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Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. | New thread | New reply |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 225/417 EXP: 672414 Next: 39360 Since: 02-22-07 Last post: 3448 days Last view: 3369 days |
zbyte, don't be nit picky |
Kiokuffiib11 |
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Porcupo Level: 40 Posts: 87/313 EXP: 405628 Next: 35681 Since: 07-10-09 From: Marquette, Michigan Last post: 3274 days Last view: 1897 days |
I would think that having a setting (mode) where you could make the lines visible/invisible would be the fix for the confusion.
Posted by JaSp ____________________ セシル |
boingboingsplat |
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Giant Koopa [PREFSTRING:wonderful bounciness] Level: 74 Posts: 1050/1292 EXP: 3622469 Next: 31075 Since: 07-23-07 From: Michicola Last post: 4804 days Last view: 4766 days |
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 226/417 EXP: 672414 Next: 39360 Since: 02-22-07 Last post: 3448 days Last view: 3369 days |
The symbols can be toggled on/off. I'll make the special icons for sprites able to be turned on and off as well.
Ok, all special icons can be toggled on/off. I started to hack a base rom to implement the new level format in. It will be included as an IPS patch to make your rom compatible with the editor. Here's the final level format Level Header CCCC CCCC = Clear level with value; GGGG GGGG = Graphics bank; PPPP PPPP = Palette Index; SSSS TTTT = StartAction, LevelType; XXXX XXXX = X Position; YYYY YYYY = Y Starting position; MMMM LLLL = M - music, L = length (up to 0xE); TTTT TTTT = Time (times 10, up to 999); SSSS UUUU = Scroll Type, Unused 1; UUUU UUUU = Unused 2; UUUU UUUU = Unused 3; Pointer data... BBBB BBBB = Bank LLLL LLLL = Address SSSS SSSS = Sprite Address XXXX XXXX = X Range start XXXX XXXX = X Range End XXXX XXXX = X Exit YYYY YYYY = Y position TTTU UUUU = Exit Type, Unused If a level is vertical scrolling I may reverse X/Y starting positions(you won't know the difference in the editor) |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 229/417 EXP: 672414 Next: 39360 Since: 02-22-07 Last post: 3448 days Last view: 3369 days |
After about 2 days I finally got SMB3 to use the new level format:
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Mineyl |
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Ninji Level: 35 Posts: 87/243 EXP: 275885 Next: 4051 Since: 09-10-09 From: World 5 Last post: 4240 days Last view: 425 days |
Holy crap. :o
Well, y'know...I had faith in you and everything, but telling the engine to do extremely differently than what it has always done can't not be a daunting task. Great job. ____________________ Back from the beyond. |
CKY-9K |
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Pokey Level: 57 Posts: 593/693 EXP: 1426059 Next: 59869 Since: 06-27-07 From: cKy Last post: 172 days Last view: 80 days |
Really awesome. ____________________ |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 230/417 EXP: 672414 Next: 39360 Since: 02-22-07 Last post: 3448 days Last view: 3369 days |
right now Im trying to get the game to let you start anywhere on the level. NOT an easy task. |
KTurbo |
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Tektite Level: 18 Posts: 1/54 EXP: 28778 Next: 1119 Since: 10-24-09 Last post: 3546 days Last view: 3520 days |
Do you have a defined list of the features you are going to implement/have implemented which are not possible with the original level format? (eg "start anywhere on a level") |
CKY-9K |
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Pokey Level: 57 Posts: 594/693 EXP: 1426059 Next: 59869 Since: 06-27-07 From: cKy Last post: 172 days Last view: 80 days |
I gotta say DD you're making me wanna hack some games again, specifically mario 3 of course. ____________________ |
Hamtaro126 |
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Cheep-cheep Level: 33 Posts: 122/194 EXP: 212187 Next: 16992 Since: 05-02-07 From: Shelton, WA Last post: 2435 days Last view: 2277 days |
Awesome ASM hack DahrkDaiz, This is making better progress and the new Level format is a indefinate WIN!
Prehaps I can finally make a hack of SMB3 with all SMB1 levels in it as a proper demonstration of these features after release. Questions (Not really requests, Just checking things): Will we see a similar ASM hack with the Map screens? Will we probably see a Status bar editor? Will there be a few new example sprites never seen in SMB3 that are seen in SMB1 (like a SMB1 bowser) Will there be a ASM hack for goals? (turn the cards into a SMB1 flag with castle, or simple goal symbols,) ____________________ Mah boi, romhacking is what all true warriors strive for! I wonder what's for dinner? |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 231/417 EXP: 672414 Next: 39360 Since: 02-22-07 Last post: 3448 days Last view: 3369 days |
As of right now, the only asm hacks the editor will apply will be be those things necessary for the new levels and features included in the levels.
