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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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Anglefage
Posted on 03-14-10 01:11 AM Link | Quote | ID: 128375


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There's been NO progress since December. It could be a little better if there is actually something going on or some links like the ones in November.

KP9000
Posted on 03-14-10 01:14 AM Link | Quote | ID: 128376


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Yeah, it would be a little nicer. I agree. I've got a project using Reuben that has been on a standstill since discovering a bug present in the newest build. For the first time ever, I have the motivation to work on a progress but can't. So you aren't the only one who believes this project should see a little more activity.

That being said, real life takes priority. Whatever DahrkDaiz deems necessary to do with his project is his business, regardless of requests or dependencies of others.

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Ailure
Posted on 03-24-10 01:03 PM Link | Quote | ID: 128709

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Out of curiosity, what is the bug in Reuben that you stumbled over?

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KP9000
Posted on 03-24-10 10:34 PM Link | Quote | ID: 128831


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Well, there are a few, and a couple of things need to be implemented, but the one I *was* having an issue with is that the palette editor won't let you add palettes. Crashes every time. I got around it by manually adding them into the project file in notepad. Had to make sure and change the guid for all of them though.

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KP9000
Posted on 05-17-10 03:06 AM Link | Quote | ID: 131270


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=== Non-Essential Editing ===

- Text Editor

- N-Spade Editor

- Advanced Graphics Editor:
- Additional Draw Tools
- Right Click to Draw Secondary Color/Right Click to pick color
- 8x8 tile grid in addition to individual pixel grid
- Tile Arranger (critical tool for designing tilesets)

- Title Screen Editor
- Edits palettes per-tile
- Edits fade-in palettes
- Edits placement of 8x8 graphics tiles, including player select area
- Edits placement of arrow selector position
- Adds ASM hack for playing music at title screen
- Credits editor

=== Support List for Full Functionality ===

- How to handle map hammer bros? Same as the usual "Pointer for each open road tile"?
- Locks
- Pipes
- Animations (What frames to animate & how fast, bridges, etc)
- Map Scrolling Settings
- Minigames (Mushroom Houses, Roulette Game)

=== Bugs ===

- (critical) Allow support for palette files or make the NES palette that Reuben uses
more accurate. I'd go for the former because it's the best way to ensure that what you
see in the emulator is what you see in Reuben. Even the slightest variation in color is
catastrophic when it comes to level design.

- (ROM) Pipes in certain levels intermittently and randomly malfunction in-game as you
develop your project (And will fix themselves as you develop further). Compression bug
maybe?

- (ROM) Doors operate kinda weird. You'll enter a door, and as the palette fades out, Mario
and the rest of the level kinda shifts a half-screen. Doesn't always place Mario where he
needs to be. Also malfunctions like pipes.

- (ROM) P-Switch Music doesn't carry through levels correctly. If you hit a P-Switch then
jump through a pipe, it just plays that level's music instead of finishing the P-Switch
music. Same applies with Invincibility music.

- Trying to add a palette through the editor gives an error and crashes. Must manually add
one in the project file.

- When picking tiles, you click one tile inside the picker and click another tile in quick
succession, it brings up the TSA editor. Rather annoying when you click on the wrong tile,
because I often click on the intended tile right after that.

- Opening the palette editor opens up the palette saved for that level. Which means if you
change it after loading the level, and load up the palette editor, it loads up the
previous (saved) palette, not the palette you just changed it to.

- When you double click a tile to edit in the TSA editor, that tile you chose doesn't show
changes real-time while in the TSA editor. The rest of them do, however.

- I have a couple of levels that are giving me issues. I have the project file for you so
you can see what's going on.

* A vertical level I made isn't loading properly; it seems to be off by a row of $10
tiles. I just fall all the way through the level.

* A fortress level doesn't load. It did load partway through developing the level,
but I can't pinpoint what's going on with it.


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KTurbo
Posted on 05-18-10 08:59 AM Link | Quote | ID: 131292


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Yesterday was Reuben's (Ruben) name-day in Sweden. Big gratz from the land up north!

CKY-9K
Posted on 05-19-10 12:06 AM Link | Quote | ID: 131306


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Just throwing this out there but what if Reuben had a built in ASM editor or something?

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KP9000
Posted on 05-19-10 03:38 AM Link | Quote | ID: 131308


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An ASM editor in what regard? Do you mean applying pre-coded ASM hacks to the editor? That'd pretty much be what it'd have to be, otherwise anything less would be just your good ol' plain hex editor...

I *do* know DD mentioned an editor that edits user-specified offsets. Meaning you tell the editor what offset to edit (like for example, Mario's jump height or Mario's starting lives) and you will be able to edit it in the editor from then on.

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Kiokuffiib11
Posted on 05-19-10 05:47 AM Link | Quote | ID: 131310


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I tried out the editor (The link on the earlier posts), and it only has the new and open project thing only. When you start a new project it doesn't do anything. There was no option to open the smb 3 file.

Am I doing something wrong? And do you have a link to the latest editor?

I hope you don't mind this. Sorry for the trouble.



