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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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JaSp
Posted on 12-06-09 04:26 PM Link | Quote | ID: 121631


Shyguy
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Another bug, when you right-click an item in the project tree-list, the focus stays on the previously selected item.

Also, I can't figure out how to use the graphic import/reload menu items, if I want my new graphics, I need to manually copy and rename a file to project.chr and reload the project; using the menu items I only got the graphic file to get erased! (not the file itself, but all the graphics that were in it become black)
Is that a bug or am I just missing how to use this ?

Kawa
Posted on 12-06-09 04:28 PM (rev. 2 of 12-06-09 04:31 PM) Link | Quote | ID: 121632


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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That's not a bug, that's a limitation of the treeview! No treeview, unless specifically coded to do otherwise, selects the item you aimed at when you right-click.

And yes, that sucks.

Protip edit: TreeView.GetNodeAt method.

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JaSp
Posted on 12-06-09 07:15 PM Link | Quote | ID: 121645


Shyguy
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I see; well it's not a major problem anyway.

GUI suggestions :
- double-clicking or right-clicking on a pointer in map editing brings the pointer properties window

- vertically resizable sprite windows, so that we can display more than ~8 sprites in a current sprite set; that would be very useful to have a clear visibility on what's available for the level

KP9000
Posted on 12-11-09 11:21 PM Link | Quote | ID: 122192


Boomboom

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This thread is getting buried... here's a couple of images showing off the differences and advantages of Reuben versus other editors. Images are clickable!

Before Reuben, SMB3 Workshop


After Reuben Enhancements



The top image shows the level as it was ported over from SMB3W to Reuben exactly as shown. The palette is a bit different than SMB3W's level, but you get the idea.

The bottom image shows all of the enhancements made available through Reuben. Clearly superior.


____________________

Mineyl
Posted on 12-12-09 05:02 AM Link | Quote | ID: 122212


Ninji
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Wow... Makes me wonder what I'm gonna' do with this thing once I get turned loose on it. xD

Thanks for that, KP. <3 inspiration, and your level looks much better, of course. :3

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DahrkDaiz
Posted on 12-12-09 05:49 AM Link | Quote | ID: 122221


Nipper Plant
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Sorry for such the lack of updates guys. I've been caught up with a few other things as of late. I'm still working on Reuben practically daily, but I've just had a busy past few days. Hopefully by next week I can kick it back into high gear. Right now I'm working on finishing the block properties. After that it's all testing from there and 1.0!

binarycuberoots
Posted on 12-12-09 04:50 PM Link | Quote | ID: 122243


Goomba
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That's a cool cave system, I like the before and after comparisons. It is a neat cave and the Reuben edited one looks very cool. It reminds me of the forest cave levels in Luigi's Adventure.

Anyway it sounds like the editor will be released within the next couple weeks. Some friends of mine are very excited about the release when I told them. I am too. I have already brainstormed some crazy ideas of my own as it sounds like the possibilities of concept expansion is extreme, especially the part where an area can link to up to 4 areas instead of just 1 area.

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DahrkDaiz
Posted on 12-17-09 02:47 PM Link | Quote | ID: 123212


Nipper Plant
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I need a couple more beta testers. In order to be a good beta tester, right now, I need strictly bug reports, not UI suggestions, feature suggestions, etc. I will get plenty of those once it reaches 1.0. As a beta tester you will be able test your levels in an actual rom. You need to be able to give good descriptions of bugs and report them promptly. KP9000's been an excellent beta tester, so you guys have quite a bit of a standard to meet if you want to be a good beta tester for me.

Mineyl
Posted on 12-17-09 06:33 PM Link | Quote | ID: 123226


Ninji
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I don't know how useful I'd actually be, otherwise I'd ask.

But if it comes right down to it, I might be able to help.

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spel werdz rite
Posted on 12-17-09 07:34 PM Link | Quote | ID: 123227


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I'll give it a shot. I have some experience on what to look for regarding human error in an editor.

zbyte
Posted on 12-18-09 12:06 AM Link | Quote | ID: 123239


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No problem. I'll easily become another beta tester of your awesome work. I've always enjoyed making maps too. Have you fixed the Mushroom House level bug yet?

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KP9000
Posted on 12-18-09 12:47 AM Link | Quote | ID: 123245


Boomboom

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

Scrolling Pipes act strangely... if you go in from the bottom of
one and come out the top, the game scrolls as high as it can then
snaps to you instantly. I believe this is the combination of the
"free scrolling" method, as I believe it's designed for "scrolls
when flying" or "no scrolling" only...

Dunno if this is the ROM or the editor... but here goes. I copied
level data from one of my old project's level files (just level
data) and made a new couple of levels out of it. Edited fine in
the editor. One level is a horizontal and one is vertical.
Horizontal level is *playable* but the palettes are off... almost
as if the level didn't "fade in" the palettes all the way. The
vertical level is the same with palettes, but the block properties
are all screwed up. They aren't coherent blocks. Everything except
for water is broken. Sprites seem to interact with them fine
though...