New level format includes: -ability to use any palette defined by you, up to 256 palettes can be created. -Start anywhere on the level. -level pointers can point to different levels. Right now, only 4 pointers per stage will be possible. I may expand this once I hack it in and see how much ram it takes. -use any graphics bank for a level -no level types will share TSA data maps -you will create every map from scratch on your own. Add/remove sprites and level pointers. This means you decide the length of a world. -start anywhere on a map -ability to set graphics per map coming soon: -proper title screen editor -credits scene editor -text editor Note, with great flexibility comes great responsibility! You are still limited in space. I am putting all new data in the expanded ROM area, so you have 768K of space to make your worlds, palettes, levels, etc. This can filly up very quickly. Also, the editor does not fix SMB3 problems of the past such as sprites not being compatible. There is simply no way around that. At the moment, I am not planning on including a large amount of ASM hacks. Why? Because then you'll start seeing hacks with the same features. SMW hacks all come with a stock set of ASM hacks that just make then vanilla and boring. If I include any ASM hacks, it will be to expand the existing game and leave it to the hacker to use the new resources themselves. That said, I do plan on including a basic data editor that will modify things like timers, point values, etc,. I also to hopefully create a proper sprite animation editor. I will release the source to the public. In fact, I'll do it again Sunday night (I've released one version of the source already). If other people want to expand the editor they can do so as they please. So...... map screen hacks? yes status bar editor? no example sprites? no goal hacks? no |
KTurbo |
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Tektite Level: 18 Posts: 2/54 EXP: 28778 Next: 1119 Since: 10-24-09 Last post: 3546 days Last view: 3520 days |
Will you be able to link pipes (in the overworld) to anywhere you want? Like you could make a pipe from one world to another and back. That way it could make it posible to make one big world ála SMW. It's a shame SMB3 overworlds can't scroll vertically tough. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 232/417 EXP: 672414 Next: 39360 Since: 02-22-07 Last post: 3448 days Last view: 3369 days |
Pipes on the map screen are not special. If you replaced a pipe tile with a level tile or mushroom tile, they would do they same thing. So getting the functionality of crossing worlds has nothing to do with the pipe tiles. So, no. |
zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 470/1016 EXP: 2378820 Next: 83031 Since: 06-10-09 Last post: 4394 days Last view: 2873 days |
Posted by DahrkDaizWell, you had that in one of your hacks, if I recall correctly. It required much ASM though. But since pipes have been brought up though, maybe you can create um, 8 map-pipe levels. Then you could use choose which ones you want for each pipe on the map? Will the credits screen editor (the one showing all the worlds) have the abillity to remove some worlds, and maybe edit the miniature maps? ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
CKY-9K |
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Pokey Level: 57 Posts: 595/693 EXP: 1426059 Next: 59869 Since: 06-27-07 From: cKy Last post: 172 days Last view: 80 days |
Will you be able to edit which palette a map tile uses?
Or, edit the properties of each map tile? (direction tile, level tile, castle tile, water tile, and more?) ____________________ |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 233/417 EXP: 672414 Next: 39360 Since: 02-22-07 Last post: 3448 days Last view: 3369 days |
Ok guys this is turning into a "I would to see this in a hack so will you put it in your editor?!" That is not what the editor is about. Given the very basic abilities of the editor you can create a hack that far exceeds what SMB3 could do before. If you need the editor to implement all these hacks for you, the editor is not meant for you. Reuben is meant for hackers such as myself, Jaspile and others who know they can hack far beyond what Mario Worskshop and M3I offer. |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 137 Posts: 2650/5344 EXP: 30851393 Next: 21462 Since: 02-20-07 From: The Netherlands Last post: 4460 days Last view: 2595 days |
So, if I understood correctly, you get more freedom in level layouts and graphics, and that's basically it, right? So if you want to have some random but relatively simple feature that was in Mario Adventure, you'd still have to hack it in yourself. ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
Batman |
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Micro-Goomba Level: 11 Posts: 12/17 EXP: 5251 Next: 734 Since: 11-04-08 Last post: 4974 days Last view: 4973 days |
Posted by Kawa Which, to me, makes sense. To be honest, the reason I'm so excited about this editor is it's flexibility in terms of editing levels. Unlike previous editors, I can create whatever comes into my mind, quickly, with minimal hassle. Which is great. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 234/417 EXP: 672414 Next: 39360 Since: 02-22-07 Last post: 3448 days Last view: 3369 days |
You got it Kawa. The editor will support editing simple data so that will be available, but like I said before, this is not the Lunar Magic of SMB3 hacking.
Any who, latest source is here: Reuben as of 10/25/09 Edit: New update. I got palettes hacked in tonight (remember, up to 256 palettes are usable) and I finally hacked in the ability to start anywhere on the level: The little Mario icon is the starting point for the level. |
Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. | New thread | New reply |
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