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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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DahrkDaiz
Posted on 10-28-09 05:05 AM Link | Quote | ID: 118098


Nipper Plant
Sandwich Artist
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look at $6000-$7950 in the hex editor viewing the RAM in FCEUxd. See that data? that's what my level format is. That data exactly.

Dr. Hell
Posted on 10-28-09 05:44 AM Link | Quote | ID: 118099


Lakitu
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Hah. DD makes something impressive related to SMB3 and a bunch of people ask for asinine features to be added in? No way, that never happens.

Seriously though, I really don't have much to add to this thread other than support. The editor you're working on is pretty brilliant honestly, and should hopefully lead to some really nice and interesting hacks of SMB3, and if not, I'll try to make a crappy one with it.

DahrkDaiz
Posted on 10-28-09 05:07 PM (rev. 4 of 10-28-09 07:48 PM) Link | Quote | ID: 118113


Nipper Plant
Sandwich Artist
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Pointers are coded into the editor now. You can add up to 4 and have them point to any level. Also made some comsetic changes to the layout and improved the drawing code even more.

Edit:

Latest release. Will not save to ROM.

I am now open for bug reports!

Googie
Posted on 10-28-09 07:57 PM Link | Quote | ID: 118128


Giant Red Paratroopa
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Looks better now, I'll give this latest build a test run later on... ^^;

____________________
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zbyte
Posted on 10-28-09 10:46 PM (rev. 3 of 10-28-09 10:50 PM) Link | Quote | ID: 118148


Boomerang Brother
Z is Superior!
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Hm... instead of having the arrows beside the platforms, you could have them in the middle. You separated the moving clouds from the wooden platforms (enemies), but they work fine with each other. The Fire Snake and the Chomps are missing from that very group too. And the Pirahna Plants, from Clan 1, are missing. And in the "Error" section, I think the bulbs are the Automatically Moving Up, Down, Left, Right, and [!] Platforms found in Pipe levels. I know, it's an early release. Hey, what's that enemy above the pipe in your picture? Cool! The music is implemented. Taking a while to find the Switch Block/Toad House music and End Castle music though. And there are some random "Automatically End Stage" enemies in my level and unwanted objects, how do I clear them? Yeah, it's an early release... I shouldn't have commented...

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DahrkDaiz
Posted on 10-28-09 10:53 PM (rev. 2 of 10-28-09 10:53 PM) Link | Quote | ID: 118151


Nipper Plant
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Posted by zbyte
Hm... instead of having the arrows beside the platforms, you could have them in the middle. You separated the moving clouds from the wooden platforms (enemies), and they work fine. The Fire Snake and the Chomps are missing from that very group too. And the Pirahna Plants, from Clan 1, are missing. And in the "Error" section, I think the bulbs are the Automatically Moving Up, Down, Left, Right, and [!] Platforms found in Pipe levels. I know, it's an early release. Hey, what's that enemy above the pipe in your picture? Cool! The music is implemented. Taking a while to find the Switch Block/Toad House music and End Castle music though. And there are some random "Automatically End Stage" enemies in my level and unwanted objects, how do I clear them? Yeah, it's an early release... I shouldn't have commented...



Ok, the ! are actually error objects, the platforms you're thinking of are activated by tiles not sprites.

All of the sprites are not coded in yet, that's the reason for so many missing ones.
That's not an enemy, that's a pointer.
As for the music, they're listed in the order that their values are listed in the game.
As for your enemies in your levels, I haven't had that problem when creating a new level.
To remove a sprite, hit the Delete key, HOWEVER, it won't always work because the Level Viewer control likes to lose keyboard focus. I need to fix that for the next release.

KP9000
Posted on 10-28-09 11:40 PM Link | Quote | ID: 118164


Boomboom

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Are all the functions shown in the editor supposed to work? I have a ROM with graphics within it from my other hack that I'd like to import but when I try to open up the graphics importer nothing pulls up.

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Really Snooky
Posted on 10-28-09 11:58 PM (rev. 3 of 10-29-09 12:17 AM) Link | Quote | ID: 118166


Micro-Goomba
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Maybe in the next version or later, do we have the ability to edit the world maps?

EDIT: Also, I think there could be a check box that says "Coins for Mushroom House". Once you check it, you can type how many Coins you can have on one level per world (It would say # of Coins).

