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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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KP9000
Posted on 12-28-09 11:45 PM Link | Quote | ID: 124391


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When you get a game over, the game sends you to a different spot on the map than normal. Now, this give me an idea... what about having a secondary starting spot? One that hackers may be able to use one way or the other, for example: After you get a game over, you are sent to a part of the map that you must take a "warp pipe" level to get out of, or an ASM hack that allows for two start places after you complete a world, depending on a flag that was somehow set in the previous level.

I understand that this is only an idea and bugs/normal game functionality has priority. Just writing it down...

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binarycuberoots
Posted on 12-29-09 12:51 AM Link | Quote | ID: 124400


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Funny you should mention that, I recently took note of that odd glitch. That would be an interesting feature. Anyway looking forward to Reuben's release.

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spel werdz rite
Posted on 12-29-09 02:57 AM Link | Quote | ID: 124418


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Ok, I've been trying to exploit a lot of common bugs that exist in controls and here's what I have so far:
1)In the TSA editor, the tiles on the left (8x8 selectable tiles?), you get the tooltip displaying which tile number you've selected. If you move the mouse at a moderate pace and hold down a button, you can drag the pointer out of the control and get out of range values. This doesn't cause errors, but is obviously a mistake

2)I haven't been able to replicate this but there were occasions when the grid would not update while toggling unless I made other changes, or I would add a tile, then delete and the grid line behind the tile would disappear. If I can get it to happen again, I'll try to see what caused the problem.

3)If you delete your current project while it's still active in the editor, you'll get errors pretty much with any modifications you make after that.

4)The exit button in the file menu doesn't work.

5)You can create a new level with no project using the buttons on the bottom left. This obviously causes errors. The buttons should probably be disabled until a project is loaded.

6)You can dump a raw level when no level is open. Causes errors. Also, no filter for a file type for the level. I'd suggest one be made.

7)The Project->Set Default options still show a confirmation box if no worlds are open. This can be confusing.

8)Compile ROM (w/ or w/o GFX) doesn't work.

9)If you have a project open, then you choose to open a new project or create a new one, then cancel, all the file controls become disabled, making you have to close or reopen the same project to enable them again.

10)When you create a new project, there is no filter of .rbn. It would be nice.

11)If I move a level from one world to another, then back to the original, I will get errors.*

12)The MoveTo option will repeat the same world names if there are less than 8.

13)You can still draw diagonal lines out of the top boundary.

14)There were several bugs with the custom layout editor. I'm going to assume that it's still WIP, so I will not list them for now. If this is untrue, let me know and I will list them.


*The error report for the level move:
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Daiz.NES.Reuben.ProjectView.MoveLevelTo_Clicked(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Kawa
Posted on 12-29-09 11:39 AM Link | Quote | ID: 124453


CHIKKN NI A BAAZZKIT!!!
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I hereby propose cutting off .Net stack traces to the last relevant line. For SWR's error, that would be
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. 
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Daiz.NES.Reuben.ProjectView.MoveLevelTo_Clicked(Object sender, EventArgs e)

The rest is irrelevant. Daisy would know that "MoveLevelTo" is a ToolStripItem.

I propose this because I've seen a lot of very deep error logs and nearly always could stop reading before the fifth line. Sure, to laymen in the audience it makes you look cool, but seriously people!

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DahrkDaiz
Posted on 12-29-09 02:09 PM Link | Quote | ID: 124458


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I already know the problem from KeyNotFoundException, there's a Dictionary I use to keep track of level guids and the tree node that's associated with them (and vice versa), when you move the level, that association is broken and I leave it out there rather than mending it.

spel werdz rite
Posted on 12-30-09 12:38 AM Link | Quote | ID: 124514


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Posted by Kawa
I hereby propose cutting off .Net stack traces to the last relevant line. For SWR's error, that would be
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. 
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Daiz.NES.Reuben.ProjectView.MoveLevelTo_Clicked(Object sender, EventArgs e)

The rest is irrelevant. Daisy would know that "MoveLevelTo" is a ToolStripItem.

I propose this because I've seen a lot of very deep error logs and nearly always could stop reading before the fifth line. Sure, to laymen in the audience it makes you look cool, but seriously people!

I wasn't really trying to look cool. I just copied the error log ignoring the assemblies, etc.

Kawa
Posted on 12-30-09 12:12 PM Link | Quote | ID: 124537


CHIKKN NI A BAAZZKIT!!!
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I never said you did try. When I said that, I meant the guy trying to interpret the log to find where it goes wrong. That is, DahrkDaiz. And where it goes wrong is in MoveLevelTo_Clicked. All the rest is just the system regurgitating the click and resolving the event handlers.