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

The sprite for pipe-dwelling plants that come down from an above
pipe is one off. In the editor, if you place one normally, in
game, it shows up one above what it should.

When opening the level editor, the Pointers tab is open, but not
active. The Tiles tab is active. Therefore, you think you're in
pointers mode (and sometimes you want to be) so when you go to
edit them, you paint tiles.

When you press the button to set a starting point, the area to
choose tiles/sprites/pointers gets disabled and doesn't get
re-enabled upon placement of the starting point.



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

The Palette/Graphics/TSA editors are a bit weird with certain
things... If you change something, such as palettes, these editors
don't reflect the change until you save the level and reload it.

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

- Give default opacities for different parts of the editor... I'd
say 0.25 for pointers, 0.5 for block properties, and 0.75 for
block icons.

- Make the start point active by default. Maybe give the option to
make it opaque, but that really isn't *too* necessary.

- Make the start point action reflect in Mario's start point icon.

- This one's probably not gonna happen, but I'm writing the idea
down for the sake of communicating it... make connecting level's
actions show up in the level you're editing. That would reduce
guessing... (Perhaps the editor would do the write to the
connecting level as you edit/create the pointer in the current
level)

- Make an undo button. I know there's hotkeys, but some people
would much rather use a button.

- Update level size upon save. Makes it easier so the editor can
display this information when in the project tree.

- Make the Palette/Graphics/TSA/Layout editors buttons. Possibly
put the buttons above where the level tile picker is. Maybe keep
them in the menu as well... I don't know.

- Allow an option to switch order of worlds in the project. Say,
you made World 2 and World 5 already, but decided that it would
fit better for your hack to have them switched, you could just
switch them real quick.


As for the problem with the levels; the project is here. On the world 1 map, you can get to the vertical portion of the level by going left and the horizontal by going right.

____________________

Ailure
Posted on 12-18-09 12:51 AM Link | Quote | ID: 123246

Hats
Steam Board2 group
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I'm interested, but I wouldn't have time until Saturday at the earliest.

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Hamtaro126
Posted on 12-18-09 03:55 AM (rev. 5 of 12-19-09 06:18 PM) Link | Quote | ID: 123278


Cheep-cheep
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Posted by DahrkDaiz
I need a couple more beta testers. In order to be a good beta tester, right now, I need strictly bug reports, not UI suggestions, feature suggestions, etc. I will get plenty of those once it reaches 1.0. As a beta tester you will be able test your levels in an actual rom. You need to be able to give good descriptions of bugs and report them promptly. KP9000's been an excellent beta tester, so you guys have quite a bit of a standard to meet if you want to be a good beta tester for me.


I'll give you luck, Your editor is very good so far.

EDIT: Sorry if I bumped, I had a typo to fix.

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ShoFIZZLE
Posted on 12-18-09 07:57 AM Link | Quote | ID: 123298


Shyguy
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I wouldnt mind Beta testing...but seeing as I am very inexperienced with this I may be of no help.

KDE User X
Posted on 12-18-09 04:35 PM Link | Quote | ID: 123317


Koopa
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o/

I want to beta test

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KP9000
Posted on 12-23-09 09:34 PM Link | Quote | ID: 123896


Boomboom

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I think there's something strange going on with the TSA when editing graphics. Specifically, the Plains A graphics set... when you edit the first four blank tiles in that graphics set, then set whatever blocks' TSA to some other blank tile (to account for those first four tiles being taken) the ROM doesn't seem to acknowledge those changes. Any tiles whose TSA contained any of those first four tiles I guess are hardcoded, because no matter what you cahnge them to in te editor, they always default to those four tiles.

____________________

DahrkDaiz
Posted on 12-24-09 04:04 AM Link | Quote | ID: 123937


Nipper Plant
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yeah, the tsa for a few things such as bricks, blank ? blocks, etc that get drawn from different data. However, I plan on duplicating the data over (or at least have it a settable option) so that the redraw reflects it.

DahrkDaiz
Posted on 12-28-09 03:17 PM Link | Quote | ID: 124368


Nipper Plant
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Ok update so far:

With the holidays and Quake Live, work has slowed down considerably but it hasn't stop. I've fixed a lot of bugs with the editor and implemented a few other things, such as enabling White Mushroom House appearances.

Features left to implement before 1.0:

-continuing bug fixes
-enabling lock block placement
-changing map position with in level pointers (for map warp pipes)
-being able to set what level the white mushroom house takes you to (a mushroom house or any level you choose)
-making sure air ships take you to the proper airship level along with making "The King Has Transformed" sequence work properly

binarycuberoots
Posted on 12-28-09 03:55 PM Link | Quote | ID: 124369


Goomba
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That's good. I've been waiting for Reuben for a while. This is good news. I'm sure a lot of people have been waiting for this editor for quite a while. I've seen some of what can be done with Reuben and that increases my excitement since I have made some levels with it to test Reuben's past couple beta releases and this is a good sign.

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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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