Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,496,491
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-28-24 01:54 PM
Guest: Register | Login

0 users currently in ROM Hacking | 1 guest

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

ShoFIZZLE
Posted on 11-30-09 05:51 AM Link | Quote | ID: 121021


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 binarycuberoots
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 agree.

DahrkDaiz
Posted on 11-30-09 05:57 AM Link | Quote | ID: 121022


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
Posted on 11-30-09 06:05 AM Link | Quote | ID: 121023


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
Posted on 11-30-09 10:15 AM Link | Quote | ID: 121026


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
Posted on 12-01-09 05:39 PM Link | Quote | ID: 121128

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
Posted on 12-01-09 05:48 PM Link | Quote | ID: 121129


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
Posted on 12-01-09 10:09 PM Link | Quote | ID: 121142


Boomboom

Level: 90

Posts: 1147/1975
EXP: 6954528
Next: 234081

Since: 02-19-07

Last post: 3582 days
Last view: 3206 days



_~~------------------------~~_
/====== Bugs =======\
__________________________/ \______
____________________
___/**** TSA editor ****\_________________________________________

- When opening the TSA editor, the first tile you edit doesn't get
updated in the tile chooser in the TSA editor.

______________________
___/**** Level Editor ****\_______________________________________

- There is a button that is unspecified in the drawing tools set.
- The Zoom feature renders kinda weird. Sometimes the blocks will
shift and cause problems when drawing/erasing.
- For some reason, and I don't know if this is a bug or a feature,
but the "pointers" tab is active by default. Tiles should be...

________________
___/**** Random ****\_____________________________________________

I don't know *what* the hell to do with the layout editor. When I
loaded it up, both draw areas (I think they are draw areas) are
blank. I tried clicking inside the one on the left and got an
exception. Dungeon tileset was loaded along with a custom palette
and TSA.

Right-clicking things doesn't work right in the project tree.
Right clicking a level or world that's not currently selected is a
bit buggy.

When I have a window open in front of Reuben, Reuben still takes
actions in the level area. it paints whatever tile I have selected
if the mouse is above the level area, regardless of what window is
active.

_~~------------------------~~_
/====== Suggestions =======\
__________________________/ \______

If Kawa doesn't like TSA, too bad. Change it to TSA. :P
In the TSA editor, make the "map16" tiles chosen by default, or at
least have it remember my choice. (Have it not change until I
change it)

Ability to show screen boundaries, vertically and horizontally

Make the Palette, TSA, and Graphics editors accessible by buttons
as well (or just buttons)

Load your project upon opening Reuben.

Expand the project tree (Project Name) upon load.


____________________

DahrkDaiz
Posted on 12-01-09 10:23 PM Link | Quote | ID: 121143


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
Posted on 12-01-09 11:19 PM Link | Quote | ID: 121148


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
Posted on 12-01-09 11:24 PM (rev. 2 of 12-01-09 11:24 PM) Link | Quote | ID: 121149


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
Posted on 12-02-09 02:35 AM Link | Quote | ID: 121165


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
Posted on 12-02-09 02:08 PM Link | Quote | ID: 121217


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
Posted on 12-02-09 02:10 PM Link | Quote | ID: 121218


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
Posted on 12-04-09 10:04 PM Link | Quote | ID: 121517


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
Posted on 12-05-09 05:07 AM Link | Quote | ID: 121538


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
Posted on 12-05-09 02:28 PM (rev. 2 of 12-05-09 03:36 PM) Link | Quote | ID: 121556


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
Posted on 12-05-09 07:05 PM (rev. 2 of 12-05-09 07:05 PM) Link | Quote | ID: 121562


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
Posted on 12-05-09 07:24 PM Link | Quote | ID: 121565


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
Posted on 12-05-09 07:31 PM Link | Quote | ID: 121569


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
Posted on 12-05-09 08:38 PM Link | Quote | ID: 121577


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.
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 0.043 seconds. (343KB of memory used)
MySQL - queries: 132, rows: 171/172, time: 0.028 seconds.