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CKY-9K
Posted on 10-29-09 02:46 AM Link | Quote | ID: 118179


Pokey
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Hey DD when you get this working enough to your liking, I hope to see more cool work from you man.

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DahrkDaiz
Posted on 10-29-09 08:54 PM Link | Quote | ID: 118200


Nipper Plant
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Posted by Really Snooky
Maybe in the next version or later, do we have the ability to edit the world maps?

EDIT: Also, I think there could be a check box that says "Coins for Mushroom House". Once you check it, you can type how many Coins you can have on one level per world (It would say # of Coins).


Well the thing is, there's no real way to limit how many levels have the white mushroom sprite appear. It's determined by a sprite you place on the level. But I had already planned to make that an option rather than using sprites.

copyRIGHThunter
Posted on 10-30-09 01:02 AM Link | Quote | ID: 118223


Shyguy
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Posted by DahrkDaiz
Anyways....

I'm glad you brought these points up copyright hunter...



I'm glad to see I didn't irritate you.

I've been thinking a bit more about this, and I've had a few more thoughts/concerns/requests... (Also, I apologize for the lengthy post, please bear with me and offer some feedback )

I tried to organize all of this to be as coherent as possible....

---------------------------------------------------------------------------------------

#1 TREASURE CHESTS IN LEVELS QUESTION
----------------------------------------------------
I'm sure this has probably been touched on/ crossed your mind, but I'd like to suggest that it be very simple and easy to place Item Treasure Chests in levels. I'd also like to have it so I can easily select what item is inside the chest.

For map/level design purposes, I plan on having a number of levels with 2 "exits" like W5-1, where you can get the Music Box or get the Goal Card. I'd plan on putting a Hammer in the box, and have it act like a "multiple level skip." Basically, something to further switch up the nonlinearity of the maps, in addition to the pipe exit, map placement change thing. I never was able to get the treasure boxes to work well in SMB3WS (just like the White Mushroom House thing...)

#2 LOOSE '?' BALL QUESTION
----------------------------------------------------
I'd also like the ability to place the '?' Ball in levels without having to battle Boom Boom. I know this is possible in the NES version, but if you collect it, it runs your time out and kills you. If possible, I'd like to just be able to place the '?' ball in a level, and use it as a way to legitimately clear a level. It'd be like the Sunken Ghost Ship ending in SMW, or the "loose Birdo Orb" ending for W2-3 and W4-1 in SMB2.

More importantly, this also plays into the multi-exit, non-linear gameplay enhancement I'd like to work with. I'd like to have a "normal level" that can be cleared with the Goal Card, or with the '?' Ball. Clearly, if you beat it with the ball, you can unlock a door on the map, but if you only get the normal goal, you only flip the level panel.

#3 MULTIPLE BOOM BOOM QUESTION
----------------------------------------------------
The GBA version allows for more that one Boom Boom in a battle. This is also possible in the NES version, but issues occur when one of the defeated Boom-Booms produces the '?' Ball. You can't move if you collect it, so you have to avoid it when fighting the other Boom-Boom. If possible, please add a bit of code that makes it so a defeated Boom-Boom does NOT produce a '?' Ball if any other Boom-Booms are on the screen.

#4 MAP SPOTLIGHT QUESTION
----------------------------------------------------
In the 3rd section of the World 8 map (contains W8-1,8-2,&8-Fortress) that spotlight thing is present. It'd be cool if you could have a check box that disables it, or turns it on in other areas with a different pallete. EX- Change it to White, and use it in a sky or ice world setting....


#5 WANDERING HAMMER BROS QUESTION / MAPPING QUESTION
----------------------------------------------------
This may sound wierd, but I would like the option to make it so a Wandering Hammer Bros will NOT disappear once it is beaten. Bear with me on this one....

I know that the "Coin Dots" that appear on the world maps are mapped to the Hammer Bros battle levels. Sometimes, the setting you battle a hammer bros changes depending on where you fight them on the map. For example, in World 3, the Dots that are in water change the battle to a setting with a flooded room, while the ones on land dont. Also, depending on where you fight, the bricks at the battle may contain items like fire flowers or super leaves.


Well, after screwing around with a basic map editor (I'll release a video of it soon) I was able to make it so a Boomerang Bros Battle in World 2 sends you to the World 2 SandTrap level (the one with the angry sun).

