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Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. | New thread | New reply |
ShoFIZZLE |
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Shyguy Level: 22 Posts: 6/80 EXP: 51967 Next: 6383 Since: 11-18-09 From: Atlanta, GA Last post: 4304 days Last view: 4304 days |
Posted by binarycuberootsI agree. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 305/417 EXP: 674566 Next: 37208 Since: 02-22-07 Last post: 3488 days Last view: 3409 days |
wow... you guys don't really play around with editors. I've had the custom tile layout feature in for about 3 weeks now:
Project -> Layout Editor This lets you create your own layout of the tiles as seen here To change the layout, you use the combo box above the tile layout. |
binarycuberoots |
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Goomba Level: 15 Posts: 17/34 EXP: 14492 Next: 1892 Since: 09-10-09 Last post: 5093 days Last view: 5093 days |
Sorry about that. I knew there may have been something like that from a previous, I just wasn't sure how to get to it before. I'll check that out now! Anyway best of luck to all those involved in helping to make Reuben a convenient editor for many! ____________________ I'm back |
KTurbo |
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Tektite Level: 18 Posts: 18/54 EXP: 28887 Next: 1010 Since: 10-24-09 Last post: 3586 days Last view: 3560 days |
IIRC you can't select multiple tiles, you should add that. |
Oasiz |
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Newcomer Level: 4 Posts: 2/2 EXP: 223 Next: 56 Since: 02-25-07 From: Helsinki, Finland Last post: 5261 days Last view: 5006 days |
Allo.
Case: Project loading not working properly on current version. I have created a new project + a level. Saved it and when I try to reload it, an error is shown instead. Pressing Continue will just skip the loading it seems. I have managed to load an empty project but as soon as I add a level it will become broken. http://oasiz.lerppu.net/reuben_crash.zip // Project folder zipped + crashlog Says that "Input string was not in a correct format" shown also in the log. I have relocated my old reuben levels from an older version to another place so they should not be interfering. I am also using the current version (11192009). A few builds earlier it still worked just fine. Now for some suggestions that I'd recommend for more ease: - Paint style tile picker. Have a primary / alternative tile on mouse buttons. This way you can make stuff like FG/BG with more ease since you can just alternate between your desired BG and level geometry if you want to re-shape it a bit. Also a 'current tile picker' on middle mouse alternatively so a keyboard isn't needed all the time. Pretty much all mice besides laptops have a middle 'mouse3'. Also picking a tile close to the current selection is really handy. This should speed up some stuff up a lot. - Not sure if it's still normal but the zoom function is a bit broken for me. I get wrongly scaled results when I scroll to new areas. Pixels merged to form bulkier lines than the next one. But I am sure you already knew about this one. - And yes. Multiple tile selection :p Again thanks for working on the editor! Since pictures are always nice: http://oasiz.lerppu.net/pic/222.png (done with the older build so its missing some stuff) |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 312/417 EXP: 674566 Next: 37208 Since: 02-22-07 Last post: 3488 days Last view: 3409 days |
I apologize Oasiz, the build you have is quite old and out dated.
-The tile picker is actually in! if you hold shift and click a tile on the level, it brings that tile into selection. If you double click the "Right Click Mode" it will change it to use both left and right mouse buttons for placing times and each can be set. I can add it for the middle mouse too, but that is currently set for the background tile always and I prefer to keep it this way. -For selection multiple tiles. Doing this on the block selector would require much recoding. You can alternately double click the "Right Click Mode" so that it's in "Selection" mode and use the right mouse button to select multiple tiles on the level area. Then you can use Ctrl + C to copy the selection and Ctrl + V to paste the selection. If you create a new selection and press Ctrl + V, you will paste the copied tiles as a pattern into the selection you just created. This can be used to make long pipes or ground areas quite easily. |
KP9000 |
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Boomboom Level: 90 Posts: 1147/1975 EXP: 6954528 Next: 234081 Since: 02-19-07 Last post: 3582 days Last view: 3206 days |
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 313/417 EXP: 674566 Next: 37208 Since: 02-22-07 Last post: 3488 days Last view: 3409 days |
TSA Editor:
-Noted, I've known about this bug but I've kept putting it off. Will take care of it tonight Level Editor: -The button you refer it will be a scatter draw tool. Still working on it. -The zoom feature I need to play with, it has to do with how GDI+ renders scaled bitmaps. I honestly don't even like it. -The editor is supposed to remembering your last selection mode but it's obviously failing The Layout Editor does need more cues on what to do. You have to create a new layout (click the add button at the bottom). Select a tile on the left and place it on the right for your layout. Right click is supposed to remove a tile from the layout editor on the right. I'll change the term to TSA instead of map16 Showing screen boundaries is easy. Right click your guide panel and choose "snap to Screen Height' or "Snap to Screen Width". That will show the viewable areas. Loading your last project I might be able to do. I will also work in something that associates a rom with your project so you don't have to keep selecting one to save to. Everything else: duely noted and will implement |
JaSp |
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Shyguy Level: 24 Posts: 52/95 EXP: 73300 Next: 4825 Since: 03-02-07 From: Paris, France Last post: 4352 days Last view: 4147 days |
Just a quick note, about the palette editor button : make one available in the level header settings, that will edit the currently selected palette.
