Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,495,113
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-28-24 04:34 AM
Guest: Register | Login

0 users currently in ROM Hacking | 4 guests | 1 bot

Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. New thread | New reply

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

DahrkDaiz
Posted on 11-26-09 02:06 PM Link | Quote | ID: 120561


Nipper Plant
Sandwich Artist
Level: 46

Posts: 297/417
EXP: 674545
Next: 37229

Since: 02-22-07

Last post: 3488 days
Last view: 3408 days
You will definitely have to patch the rom before testing it since it uses a brand new level format. Doing so will be painless and quick, however

ShoFIZZLE
Posted on 11-26-09 04:39 PM Link | Quote | ID: 120567


Shyguy
Level: 22

Posts: 3/80
EXP: 51965
Next: 6385

Since: 11-18-09
From: Atlanta, GA

Last post: 4304 days
Last view: 4304 days
Sweet. Im using SMB3 Workshop right now....as confusing and frustrating as it is. Can't wait to get my hands on this one...looks very promising.

boingboingsplat
Posted on 11-26-09 05:30 PM Link | Quote | ID: 120571


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

Posts: 1127/1292
EXP: 3634233
Next: 19311

Since: 07-23-07
From: Michicola

Last post: 4844 days
Last view: 4806 days
I wouldn't get too far on your project in SMB3 Workshop... since you won't be able to edit those levels anymore with Rueben!

____________________
 

CKY-9K
Posted on 11-26-09 07:09 PM Link | Quote | ID: 120573


Pokey
Level: 57

Posts: 607/693
EXP: 1430671
Next: 55257

Since: 06-27-07
From: cKy

Last post: 212 days
Last view: 120 days
Delays are fine and understandable man but keep up the good work. Don't let it consume your time you need though.

____________________








DahrkDaiz
Posted on 11-27-09 05:30 AM Link | Quote | ID: 120598


Nipper Plant
Sandwich Artist
Level: 46

Posts: 299/417
EXP: 674545
Next: 37229

Since: 02-22-07

Last post: 3488 days
Last view: 3408 days
Woot, quick progress update:

You can enter levels from the map, pointers are partially working. levels load, but the exit action/position aren't coded in yet. Had a fun time with implementing the new pointer system. I will go ahead and say, I had to use a lot of the free data in he hardwired banks but I think it'll be worth it.

Hopefully by this Saturday I'll be ready to do some testing.

Xenesis
Posted on 11-27-09 05:31 AM Link | Quote | ID: 120599


Level: 46

Posts: 274/416
EXP: 672208
Next: 39566

Since: 02-20-07

Last post: 4386 days
Last view: 3094 days
Nice work, but you should probably also sleep sometime.

zbyte
Posted on 11-27-09 04:47 PM (rev. 2 of 11-27-09 05:00 PM) Link | Quote | ID: 120663


Boomerang Brother
Z is Superior!
Level: 66

Posts: 560/1016
EXP: 2387530
Next: 74321

Since: 06-10-09

Last post: 4433 days
Last view: 2912 days
Posted by zbyte
PhotobucketPhotobucket
PhotobucketPhotobucketPhotobucket


That is what happened when I put the World 4 Ship Boss Room in World 8, then Mario went to World 9 and got a crash item.

Using more than 8 worlds not only would be extensive, but you could make your levels "pointer heavy" (Quick Curly & Friends are known well for this) instead of having more than 8 worlds, or even being all-satisfied with less than 8.

Your map editor looks like the current Map Editor. Good job!

As for map starting positions, Beneficii had the code that broke the limitations of starting on the left side. Will there be a "Set Background" like there was in levels?

Now, I'm sure some of this could get done after the release of the editor that works with the ROM:

Which areas use the spotlight in the dark
Which areas have no animation

Keep up the good work!

e: I just made a Toad House and it crashed. I'm sure this would be fixed.

____________________
No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though.








DahrkDaiz
Posted on 11-27-09 05:23 PM (rev. 4 of 11-28-09 02:34 PM) Link | Quote | ID: 120664


Nipper Plant
Sandwich Artist
Level: 46

Posts: 301/417
EXP: 674545
Next: 37229

Since: 02-22-07

Last post: 3488 days
Last view: 3408 days
My map editor lets you place up to 9 sprites on a map and lets you start anywhere on a map screen, along with making a map as large as you want and having up to 16 maps.

As for any bugs you report right now, they will probably get ignored as I've made several fixes that may have included fixing bugs you just reported.

------------------------

Ok, I'm going to make an exhaustive list of things that need to be implemented so that I have a check list and a plan of action. A 1.0 next to an item means it must be finished before 1.0 release.