Also, I'd like to be able to place Wandering Hammer Bros in W7 and/or W8

++++++++++++++++++++++++++++++++++
SPOILER: IDEA FOR HACK
++++++++++++++++++++++++++++++++++
My ultimate plan is to have part of the W8 map dead end. It'll be an area with a decent amount of paths, but sparse with the levels. There'd only be a Wandering Hammer Bros. I'll have the dots he stops on mapped to FULL levels instead of the battles. Perhaps possibly like 2 or 3 different levels too depending on where he lands. However, only ONE of the levels will send you to the part of the map (using that warp pipe mapping stuff) where Bowser's Castle is. The others would just have goal cards, and clearing the level would just make the Hammer Bros retreat somewhere else....

Clever, huh? PLEASE, NO ONE STEAL THIS IDEA!!!! IT'S BRILLIANT!

It would take players a little bit of time to figure this out, but I'd make a mention of it in the letter to W8.
+++++++++++++++++++++++++++++++++++++++


#6 BORDERLINE ASM REQUESTS (Please hear me out )
----------------------------------------------------
These would not add new content to the game... not necessarily.... They'd just allow for more level design flexibility.... These may be considered as ASM requests, but these seem like "basic" things that could be added that would significantly expand the possibilities of level designs...

-Ability to place "Stray" Tanooki, Frog, Hammer Bros Suit

-Ability to place a "Stray P-Wing" in a level

-[?] Blocks (normal sized) that contain a P-Wing
(SPOILER: I'd like to make an airship where you need to fly under the belly of the ship as it passes by and fires at you!!!! It'd be cool to have a W-8 airship that is multiroom, that makes it like it "lands" in a lava pool)

(ANOTHER SPOILER: I want to make a level w/ the wrap like W5-2,W1-7,or W7-6 where you need to fly up the entire time. If you screw it up, you just fall to the bottom and recollect the P-Wing to try again)

-Ability to place "Stray" Goomba Boot

-[?] Blocks that contain Kuribo's Shoe/Green Goomba Boot
(This is basically to vary gameplay, remove predictability, have more robust levels)

-[?] Blocks that contain Multi-Coins
----right now, multi-coin blocks are only Bricks, I'd like to have [?] blocks too to vary game play


-[?] Blocks that ALWAYS contains Fire Flower or Super Leaf
----They'd give a fire flower or super leaf I don't like the side-by-side power up blocks design in levels. Sometimes bad SMW hacks did this. Top Secret Area did this. It's crappy. Its easy to hit both of them when small and get only mushrooms. These appeared in SML2, and they were in areas where the level demanded a full power up immediately.

(PLEASE SEE NOTE #10 for another detail about this please )


-Normal Sized [?] Blocks that contains Tanooki, Frog, or Hammer Bros. Suit

---The giant [?] Blocks that contain these items do NOT reset once opened. I would like to use these suits for some puzzles in levels, where completion hinges on the ability to keep the suit for a large part of the level. If the suit is lost, I'd like for players to have the ability to retry a part of the level without having to kill themselves.

(PLEASE SEE NOTE #7 for further implementation of this)


#7 BASIC ASM ADDITIONS - SORRY - EXPANDS PUZZLE CREATION ABILITY!!!!, Please Read!
---------------------------------------------------
-"STONE BLOCKS"
----these were in SMA4
----they're basically the Brick Blocks with a grey hue and no animation
----they can only be destroyed when a Hammer Bros Suit hammer hits them
OR
----if they're crushed by the Tanooki Suit statue form attack
These will add a puzzle element to the game, as you would SPECIFICALLY need a tanooki or hammer bros suit to advance to certain areas of levels

(SPOILER IDEAS: An autoscrolling cave with a lot of these blocks in the way, similar to some Kirby levels where there's a lot of Star Blocks in the way)


-"INVISIBLE TANOOKI BLOCKS"
----these were also in SMA4
----they're basically blocks that are solid all the time
----however, they're only visible when Mario is in the statue form
----they are not breakable

SPOILER IDEAS:
-A sky level "bridge" of these blocks
-Hiding stairs of these blocks
-covering a lava pool with these to get access to secret stuff
-an underwater level like W7-4, but these are mixed in with Jelectros

-"FIREBALL BLOCKS"
----they were in SML2
----they look sort of like SMW flip blocks, but they have an additional border
----only fireballs break these
----they're basically like SMB3 Frozen Blocks, but they don't contain anything
----I'd like to make it so that attacks from Fire Bros, Fire Chomp, Nipper Fireballs and Venus Fire Traps also destroy these
(SPOILER IDEA: IMAGINE IT! A situation where you need an enemy to open something for you!!! You could have a level where you need to hang on to a Hammer Bros suit to remove stone blocks, and you also need the enemy to break some of these blocks for you.)

