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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 10-20-09 01:51 PM Link | Quote | ID: 117574


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Posted by zbyte
Will there be the default music tracks to select, and then some room for custom music just like customizing palettes? This seems like a good idea.


I'm working on the custom music stuff. Just be patient and hope that I don't give it up!
With the expanded MMC5 ROM, there *should* be enough space to include DD's new level format along with new musics in other prg banks.

@DD: btw, if you didn't already think about this, add "erase tile" support with right-click (aka replace with background tile); and also custom arrangement of tsa tiles, so that you can form a pipe in a logical way instead of searching around for the proper tiles, and copy paste a selection of tiles while I'm on it (but I assume these kind of features will come once the core functions are done)

DahrkDaiz
Posted on 10-20-09 02:33 PM (rev. 2 of 10-20-09 02:38 PM) Link | Quote | ID: 117576


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Jasp: as for the custom music, the level format will run side-by-side and cross banks. So if level data continues from one bank to another, it will bank swap and continue reading it. You can add as many levels as there is space in the rom. There will be even more space free'd up since the areas that used to contain level data will become free. I'm not entirely sure what to do with it yet. If there's any specific region you'd like to ear mark for music data let me know and I'll make sure levels can't write over it. I plan on using the very end of the rom for sandboxing: space used to save levels out of order for testing purposes. So most current t

I have an erase button next to the drawing tools which basically selects the background tile that you have set. Right click is actually going to be used for selecting sprites. I want to have as little to do with the keyboard as possible. I also plan on allowing you to create your own custom tile layouts and swap them while editing.

Edit: While I'm posting, if anyone is comfortable with basic XML file editing, I could really use some help with this editor. I have sprites I need to define and I spent 5 hours doing special icons in xml alone. It's grunt work, it's boring, but it would make the editor go a lot faster.

Kawa
Posted on 10-20-09 05:22 PM Link | Quote | ID: 117582


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I can do XML. PM me the details if you want.

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DahrkDaiz
Posted on 10-20-09 07:54 PM Link | Quote | ID: 117596


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Custom layouts are in.

The manager


The result

Stifu
Posted on 10-20-09 08:18 PM Link | Quote | ID: 117600


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Just to nitpick, I'd call that a custom tileset.

Good work on the editor, DD.
It's interesting how pretty much every developer around here seems to have chosen C# / .NET for their editor. Very nice language and framework, IMO.

DahrkDaiz
Posted on 10-20-09 08:20 PM Link | Quote | ID: 117601


Nipper Plant
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But it's not really a custom tile set. The tiles haven't changed, must how they're laid out.

Insectduel
Posted on 10-20-09 09:42 PM Link | Quote | ID: 117604


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Oh well.
It needs .NET framework to run so I deleted it off my harddrive until I feel like hacking SMB3 again.

JaSp
Posted on 10-20-09 10:15 PM Link | Quote | ID: 117608


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DD: Actually I plan on having an editor that will automatically choose banks if they are free so that the user can add as many songs as he wants as long as he has free space. So, I don't know, maybe use a system where your editor will check if the banks are free or not, but that wouldn't be very convenient with your cross-bank system, or having an option to define unwritable banks reserved for other uses such as custom music (that would also be convenient for extensive ASM hacks btw)
In that case I will add support to manually choose in which banks you want your custom musics.

hukka
Posted on 10-21-09 01:26 AM Link | Quote | ID: 117622


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No having to deal with objects anymore? Awesome!

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copyRIGHThunter
Posted on 10-21-09 04:02 AM Link | Quote | ID: 117631


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@DD
Awesome stuff! Will this eventually edit the map too? Or even edit the text at mushroom houses or the princesses letters?

@hukka
Where have you been man? I haven't heard from you in ages!

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KP9000
Posted on 10-21-09 04:14 AM Link | Quote | ID: 117637


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Posted by DahrkDaiz
But it's not really a custom tile set. The tiles haven't changed, must how they're laid out.
It's more of a custom object set. The Stamp feature DD is showing off here is basically an object creator. Since the new level format has you building things from scratch with tiles, making a pipe is a little more involved. Instead of the old format where you could just add a pipe into the level, this new format is making you build the pipe yourself with tiles. This Stamp feature has you building the pipe once instead of several times across several levels.

I love how you can have several pages of these at once. And the ability to name them.

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DahrkDaiz
Posted on 10-21-09 05:18 AM Link | Quote | ID: 117655


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Wrong KP, this isn't the stamp feature yet. This is just allowing you to set your own tile arrangement for easier tile location.


k, a bit long but I'm getting more sprite support in. The two platforms you see with the left/right and up/down arrows denote the range of movement of the platforms, a very very useful feature if I do say so myself.

KP9000
Posted on 10-21-09 08:38 AM Link | Quote | ID: 117670


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Well, if there was a stamp feature that's what it'd be like.

As for the arrows for those platforms, the arrows themselves occupy a space that the platform never occupies at all. Wouldn't it make sense to have the arrows moved to the path of the platform instead of just beside or below it?

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JaSp
Posted on 10-21-09 01:40 PM Link | Quote | ID: 117677


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neat, but you should also add a dotted translucent line between the arrows for a better visibility, don't you think ?

DahrkDaiz
Posted on 10-21-09 01:41 PM (rev. 2 of 10-21-09 01:53 PM) Link | Quote | ID: 117678


Nipper Plant
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I doubt many people will think the arrows are part of the area the platform covers. The arrows exist outside the hit detection range of the sprites anyway.

Posted by JaSp
neat, but you should also add a dotted translucent line between the arrows for a better visibility, don't you think ?

I thought about that too, I'm no sure if it would be too intrusive on the visibility. I'll leave it, for now, then try it and post a screen to see what you guys think

JaSp
Posted on 10-21-09 07:33 PM Link | Quote | ID: 117696


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Well it would be really messy if you have a lot of these platforms (flying arrows everywhere); I think the more flexible way would be to include the dotted paths, but add an option to hide/show all the guides (including arrows and other stuff like that)

DahrkDaiz
Posted on 10-21-09 08:09 PM Link | Quote | ID: 117698


Nipper Plant
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Got the sprite selector in. It basically puts sprites in 1 of 3 classes and in groups. What does this mean? You can have any combination of sprites from any of the classes at once, but you cannot have sprites of 2 differing groups but same class. Example:

Here you can have Goombas, Nipper Plants and Super Mushrooms on the screen at the same time. You could switch to Spinies and have Goombas and Spinies, because they are in different clases. However, you could not have Dry Bones and Goombas because they exist in different groups of the same class. Obviously sprites of the same group and class can exist together.

Does this make sense?

Googie
Posted on 10-21-09 08:45 PM Link | Quote | ID: 117704


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Yup makes perfect sense, the sprite selector looks neat. ^^;

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zbyte
Posted on 10-21-09 11:45 PM Link | Quote | ID: 117717


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The same thing has been said in SMB3 Workshop's Enemy Compatibility feature.


Photobucket


And please, please use another kind of level, like Underground. Also, in the real SMB3 manual, it calls "Dungeons" a Fortress and "P-Switches" Switch Blocks.

Can't wait to see more!

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copyRIGHThunter
Posted on 10-21-09 11:55 PM Link | Quote | ID: 117718


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Wow. Keep up the great work man! I keep getting impressed by this stuff.


What about pointers? Will they also be easy to place? Will it be possible to start a level at the far right portion of the room and have a "left-scrolling" level? Will it also be possible to start in the middle of a room and have a sort of "exploration" level?

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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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