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CKY-9K
Posted on 05-19-10 12:03 PM Link | Quote | ID: 131315


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Posted by KP9000
An ASM editor in what regard? Do you mean applying pre-coded ASM hacks to the editor? That'd pretty much be what it'd have to be, otherwise anything less would be just your good ol' plain hex editor...

I *do* know DD mentioned an editor that edits user-specified offsets. Meaning you tell the editor what offset to edit (like for example, Mario's jump height or Mario's starting lives) and you will be able to edit it in the editor from then on.


Well I was thinking it would disassemble your ROM when you open it up and you can read and edit the entire ROM in assembly form. It would be like a hex editor yes but by ASM instead of hex.

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KP9000
Posted on 05-20-10 04:18 AM Link | Quote | ID: 131351


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Yeah, I can see DD supporting that; but I can also see why he wouldn't. If he does, it would have to do things a normal hex editor or disassembler can't do, like highlighting what code not to touch due to being used by another ASM hack, or maybe it would also work closely with that offset editor spoken of in my previous post.

But anyway, DD, here's some more material for ya.

 - Nesting levels for project tree, for clarity on overall project. The more
levels I finish, it becomes more and more clear that it's a needed feature.

- Need support for Autoscrolling for Airship levels and other scrolling levels.

- Some pipe dwelling plants (comes out of pipes that face downwards) are off by
one tile. You have to place them one tile lower in the editor for them to appear
correctly in the ROM. Some are also only 16x16 or 16x32 tile wide, as opposed to
32x32.

- If you disable pointers on the map editor, then draw tiles over where a pointer is,
it shows the pointer afterward regardless of the pointers being turned off. Also, when
you switch from tiles to pointers, then drag a pointer elsewhere, an image of a
pointer is left behind on the original tile you moved it from.


Note that I know you're looking for bugs, but I wrote down needed features for the sake of documenting them, since I am notorious for forgetting things if i don't write them down.

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Ailure
Posted on 05-21-10 05:35 PM Link | Quote | ID: 131377

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Posted by Kiokuffiib11
I tried out the editor (The link on the earlier posts), and it only has the new and open project thing only. When you start a new project it doesn't do anything. There was no option to open the smb 3 file.

Am I doing something wrong? And do you have a link to the latest editor?
You couldn't make hacks with the "preview releases" that was released earlier. And you just have to wait patiently for 1.0.

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Kawa
Posted on 05-21-10 07:46 PM Link | Quote | ID: 131384


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As for "opening the smb 3 file", you don't do that either. It's not that kind of editor.

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Kiokuffiib11
Posted on 05-21-10 09:04 PM Link | Quote | ID: 131386


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OH! I thought it was a final, or working one.

Looking forward to the "1.0" then.

Posted by Ailure
Posted by Kiokuffiib11
I tried out the editor (The link on the earlier posts), and it only has the new and open project thing only. When you start a new project it doesn't do anything. There was no option to open the smb 3 file.

Am I doing something wrong? And do you have a link to the latest editor?
You couldn't make hacks with the "preview releases" that was released earlier. And you just have to wait patiently for 1.0.


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JaSp
Posted on 05-23-10 11:08 AM Link | Quote | ID: 131418


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Posted by CKY-9K
Just throwing this out there but what if Reuben had a built in ASM editor or something?
I actually had thought about such a thing a little; I could imagine some kind of editor where you type your routine text-format, and the editor compiles it and manages all the JSR/Bank switching stuff via pre-defined hooks (VBlank, pad inputs, etc.). Then you'd have an info file to keep track of where you used free space so that you don't overwrite stuff.
It would still require to know ASM at least a little but it would make things much easier.

Ailure
Posted on 05-27-10 06:05 PM Link | Quote | ID: 131500

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Little offtopic, but please avoid top-posting if you can manage to. That's when you quote and reply on top of the said quote.



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KP9000
Posted on 06-06-10 07:04 PM Link | Quote | ID: 131795


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Just a little curious as to when this is gonna start back up.
Posted by DahrkDaiz
but I hope that by June I can begin working on Reuben again.
My sources tell me soon.

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MapleMario
Posted on 06-09-10 02:24 AM Link | Quote | ID: 131864


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Posted by KP9000
Just a little curious as to when this is gonna start back up.
Posted by DahrkDaiz
but I hope that by June I can begin working on Reuben again.
My sources tell me soon.


Awesome! I just figured out how to run .NET apps on Ubuntu. This should be great.

____________________


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




KP9000
Posted on 06-09-10 02:29 AM Link | Quote | ID: 131866


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I'm only four levels away from the first world, which will be the largest world in the game due to the nature of the flow created by my ASM hacks. Though I can't complete it because of certain things missing in Reuben... I'm still very interested in my hack and my excitement is really getting close to overflowing to the point of me squealing like a little girl.

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Kawa
Posted on 06-09-10 02:41 PM Link | Quote | ID: 131875


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Posted by MapleMario
Awesome! I just figured out how to run .NET apps on Ubuntu. This should be great.
That's great, but be careful. Not all .Net apps are suitable -- if they use the Win32 API, things get unlikely. Fully native .Net apps and/or apps that use cross-platform libraries are safe.

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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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