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DahrkDaiz
Posted on 12-30-09 08:03 PM Link | Quote | ID: 124554


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Actually, KeyNotFoundException is the true indicator of where the error exists. If swr just posted "MoveToLevel_Clicked", I would search that function and all the code branching from that. Buy posting all the lines, I know that it's a key not in a dictionary issue related to MoveToLevel, thus, I know exactly what to fix. I personally don't mind full exceptions like what he posted.

Kawa
Posted on 12-30-09 09:03 PM Link | Quote | ID: 124565


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Uhh, hello?
Posted by Kawa
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. 
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Daiz.NES.Reuben.ProjectView.MoveLevelTo_Clicked(Object sender, EventArgs e)

From the KeyNotFoundException down to the event where it occured. It's the whole infrastructure to call the event handler that's irrelevant.

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CT_Bolt
Posted on 02-12-10 08:36 PM (rev. 3 of 02-12-10 10:47 PM) Link | Quote | ID: 127007

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First I gotta say, DahrkDaiz you are the best! You're work is legendary!
I can't wait for Reuben 1.0, hope you finish soon.
Anyway I can compile the rom with the one released 11/19/09?

MapleMario
Posted on 02-14-10 12:44 AM Link | Quote | ID: 127051


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Is this abandoned again? >_____>
It's a shame, I was really looking forward to Reuben's release. What a pity, what a pity.

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SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




Ailure
Posted on 02-14-10 05:57 AM Link | Quote | ID: 127059

Hats
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Don't worry, it's just stalled.

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KP9000
Posted on 02-14-10 05:40 PM Link | Quote | ID: 127073


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I think this also has something to do with it.

Any idea when you're going to start this back up again DD?

I do admit though, this is the farthest I've ever progressed in making a hack. I think that once this is done I might actually finish and release one.

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MapleMario
Posted on 02-15-10 03:43 AM (rev. 2 of 02-15-10 03:43 AM) Link | Quote | ID: 127089


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Well, I suppose that if it's just stalled it's okay. I just feel like we're so close to 1.0 that writing down challenge ideas for world championship would almost be a better option at this point than actually implementing them. But then again, it's DD's work, so I don't have much of a say in it.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




Anglefage
Posted on 02-17-10 04:36 PM Link | Quote | ID: 127177


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I've seen this kind of shit before. I read this thing and he lied the whole time. He said thanksgiving, then christmas, then New Year. Why did he stop making testing things after November? Looks like this stuff is FAKE!

Stifu
Posted on 02-17-10 05:25 PM (rev. 2 of 02-17-10 05:29 PM) Link | Quote | ID: 127181


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Posted by Anglefage
I've seen this kind of shit before. I read this thing and he lied the whole time. He said thanksgiving, then christmas, then New Year. Why did he stop making testing things after November? Looks like this stuff is FAKE!

Haha. Maybe he couldn't keep up with the deadlines he set, has been too optimistic, or whatever... but I have troubles understanding how the whole thing could be fake. He has already released binaries and sources of his work on several occasions. It's not like he's been only talking and showing screenshots. So yeah, that was stupid.

Keep cool. He probably wants to see this finished more than you guys do.

MapleMario
Posted on 02-17-10 09:24 PM Link | Quote | ID: 127208


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Guys, this isn't fake at all. Didn't you download the program? It works awesomely; it's just missing some core features that keep it from literally being the best SMB3 editor around.

(Warning, spivak pronouns follow!)
Besides, it's too often that a developer will get caught up in other activities and be unable to meet a deadline that ey set emself. That's happened to me way too many times, whether I encounter an unforeseen problem or just lose interest! Give Daiz some time, seriously.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




JaSp
Posted on 02-18-10 12:51 AM Link | Quote | ID: 127228


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Yeah, I can assure the thing is definitely real for having played with it a little.
I guess the delays come from several reasons as MapleMario said, one of which I suppose is the fact that things tend to always take a lot more time than what you imagined beforehand - I can only testify for having seen too many situations in projects where I thought the end was near when it actually was quite far away...

Not sure if that's the case here however, maybe Daiz is actually working on a twice-as-big-as-Mario-Adventure hack to show off Reuben's capabilities when it comes out

GreyMaria
Posted on 02-18-10 01:07 AM Link | Quote | ID: 127229

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Posted by Anglefage
I've seen this kind of shit before. I read this thing and he lied the whole time. He said thanksgiving, then christmas, then New Year. Why did he stop making testing things after November? Looks like this stuff is FAKE!


Wanna do it yourself? Go ahead.

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DahrkDaiz
Posted on 02-18-10 02:58 AM Link | Quote | ID: 127231


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*holds his hand to the crowd to calm them*

Just kidding. I've just had a lot to do recently with getting my wedding put together. That's the biggest hang up these past 2 months. I'm actually working on it right now
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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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