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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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DahrkDaiz
Posted on 10-21-09 11:59 PM (rev. 2 of 10-22-09 12:08 AM) Link | Quote | ID: 117719


Nipper Plant
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zbyte, don't be nit picky

Kiokuffiib11
Posted on 10-22-09 06:19 AM Link | Quote | ID: 117744


Porcupo
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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
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)


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boingboingsplat
Posted on 10-22-09 06:26 AM (rev. 2 of 10-22-09 06:26 AM) Link | Quote | ID: 117745


Giant Koopa
[PREFSTRING:wonderful bounciness]
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I never really liked the idea of having symbols over tiles to show their purpose, like exit-enabled pipes and the white block, but I'm probably just spoiled by Lunar Magic's mouse-over tooltips for everything in the entire game. I won't expect you to do that, mostly because writing tooltips for everything would be a massive pain, especially if it isn't object based anymore, and the user can rearrange the tiles to his liking in the selector.

Perhaps something to toggle those on and off, too?

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DahrkDaiz
Posted on 10-22-09 02:02 PM (rev. 2 of 10-22-09 06:52 PM) Link | Quote | ID: 117759


Nipper Plant
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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
Posted on 10-24-09 06:21 PM Link | Quote | ID: 117905


Nipper Plant
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After about 2 days I finally got SMB3 to use the new level format:



Mineyl
Posted on 10-24-09 07:04 PM Link | Quote | ID: 117907


Ninji
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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.

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CKY-9K
Posted on 10-24-09 07:41 PM Link | Quote | ID: 117912


Pokey
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Really awesome.

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DahrkDaiz
Posted on 10-24-09 09:19 PM Link | Quote | ID: 117916


Nipper Plant
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right now Im trying to get the game to let you start anywhere on the level. NOT an easy task.

KTurbo
Posted on 10-24-09 10:08 PM Link | Quote | ID: 117920


Tektite
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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
Posted on 10-24-09 11:08 PM Link | Quote | ID: 117921


Pokey
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I gotta say DD you're making me wanna hack some games again, specifically mario 3 of course.

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Hamtaro126
Posted on 10-25-09 02:29 AM Link | Quote | ID: 117934


Cheep-cheep
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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,)


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DahrkDaiz
Posted on 10-25-09 04:29 AM Link | Quote | ID: 117935


Nipper Plant
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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
Posted on 10-25-09 07:37 AM Link | Quote | ID: 117936


Tektite
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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
Posted on 10-25-09 01:47 PM Link | Quote | ID: 117939


Nipper Plant
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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
Posted on 10-25-09 02:17 PM (rev. 2 of 10-25-09 02:18 PM) Link | Quote | ID: 117941


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Posted by DahrkDaiz
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.
Well, 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?

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CKY-9K
Posted on 10-25-09 04:24 PM Link | Quote | ID: 117947


Pokey
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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?)

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DahrkDaiz
Posted on 10-25-09 07:51 PM Link | Quote | ID: 117960


Nipper Plant
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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
Posted on 10-25-09 08:52 PM Link | Quote | ID: 117965


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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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.

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Batman
Posted on 10-25-09 10:35 PM Link | Quote | ID: 117969


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Posted by Kawa
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.


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
Posted on 10-26-09 02:26 AM (rev. 3 of 10-26-09 04:49 AM) Link | Quote | ID: 117981


Nipper Plant
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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.
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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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