(ANOTHER SPOILER IDEA, a sky level with fireball blocks and fire chomp spits the fire so that it destroys the blocks right out from under your feet!!!!)


-"EXPLOSION/BOMBABLE BLOCKS"
----these were in SMB2
----they had that crumbly sediment block sprite
----only an explosion would break these
----I propose that not only could Bom-ombs could destroy these, BUT SO COULD FIRE CHOMP!!!)

(SPOILER IDEA: A cave with the cannons and Bom-omb generators that help clear away walls of these blocks!!)

(ANOTHER SPOILER IDEA: a level where you need to lure Fire Chomp into a wall and explode!!!! Perhaps, also use the "Spit fire at fireball blocks" idea too in the same level)




#8 SMALL ENGINE TWEEKS - GOOMBA BOOT (sorry)
----------------------------------------------------

One other minor tweek...

In the GBA version, the Goomba Boot can stomp & kill thwomps. This does not work in the NES version - Mario loses the boot. Please add the ability to kill Thwomps with the Goobma Boot. I'd like to build a complex fortress that expands on the premise of SMA4 World e-16

Also, I don't know about the Angry Sun, Streatch Ghost, Hot Foot, Boo Didley or Boss Bass, but it'd be cool if the Boot could stomp them as well.

I'd also like it if the Boot could stomp PodoBoos/ Lava Fireballs and Roto Discs - Imagine some of the multi-stomping challenges/ inaccessible secrets that you could hide in ceilings/across lava pools with this!!!!

Also, when the Boot enters water, it sinks like a stone. I'm cool with this, but I don't think the boot can stomp underwater enemies like Cheep-Cheeps, Lava Lotus, etc. Could you please think about adding the ability to stomp these guys? Just think about it - an underwater, Goomba Boot level !!!

Oh, (sorry) one more thing, I don't know how the boot interacts with Jelectros, but It'd be cool if the boot made it so Mario could not be hurt by Jelectros



#9 GUI SUGGESTONS......
-----------------------------------------------------
I don't think these features exist yet, but they'd be helpful for users like me...


#9-A: DATA USAGE
--------------------
-Show how much of the SMB3 Rom Space is "used" and how much is "free" so I can plan accordingly
-Perhaps show the amount of space each level/room and each map takes up on the SMB3 Rom


#9-B: MAKE SPRITE IMPORTING LIKE PAINT
--------------------
-Make the import sprite/graphics thing work like the following...
-Make it so you can just right click the icon you'd use to select, say a warp pipe graphic
-then it'd have an option like edit graphic
-you select it
-it takes you to a 16x16 image that works like MS paint
-also, you'd be able to select a 16x16 area off of an open MS paint file
-then goto the opened graphic in Ruben, and then you can just paste it in
-Also, please provide a number of "blank" spaces in the tile selector
-that way, you could just right click the blank one and add your own graphics
-also, you could copy some graphics from other tile sets
-EX: copy the "suspension cable" from the "sky set" and put it in the "standard overworld" set with the colored screw plate panels
-This is kind of the system used by Mark Overmars' Game Maker

#9-C: SCROLLING SIGHTS
-------------------
-For levels that use the scrolling in W5-3, W2-Fortress, and W7-5, etc...
-I'd like for there to be lines on the level design screen that indicate what can be seen when this type of scrolling is selected. This was a bit of an issue when I was building levels
-Also, I might like to see this too for the "Horizontal Only, scrolls up when flying" scrolling too.... I just like to know whats on screen without having to test-play the level and save it to a rom (To make the 1 world hack I make, I had to have saved 90+ versions of my rom)


#10 SMALL ENGINE TWEEK - POWER UP SYSTEM
-------------------------------------------------------
In the NES version, if Mario is small and collects a Fire Flower or Super Leaf, he only becomes Super Mario. I don't like that. The GBA version finally fixed that, and held the conventions established by SMW, SML2, and SML3. I'd like to make it so when small Mario collects a Fire Flower of Super Leaf, he gets to be fully powered up!

