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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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Sukasa
Posted on 11-04-09 06:19 PM Link | Quote | ID: 118806


Red Birdo
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I would venture a guess that the levels are stored uncompressed outside of the ROM, and compressed inside it (don't quote me on that).

As far as WPF goes, I'd be wary about it, at least at first. I'd expect most people to at least have some sort of decent computer (it's 2009 ffs), but how well does WPF work cross-platform? .NET alone generally works due to Mono, but I don't know what sort of support Mono has for WPF. Apart from that concern, I'd say go for it

DahrkDaiz
Posted on 11-04-09 06:37 PM Link | Quote | ID: 118807


Nipper Plant
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Thanks for the feedback binarycuberoots.

The level files are plain xml and thus are string representation of real game values. The levels indeed are stored uncompressed. In the Halloween build, if you go to the Rom Info tab, there is a place where you can compress the level data and see how much it will take up. At the absolute most, a level can take up 5.5K and that's a high estimation. This is assuming you put a different tile on each spot, no repeating tiles and you make every length the length of 15 pages and you use 4 pointers. With the free rom, you can make roughly 60 levels of this size. Realistically, a level will take up around 2 to 4 k, so lets say, 3 on average. There is over 300K of ROM provided for levels, this gives us 100 levels, well over the original game's level size.

As for the sprites, I am still working on the sprites. I created a format in which to draw all sprites and I having to go through each sprite build it based on my format. Right now I'm up to sprite #8F, so I have roughly 100 or so to go (maybe less).

Finally, the line tool works by measuring the distance from the original tile to the next diagonal tile. If you are still on the first tile you clicked, the line will not display, effectively drawing on that single tile. The line also works mostly on the x position of the mouse. It's good to drag the mouse diagonally in the direction you want the line to go to ensure proper function.

Stifu
Posted on 11-04-09 08:23 PM Link | Quote | ID: 118811


Cobrat
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Posted by Sukasa
(...) how well does WPF work cross-platform? .NET alone generally works due to Mono, but I don't know what sort of support Mono has for WPF.

Mono doesn't support WPF, and there are no plans to support it in the future either (because it's too much work).
The Mono team stated they won't do it, but is opened to contributions.

DahrkDaiz
Posted on 11-05-09 01:01 PM Link | Quote | ID: 118836


Nipper Plant
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So I did some GUI rearranging and tweaking last night to get this:


KP9000
Posted on 11-05-09 05:10 PM Link | Quote | ID: 118840


Boomboom

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I think the "Level Information" etc. tabs should be up above like they were before so that all the tabs could be in one centralized spot.

____________________

Ailure
Posted on 11-05-09 07:31 PM Link | Quote | ID: 118850

Hats
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Posted by Stifu
Posted by Sukasa
(...) how well does WPF work cross-platform? .NET alone generally works due to Mono, but I don't know what sort of support Mono has for WPF.

Mono doesn't support WPF, and there are no plans to support it in the future either (because it's too much work).
The Mono team stated they won't do it, but is opened to contributions.
I would personally recommend against WPF in that case. I use multiple platforms and it would be awkward to use a virtual machine just for Reuben...

____________________
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KP9000
Posted on 11-06-09 12:55 AM Link | Quote | ID: 118886


Boomboom

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Level PNG Exporter doesn't work for me, throws an exception.

************** Exception Text **************
System.ArgumentException: targetBounds
at System.Windows.Forms.Control.DrawToBitmap(Bitmap bitmap, Rectangle targetBounds)
at Daiz.NES.Reuben.LevelEditor.GetLevelBitmap()
at Daiz.NES.Reuben.ReubenController.SaveCurrentLevelToBitmap()
at Daiz.NES.Reuben.Main.levelToPNGToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Daiz.NES.Reuben
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Emulation/Daiz.NES.Reuben.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Daiz.NES.Reuben.ProjectManagement
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Emulation/Daiz.NES.Reuben.ProjectManagement.DLL
----------------------------------------
Daiz.Library
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Emulation/Daiz.Library.DLL
----------------------------------------
System.Xml.Linq
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml.Linq/3.5.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------



____________________

KTurbo
Posted on 11-06-09 02:25 PM Link | Quote | ID: 118912


Tektite
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Just a useful idea for the editor.

Make measure tools.

A ruler which follows the mouse and show things you need to know.
- How high Mario could jump. Standing, running, full P etc.
- How long Mario could jump. Standing, running, full P etc.
- How long Mario has to run to make a full P. (if you only run in one direction)
- More.

This shouldn't be to hard to make as it's just a block of graphics following the mouse or which you put down and it's just an overlay.

DahrkDaiz
Posted on 11-06-09 02:33 PM Link | Quote | ID: 118913


Nipper Plant
Sandwich Artist
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KTurbo: wow, EXCELLENT idea! I've added a lot of things for sprite icons that show the area that they move or, like for roto discs, shows a few hit points so you can tell the range they make. Having a ruler/guide of sorts for Mario is a great idea!

What I may do is allow you to place a guide on the level editor itself and move it around at your will and be able to change the ruler type (height, jump length, running, full speed, etc).

KTurbo
Posted on 11-06-09 05:21 PM Link | Quote | ID: 118919


Tektite
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Posted by DahrkDaiz
KTurbo: wow, EXCELLENT idea! I've added a lot of things for sprite icons that show the area that they move or, like for roto discs, shows a few hit points so you can tell the range they make. Having a ruler/guide of sorts for Mario is a great idea!