Oh, btw, I didn't have much time to test the editor, but I tried to do a castle vertical level, and I had a problem of starting position (mario was starting about 8 tiles upper than he was supposed to); I'll send you the project once I have time to do so! other suggestion: scale-9 tool I'm REALLY looking forward to that tool! |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 315/417 EXP: 674566 Next: 37208 Since: 02-22-07 Last post: 3488 days Last view: 3409 days |
Jasp: that's a problem with the level loading routine. Originally vertical levels could only be started at the very bottom or at the very top, never the middle. I still have to work in a better way of determining where mario should appear on vertical levels. It has to do calculations of scroll position, that's the major problem you're facing.
As for the palette editor, if you go open the palette editor with a level open, it will automatically select that level's palette to be edited. Same with the graphics and tsa editor. Oh btw, scale-9? What's this? |
binarycuberoots |
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Goomba Level: 15 Posts: 18/34 EXP: 14492 Next: 1892 Since: 09-10-09 Last post: 5093 days Last view: 5093 days |
I just thought of something. I remember when the original game had it so that the boom boom locations in the fortresses and lock locations on the map were sort of dependent on each other somehow. I wonder if that's going to be different or if that will remain the same or something.
Anyway hopefully vertical scrolling start positions can be fixed. Do the pointers to/from vertical scrolling levels from other levels have the same problem at this point or is it just the starting position? I think 9-scale means something like a 3*3 tile based rectangle drawing tool where 9 tiles are selected for the tool and the 4 corner spaces are placed in their respective selected rectangle positions and the 4 side tiles fills their respective sides of the rectangle and the middle tile fills the inside of the rectangle. For example, the desert blocks have that pattern I was talking about. Don't quote me on that since I'm not sure, but I think that's a plausible answer nontheless. If it's something entirely different, I'm not sure what that means. ____________________ I'm back |
JaSp |
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Shyguy Level: 24 Posts: 53/95 EXP: 73300 Next: 4825 Since: 03-02-07 From: Paris, France Last post: 4352 days Last view: 4147 days |
yup, that's it; the tool I mentioned a few weeks ago!
I borrowed the name from Adobe Flash actually |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 316/417 EXP: 674566 Next: 37208 Since: 02-22-07 Last post: 3488 days Last view: 3409 days |
Ahhh, well, that tool may not be in 1.0, but 1.0 doesn't mean final version, just the first public, stable release. |
copyRIGHThunter |
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Shyguy Level: 22 Posts: 58/83 EXP: 55541 Next: 2809 Since: 07-21-09 Last post: 4638 days Last view: 4638 days |
I'm not sure if this has been mentioned, and I've been using the most recent public release. Anyways, an error occurs if you try to paste something that extends outside the level boundaries instead of just cutting it off. Also, if this hasn't been suggested yet, I'd suggest the ability to "drag and drop" your selections. ____________________ |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 320/417 EXP: 674566 Next: 37208 Since: 02-22-07 Last post: 3488 days Last view: 3409 days |
Implementing a drag n drop method of moving tiles would require a layer handling method for tiles which, at this point, I need to focus more on getting base functionality shipped out. And the public beta is extremely outdated. Hope to get the release out within a week, definitely before Christmas |
JaSp |
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Shyguy Level: 24 Posts: 54/95 EXP: 73300 Next: 4825 Since: 03-02-07 From: Paris, France Last post: 4352 days Last view: 4147 days |
Bug report:
there seems to be a problem with pipe levels; I created a pipe level, everything looked fine in Reuben, but graphics were messed up in the game. screenshot Something might be wrong with TSA (or whatever you'd like to call it) EDIT Bug report: Ship propeller sprite is not placed accurately in the editor: |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 321/417 EXP: 674566 Next: 37208 Since: 02-22-07 Last post: 3488 days Last view: 3409 days |
Thanks for the report Jasp! I can't look at it right now cuz I'm not at home, but the Pipe set has some assumptions made (such as vertical levels are assumed to be always Pipe, which I fixed). There's probably something odd to do with the graphics in that set. As for the propeller, I'll fix that as well. Luckily, it's in just a definition file and would require 2 value changes. |
zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 673/1016 EXP: 2387615 Next: 74236 Since: 06-10-09 Last post: 4434 days Last view: 2913 days |
The bricks and note blocks from the airship looked weird in the editor. The water did as well. I'm not sure what that means. ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
binarycuberoots |
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Goomba Level: 15 Posts: 19/34 EXP: 14492 Next: 1892 Since: 09-10-09 Last post: 5093 days Last view: 5093 days |
Well the bricks and note blocks and the water have always looked odd on airship based levels. That may be why. I don't know if DahrkDaiz is planning to do something in terms of that with Reuben, but that's something I've dealt with even with workshop. ____________________ I'm back |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 322/417 EXP: 674566 Next: 37208 Since: 02-22-07 Last post: 3488 days Last view: 3409 days |
This is because the graphics used to build ? blocks, water and a lot of common elements are not present in airship levels. Airship levels use a different animation routine and the editor will not "fix" this, as it's not broken. |
Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. | New thread | New reply |
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