(Note: This is not an issue with the suits)


------------------------------------------------------------------------------------------

THANK YOU DHARK DAIZ FOR ALL THE WORK SO FAR!!! SMB3 is my favorite game of all time, and I am very excited at the possibility of building some amazing levels and maps

In general, most of my levels will be multi-room, nonlinear levels that are of a slightly higher difficulty than the original game. The levels will be easier if they're cleared the "normal" way, but much more complicated to clear them with the secret exits. (basically the convention in SMW2:YI when 100% ing a level). I also plan on haveing a lot of "puzzles" and "reset rooms" where you need to think a bit, and if you mess up, it is not a big deal. I don't want to do any of that Kaizo crap. I like to make most of my levels be distinct from one another, each exploiting a certain premise of the game's engine.



Thank you very much for reading. I appreciate any feedback on these ideas and proposals.






____________________



silas
Posted on 10-30-09 02:32 AM Link | Quote | ID: 118225


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D´oh!

INCOMING!!!

DahrkDaiz
Posted on 10-30-09 04:07 AM Link | Quote | ID: 118235


Nipper Plant
Sandwich Artist
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Posted by copyRIGHThunter
Make your editor do my hack for me!


That's what I just got out of that. No. I am only going to implement features in the editor that deal with level design. This is to make level creation easier, not to add features people think would be cool in their own hacks.

KP9000
Posted on 10-30-09 04:36 AM Link | Quote | ID: 118237


Boomboom

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Posted by DahrkDaiz
Posted by copyRIGHThunter
Make your editor do my hack for me!


That's what I just got out of that. No. I am only going to implement features in the editor that deal with level design. This is to make level creation easier, not to add features people think would be cool in their own hacks.
lol, isn't that like the 4th time you've said that now?

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NightKev
Posted on 10-30-09 06:01 AM Link | Quote | ID: 118244


Cape Luigi
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CRH: Maybe if you hadn't said "this is what I want for my hack can you add this for me please?!?!" and had actually just stated ideas, he might've actually said something about some of the ideas/requests, more than "...stop asking me to make your hack for you god damn it! ffs..."

CRH's list thing:
1/2) Well, those actually sound sort of useful...
3) Seems rather unimportant >:|
4) ...er
5) Sounds like more trouble than it's worth (ie: only one person (CRH) would ever use it...).
6a) {Ability for normal [?] blocks to hold Tanooki/PWing/etc} - Eh... could be useful at times, but often enough?
6b) {[?] blocks that only hold leaf/flower, not mushroom when small mario} - Well uh, don't make careless mistakes then?
7) {lots of stuff from SMA4} - This is the NES, not the GBA...
8) {SMA4 goomba boot upgrade} - Hrm... dunno what to say about this one
9a) This sounds rather useful actually, but it also sounds like something he would have already thought of. He kinda knows what he's doing, y'know?
9b) uh, dunno what to say about this one either
9c) This sounds like it would be very hard to do, though I'm not a SMB3 hacker so I can't say for sure.
10) "make the game ezier plzzz!!!11"

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DahrkDaiz
Posted on 10-30-09 12:00 PM Link | Quote | ID: 118255


Nipper Plant
Sandwich Artist
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Ok, I didn't want to do this but I'll break it down.


#1 TREASURE CHESTS IN LEVELS QUESTION

This was a useful suggestion. Why? This was a problem with editors in the past. There was no explanation of how the treasure chest worked and how to determine what item was in the chest. At least now you have an opportunity to help determine how it's settable.

#2 LOOSE '?' BALL QUESTION

This has nothing to do with the editor other than "put it in the editor for me". This does not making level editing easier or expand level editing possibilities. Denied.

#3 MULTIPLE BOOM BOOM QUESTION

And this is where I started to get slightly irritated. Once again, this requires an engine change that goes beyond mere level editing.

#4 MAP SPOTLIGHT QUESTION

Ok I was having hopes again. Having the ability to set the spotlight would be useful, I agree.


#5 WANDERING HAMMER BROS QUESTION / MAPPING QUESTION

And this is where it broke me. This was a flat out request to see your ideas fulfilled for one hack.


#6 BORDERLINE ASM REQUESTS (Please hear me out )

A lot of requests that turn into "check box adds the hack in for me"

#7 BASIC ASM ADDITIONS - SORRY - EXPANDS PUZZLE CREATION ABILITY!!!!,

Didn't even read this one after the 2nd line.