-Being able to set a level to use the White Mushroom House sprite (enables white mushroom house level to appear after grabbing so many coins) 1.0
-Setting what item is obtained in each sprite induced level (i.e. hammer bros. sprites) 1.0
-Be able to to go to mushroom houses and roulette games from the map 1.0
-Be able to set what items are in a mushroom house 1.0
-Edit title screen
-Edit credits screen
-Edit various text
-Enable a debug build to allow players to quickly test levels
-Disable 2 player mode
-P-Switch time editing
-Starman time editing
-Invulnerability time editing
-Various enemy attributes editing
-Autoscroll mapping and (possibly) autoscroll editing (NOT definite)
-N-Spade card set editing
-N-Spade score required before appear editing
-Various power up attributes editing
-various asm patches (starman time lengthening, custom animation banks editing, etc)

Edit:
-Be able to edit lock and bridge placements on an overworld map
-Edit jump height
-Edit run speed

Note: do not go hog wild at this point making feature requests. If you make a request, please make it reasonable and if I turn it down, do not take it personally.

Kawa
Posted on 11-27-09 07:11 PM Link | Quote | ID: 120674


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 138

Posts: 2838/5344
EXP: 30949148
Next: 713833

Since: 02-20-07
From: The Netherlands

Last post: 4500 days
Last view: 2635 days
Eh, I think that's a fairly exhaustive list you got there. I was about to suggest editing the Koopa Kids HP and such but then I noticed "enemy attributes", so I'd dare say you covered all reasonable things there.

____________________
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

KTurbo
Posted on 11-27-09 07:51 PM Link | Quote | ID: 120692


Tektite
Level: 18

Posts: 16/54
EXP: 28886
Next: 1011

Since: 10-24-09

Last post: 3586 days
Last view: 3560 days
Be able to set time for invulnerability after getting hit could possibly be something to add or is that too much work for the gain?

DahrkDaiz
Posted on 11-27-09 07:52 PM Link | Quote | ID: 120693


Nipper Plant
Sandwich Artist
Level: 46

Posts: 302/417
EXP: 674545
Next: 37229

Since: 02-22-07

Last post: 3488 days
Last view: 3408 days
It's in the list as "Invulnerability time""

copyRIGHThunter
Posted on 11-27-09 07:54 PM Link | Quote | ID: 120694


Shyguy
Level: 22

Posts: 56/83
EXP: 55539
Next: 2811

Since: 07-21-09

Last post: 4637 days
Last view: 4637 days
Oooooooo! goodie-goodie!! DD, you have no idea how wide my smile is right now. Thanks for all you have done so far man. I'm so glad some of the stuff I (and probably a lot of others) asked for like quickly testing levels is in the works at some time. I didn't even think about editing P-switch and Starman time, but that'd be AWESOME whenever it comes in.

I was going to suggest disabling the N-Spade altogether, but I suppose you could just set the score limit to 9999999 points. The only other thing I could think of is making the Fire Flower and Super Leaf make small Mario fully powered up, like how the suits do. It'd be handy for really hectic levels like the tanks or Lakitu levels, but it's not critical.

Thanks again for all of this man. You're amazing at this stuff!

____________________



binarycuberoots
Posted on 11-27-09 08:13 PM Link | Quote | ID: 120695


Goomba
Level: 15

Posts: 13/34
EXP: 14491
Next: 1893

Since: 09-10-09

Last post: 5093 days
Last view: 5093 days
That looks like an impressive to do list for the Reuben editor. I really like the direction it's heading.

I don't know if one would be able to use locked doors for their overworld maps. Is that something of consideration? Just wondering since that's already somewhat common in SMB3 hacks. If that was taken care of already, I understand why it's not on the list. Meanwhile best of luck to DahrkDaiz for creating Reuben for us.

____________________
I'm back

ShoFIZZLE
Posted on 11-28-09 08:44 AM (rev. 2 of 11-28-09 08:47 AM) Link | Quote | ID: 120793


Shyguy
Level: 22

Posts: 5/80
EXP: 51965
Next: 6385

Since: 11-18-09
From: Atlanta, GA

Last post: 4304 days
Last view: 4304 days
Posted by boingboingsplat
I wouldn't get too far on your project in SMB3 Workshop... since you won't be able to edit those levels anymore with Rueben!


Oh no....but I really want to get into the whole hacking thing.....I was finally starting to understand some of the mechanics in SMB3 Workshop....but by the time this is (fully)released, I want to have at least one full hack under my belt.

KTurbo
Posted on 11-28-09 09:27 AM Link | Quote | ID: 120794


Tektite
Level: 18

Posts: 17/54
EXP: 28886
Next: 1011

Since: 10-24-09

Last post: 3586 days
Last view: 3560 days
Posted by DahrkDaiz
It's in the list as "Invulnerability time""


I thought that was refering to starman time, but now I see that starman time is also listed.