What I may do is allow you to place a guide on the level editor itself and move it around at your will and be able to change the ruler type (height, jump length, running, full speed, etc).


I'm glad you like the idea. I've thought it more things to measure.

- How high you will fly with a full P. (I'd suggest how far also but that pretty hard to tell. Although you could just assume that the player would glide the furthest possible.)
- To the jumping (height and length), with a hammer suit, frog suit and out of water.

There are more relative measurement that could be made, though I don't see them fit in the editor. Although they could be really useful in some cases.
"How long you could run with a starman"
"How long you could run before the P-block runs out"
etc.
These really depends on what speed you are able to get to and what the starting speed is when you use/take it. Only way I could see it to be implemented is that it is assumed the player has full running speed all the time.

But ofcourse, all of these measurements are pretty much estimates, so perhaps it doesn't matter if the are more or less relative.

binarycuberoots
Posted on 11-06-09 09:37 PM Link | Quote | ID: 118939


Goomba
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That idea for measuring tools sounds like a good idea. I think this will help people that edit levels theoretically gauge certain concepts like perfect p-switch puzzles etc. so that will come in handy.

Anyway I stumbled across something else of concern when creating my levels. Apparently when I had level data somewhere over 1KB it seems, updating the level size will try to crash the application. I don't know if it's because levels can't be over 1KB at least how it recognizes it currently, but it happened to me a few times. Hopefully this can be fixed, since it doesn't take very much for the level size to go over 1KB it seems.

I also noticed that when I have free scrolling in a horizontal level and I close the application and then open it again, it will revert to scrolling when flying. The other level info including the level itself stays the same, but the scrolling reverts.

Also I couldn't find a sprite that ends levels.

Anyway I will be looking forward to see what people design with the final release of the editor.

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DahrkDaiz
Posted on 11-07-09 06:20 AM Link | Quote | ID: 118965


Nipper Plant
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KT: thanks and all, but I think your original idea would cover 98% of most hackers needs.

Btw guys, new release on the first page, grab it!

KTurbo
Posted on 11-07-09 09:34 AM Link | Quote | ID: 118966


Tektite
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Posted by DahrkDaiz
KT: thanks and all, but I think your original idea would cover 98% of most hackers needs.

Btw guys, new release on the first page, grab it!


Yes, I would think so too. Although the measurements with various suits would be, especially the hammersuit, very useful because if I recall correctly he jumps a bit shorter then normal; and no hacker would place a pit that is too far on a level with a hammer suit; would they?

DahrkDaiz
Posted on 11-07-09 02:50 PM Link | Quote | ID: 118972


Nipper Plant
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The Hammer Suit jumps the same amount.

zbyte
Posted on 11-07-09 03:57 PM Link | Quote | ID: 118975


Boomerang Brother
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Well, I've always liked editing graphics without having to edit them all scambled up...


Hm... is that AutoScroll enemy and the Tornado in there yet? Does the door that's created when Bowser defeated appear anywhere someone wanted to, or is it fixed? Can we edit the miniature maps that come with the credits?


I looked for the Fire Snake/Chomps, and they were removed from the Sky Clan set. Well, if you need to refer to enemy compatibility, there's one in SMB3 Workshop.


Nice and fast progress. Thanksgiving? Sounds nifty!

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KTurbo
Posted on 11-07-09 05:03 PM Link | Quote | ID: 118976


Tektite
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Posted by DahrkDaiz
The Hammer Suit jumps the same amount.


Ok, my bad. I don't know why I thought so.

DahrkDaiz
Posted on 11-08-09 01:13 AM Link | Quote | ID: 118983


Nipper Plant
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Posted by zbyte
Well, I've always liked editing graphics without having to edit them all scambled up...


Hm... is that AutoScroll enemy and the Tornado in there yet? Does the door that's created when Bowser defeated appear anywhere someone wanted to, or is it fixed? Can we edit the miniature maps that come with the credits?


I looked for the Fire Snake/Chomps, and they were removed from the Sky Clan set. Well, if you need to refer to enemy compatibility, there's one in SMB3 Workshop.


Nice and fast progress. Thanksgiving? Sounds nifty!




There's the firesnake and fire chomp shown in the Sky set. Did you actually look? The tornado is there, did you try looking through sprites and clicking on them?

The door is fixed. And no, you cannot edit the credits. zbyte, if you actually read the changes I've made since the previous release you'd know what I did and did not put in there. I swear I'm going to make this thing not work for you.

zbyte
Posted on 11-08-09 04:27 AM (rev. 2 of 11-08-09 04:41 AM) Link | Quote | ID: 118989


Boomerang Brother
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Posted by DahrkDaiz


There's the firesnake and fire chomp shown in the Sky set. Did you actually look? The tornado is there, did you try looking through sprites and clicking on them?

The door is fixed. And no, you cannot edit the credits. zbyte, if you actually read the changes I've made since the previous release you'd know what I did and did not put in there. I swear I'm going to make this thing not work for you.

Photobucket
....


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Trelior
Posted on 11-08-09 04:40 AM Link | Quote | ID: 118990


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Zbyte, did you download the new release yet? If not, that could be a sizable chunk of your problem...

zbyte
Posted on 11-08-09 04:42 AM Link | Quote | ID: 118991


Boomerang Brother
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Definitely did, and replaced all files.

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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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