#8 SMALL ENGINE TWEEKS - GOOMBA BOOT (sorry)

Should have just stopped here

#9 GUI SUGGESTONS......

#9-A: DATA USAGE

This is more like it! Rom management, good idea.

#9-B: MAKE SPRITE IMPORTING LIKE PAINT

Eh, that requires a lot of code that adds very little value to the project. I like the idea of editing the graphics for a block from the level editor by clicking on the block with a combination.

#9-C: SCROLLING SIGHTS

Ok the use of "I" was found a lot in this. Makes me feel as if you're getting selfish. However, these are ideas that pretty good. I had thought about create a view zone before to help with level creation.

#10 SMALL ENGINE TWEEK - POWER UP SYSTEM

Nope. No more engine tweeks.


-----------------------------------------------------------------



Look guys, the idea behind this editor is not to add more assembly than what's required to make the rom work with the editor. It's not meant for you create your very own Some Usual Day or Mario Adventure hack without programming skill or ASM hacking abilities. This is for people who see level design as an art and have been fed up with levels becoming corrupt because data spills from one level over to another. Level design with fewer limitations is the goal, not engine hacks. I am not touching the sprites, not touching what the original game does beyond loading the new level format and getting the map to display it. So stop the requests for ASM hacks.

KawaiiImoto-e
Posted on 10-30-09 03:37 PM Link | Quote | ID: 118264


Shyguy
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____
I tried the last public build of your editor.

Really great work, but I have some suggestions for the GUI.

Every new Dialog (except open/save Dialog) opens in the upper left of my screen, but in environments, where two or more monitors are used, it opens on the top/left one. But the open/close do not, propably because they are Windows' own dialogs.

____________________

Comedy in the Wrong Hands
A Dangerous Weapon



DahrkDaiz
Posted on 10-30-09 03:40 PM Link | Quote | ID: 118265


Nipper Plant
Sandwich Artist
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I'm thinking about having all dialog boxes open in the middle of the parent window area rather than randomly about. I've used this model in past projects and it has seemed to work out rather well.

copyRIGHThunter
Posted on 10-30-09 05:37 PM Link | Quote | ID: 118272


Shyguy
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Posted by DahrkDaiz
Ok, I didn't want to do this but I'll break it down.



Heh, I felt like a decent about of it would get rejected. :-\ I'm glad that some of the stuff may be implemented. (However little it may be ) Thanks for writing DharkDaiz.

I basically threw a bunch of stuff in NotePad over the course of a few days, and I tried to construct a coherent post (thats why some of it mentioned "I" and "me/my" a lot). Anyways, sorry for some of the bad ideas / "do this for me."


Oh, also, I like the idea about dialog boxes opening in the middle.


I had another useful GUI idea. I don't think this has been suggested yet....

"COINS AVAILABLE TOOL"
===================================================
This would be a useful metric. It'd basically largely reduce the tedium of building "White Mushroom House" levels. Also, it's good to see if there may be "too many" coins in a room. It would be nice to have a tool that counted the number of coins available in a room. It would basicly count a number of things in a room, and display a little dialog box like this...

Coins Available (basic total of the following)
--------------------------
+Regular/Normal Coins:
+Single Coin Bricks:
+Single Coin [?] Blocks:
+Invisible Coin Blocks:
+Frozen Coins:
---------
=TOTAL COINS AVAILABLE:

Potential Coins (takes the total above, and adds the stuff below)
--------------------------
+Multi-Coin Bricks
+Multi-Coin [?] Blocks
+Hidden/Silver Coins:
+Munchers:
+Frozen Munchers:
+Bricks:
---------
=TOTAL AVAIL. & POTENTIAL COINS

The top is essentially coins that are "readily available" in the room. The lower part contains the coins that are "variable" in nature. They need a P-Switch to be collected, or they aren't consistently the same amount. (ie you may get only 3 or about 13+ coins from a Multi-Coin Block depending on where it's placed)






____________________



DahrkDaiz
Posted on 10-30-09 05:41 PM Link | Quote | ID: 118273


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Good call. I'm thinking about having a "Level Metrics" tab now that shows stuff such as potential max coin collections, level size, etc. This is a much better post and the kind of stuff I'm looking for. Thanks copyRIGHT
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