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Please chime in on a proposed restructuring of the ROM hacking sections.
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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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Mineyl
Posted on 11-19-09 06:09 AM Link | Quote | ID: 119780


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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

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DahrkDaiz
Posted on 11-19-09 06:14 AM (rev. 2 of 11-19-09 06:14 AM) Link | Quote | ID: 119781


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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
Posted on 11-19-09 05:34 PM Link | Quote | ID: 119796


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Posted by DahrkDaiz
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.....


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!

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DahrkDaiz
Posted on 11-19-09 06:25 PM Link | Quote | ID: 119797


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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
Posted on 11-19-09 07:07 PM Link | Quote | ID: 119799


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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.

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DahrkDaiz
Posted on 11-19-09 07:43 PM Link | Quote | ID: 119801


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you can add as many pointers as you want to a map, well, up to 256 pointers

copyRIGHThunter
Posted on 11-19-09 11:24 PM (rev. 2 of 11-19-09 11:26 PM) Link | Quote | ID: 119815


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Posted by DahrkDaiz
you can add as many pointers as you want to a map, well, up to 256 pointers


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?

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binarycuberoots
Posted on 11-20-09 01:03 AM Link | Quote | ID: 119818


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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.

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DahrkDaiz
Posted on 11-20-09 04:00 AM Link | Quote | ID: 119848


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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
Posted on 11-20-09 04:08 AM Link | Quote | ID: 119851


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The Map Editor is a bit obscure as far as how to get to it... Might I suggest perhaps make it a little bit more evident that there is a map editor and how to get to it?

Also, the TSA editor for the map tiles... it crashes when you click the special icon tick boxes. you probably already know why that happens but I've supplied the tile definitions for you already, here.

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binarycuberoots
Posted on 11-22-09 10:08 PM Link | Quote | ID: 120079


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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.

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boingboingsplat
Posted on 11-23-09 01:38 AM Link | Quote | ID: 120101


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I would imagine compile ROM actual sticks all your data in the ROM so you can play it; however, I don't have the editor but my guess would be that it's not functional in the public releases as of now.

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KP9000
Posted on 11-23-09 02:27 AM Link | Quote | ID: 120115


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Yes, "Compile ROM" basically means to take your project and implement it into your ROM. All of the level data, graphics, and other odd ends. Since the editor is project based, you aren't saving to the ROM. All of the "Save" buttons save to your project only, so the last possible button you could click to finally save your ROM would be "Compile ROM".

This function exists in the editor already and works fine, but isn't active yet because the patch that sets up the ROM for Reuben isn't ready. When that's ready, Reuben will apply the patch then compile the ROM.

Most of this stuff I'm just echoing from what DD has said in IRC...

Boing, that's weird. First I hit post 1111, then you do not shortly afterward.

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binarycuberoots
Posted on 11-23-09 04:02 AM Link | Quote | ID: 120127


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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.

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Ailure
Posted on 11-23-09 11:07 AM Link | Quote | ID: 120139

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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.

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DahrkDaiz
Posted on 11-23-09 03:00 PM Link | Quote | ID: 120142


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Posted by binarycuberoots
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.


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
Posted on 11-23-09 04:22 PM Link | Quote | ID: 120143


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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
Posted on 11-24-09 04:48 AM Link | Quote | ID: 120257


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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
Posted on 11-26-09 04:51 AM Link | Quote | ID: 120542


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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
Posted on 11-26-09 10:15 AM Link | Quote | ID: 120554


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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.
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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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