How about edit Mario's abilities, such a jump, speed etc.? Too much?

binarycuberoots
Posted on 11-29-09 04:08 AM Link | Quote | ID: 120882


Goomba
Level: 15

Posts: 14/34
EXP: 14491
Next: 1893

Since: 09-10-09

Last post: 5093 days
Last view: 5093 days
Posted by ShoFIZZLE
Posted by boingboingsplat
I wouldn't get too far on your project in SMB3 Workshop... since you won't be able to edit those levels anymore with Rueben!


Oh no....but I really want to get into the whole hacking thing.....I was finally starting to understand some of the mechanics in SMB3 Workshop....but by the time this is (fully)released, I want to have at least one full hack under my belt.


I know what you mean. The idea is that the info is changed by SMB3 workshop or some other editing means and therefore Reuben likely won't recognize the changes since the original isn't there. Personally I don't find any shame in creating at least a full SMB3 hack with workshop and then at least another/more SMB3 hack(s) with editors like Reuben.

Anyway I was wondering about the vertical scroll option. I'm not sure if this has been touched on, but when a non pipe related vertical scrolling level (a la SMB3 workshop) is created, some bizarre characteristics with normal objects are observed, like arrow platforms popping out of desert tiles, roto disc orbs that mysteriously behave like a pipe or something was entered, even falling through solid stuff on hilly levels. I wonder if that'll be taken into consideration since vertical scrolling is an option for non pipe related levels.

____________________
I'm back

DahrkDaiz
Posted on 11-29-09 06:44 AM (rev. 2 of 11-29-09 06:48 AM) Link | Quote | ID: 120919


Nipper Plant
Sandwich Artist
Level: 46

Posts: 304/417
EXP: 674545
Next: 37229

Since: 02-22-07

Last post: 3488 days
Last view: 3408 days
Actually, the game assumes you're doing a pipe level when you set the vertical option (kind of silly, isn't it?) but that's been fixed. The enemies even load correctly!

At any rate, I finally got level pointers to work. Haven't tested doors yet, but all the pipes work. All this is a crazy task, you don't realize everything involved in making sure the normal SMB3 stuff still works with the new formats.

Things definitely left to do rom wise:
-setting up lock/bridge locations
-fixing starting points for vertical levels
-getting spade card game support back in
-enable exiting levels to different parts of the map
-lots of testing

this is really exciting!

binarycuberoots
Posted on 11-29-09 09:22 AM Link | Quote | ID: 120938


Goomba
Level: 15

Posts: 15/34
EXP: 14491
Next: 1893

Since: 09-10-09

Last post: 5093 days
Last view: 5093 days
I kind of thought that's what happened with vertical levels, but I thank the author for thinking about that angle beforehand.

I don't realize precisely how complex it could be to make sure the normal physics and mechanics work with the new format, but I can just imagine lots of effort at the least. The vertical thing is a perfect example of that scenario, as well as the ability to have levels exit at different locations now (the tower and the pipe system were the only things that used something like it before), but I feel this new level connection system will be more flexible, and therefore the increased chance of needing more testing.

____________________
I'm back

zbyte
Posted on 11-29-09 10:58 PM (rev. 2 of 11-29-09 10:59 PM) Link | Quote | ID: 120991


Boomerang Brother
Z is Superior!
Level: 66

Posts: 614/1016
EXP: 2387530
Next: 74321

Since: 06-10-09

Last post: 4433 days
Last view: 2912 days
Yeah. But if you add sprite "Changes location on map", then the same thing will work as well. I had that for one of my levels in the clouds.

Will there be a tool that would horizontally fill a row that the person clicks on, like having a waterfall area? And maybe you can allow the person to rearrange the tiles in the selector, then it saves it for that object set. I've seen that bricks are messed up in Airship levels. In Tank levels, some objects look like Map objects, and vice versa.

I made a Mushroom House level, and it crashed, as well a cloudy one. A minor spelling mistake: "Sivler Coin"

____________________
No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though.








binarycuberoots
Posted on 11-30-09 02:04 AM Link | Quote | ID: 121004


Goomba
Level: 15

Posts: 16/34
EXP: 14491
Next: 1893

Since: 09-10-09

Last post: 5093 days
Last view: 5093 days
That sounds like a neat concept for a future release. I think it'll be neat to have as long as the arranged tiles are in a window by itself, since it would be confusing if the original tile window was altered, especially in an irreversible way. Meanwhile I will be glad just to have version 1.0 to work with once it's released, even if extra GUI features aren't implemented yet.

____________________
I'm back
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24


Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.035 seconds. (341KB of memory used)
MySQL - queries: 124, rows: 164/166, time: 0.024 seconds.