 EXP: 674557 Next: 37217 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
thanks messiaen!
Ok guys, I finally got map data to load in the rom: Gonna get the palette fixed and the start position fixed, along with sprites to load along with pointers to work. Most of the stuff left to do is with the rom |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 296/417 EXP: 674557 Next: 37217 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
Ok, I'm still working on getting the rom up to speed. As of right now, maps are nearly fully functional. As of right now, you can create a full map with sprites, palette, at any length. I still have to get pointers to work. |
ShoFIZZLE |
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Shyguy Level: 22 Posts: 2/80 EXP: 51966 Next: 6384 Since: 11-18-09 From: Atlanta, GA Last post: 4304 days Last view: 4304 days |
I have a question. With the new editor, will I be able to 'test' the level before I actually publish it? Or will I still have to go through with patching the rom first?
Im very new to rom hacking, but I am very interested in making a custom rom to share with the world. |
Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. | New thread | New reply |
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