Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,484,346
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-26-24 01:18 AM
Guest: Register | Login

0 users currently in ROM Hacking | 3 guests | 1 bot

Main - ROM Hacking - The Adventures of Lolo 3 : Map Editor New thread | New reply

Pages: 1 2

Stifu
Posted on 11-23-10 07:37 PM Link | Quote | ID: 138096


Cobrat
Level: 56

Posts: 342/666
EXP: 1361249
Next: 36927

Since: 02-22-07

Last post: 685 days
Last view: 307 days
Why would you need Wine, rather than just Mono?

On a side note: 7z > rar

Chris
Posted on 11-23-10 11:09 PM (rev. 2 of 11-23-10 11:10 PM) Link | Quote | ID: 138100


Goomba
Level: 12

Posts: 10/20
EXP: 6987
Next: 934

Since: 08-11-07

Last post: 3725 days
Last view: 3725 days
Posted by blackhole89
unraring it works fine for me, RAR is superior to ZIP in most respects, and I can confirm the editor works both in Wine and Mono, although the UI layout problem with the latter still is there and it is slightly laggy in the former.

Nevertheless, nice work.
Hmm... Maybe having the maximize box enabled will help? At least, then you could re-size the window. Hopefully that will help, at least.

Thank you all for your input thus far. I really hope for more suggestions that would help improve the editor.

Stifu
Posted on 11-23-10 11:20 PM Link | Quote | ID: 138103


Cobrat
Level: 56

Posts: 343/666
EXP: 1361249
Next: 36927

Since: 02-22-07

Last post: 685 days
Last view: 307 days
Posted by Chris
Hmm... Maybe having the maximize box enabled will help? At least, then you could re-size the window. Hopefully that will help, at least.

Err, Chris, if you want to fix this issue, I already posted the solution earlier.
Look for AutoScale* properties in the Designer.cs file of your forms and controls, and remove them.

Chris
Posted on 11-23-10 11:29 PM (rev. 2 of 11-23-10 11:29 PM) Link | Quote | ID: 138104


Goomba
Level: 12

Posts: 11/20
EXP: 6987
Next: 934

Since: 08-11-07

Last post: 3725 days
Last view: 3725 days
Posted by Stifu
Posted by Chris
Hmm... Maybe having the maximize box enabled will help? At least, then you could re-size the window. Hopefully that will help, at least.

Err, Chris, if you want to fix this issue, I already posted the solution earlier.
Look for AutoScale* properties in the Designer.cs file of your forms and controls, and remove them.
Oh. xD

I thought you directed that suggestion to Blackhole... I need to open my eyes up more. Thanks, by the way. I'll look into it.

blackhole89
Posted on 11-24-10 11:21 AM Link | Quote | ID: 138109


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 3430/4196
EXP: 21532255
Next: 304346

Since: 02-19-07
From: Ithaca, NY, US

Last post: 471 days
Last view: 83 days



Posted by Stifu
Why would you need Wine, rather than just Mono?

Precisely because the UI was broken in Mono...

____________________



Stifu
Posted on 11-24-10 02:28 PM Link | Quote | ID: 138112


Cobrat
Level: 56

Posts: 344/666
EXP: 1361249
Next: 36927

Since: 02-22-07

Last post: 685 days
Last view: 307 days
Posted by blackhole89
Posted by Stifu
Why would you need Wine, rather than just Mono?

Precisely because the UI was broken in Mono...

Ah. Until Chris fixes the issue, it may just be easier to disable auto scaling in Mono, as detailed in the link I gave.

export MONO_MWF_SCALING=disable
mono myapp.exe

Chris
Posted on 11-26-10 08:04 PM (rev. 2 of 11-26-10 08:21 PM) Link | Quote | ID: 138161


Goomba
Level: 12

Posts: 12/20
EXP: 6987
Next: 934

Since: 08-11-07

Last post: 3725 days
Last view: 3725 days
Release 1.2

Download

Updates are in the .readme file, of course.

trollface.jpg
Posted on 11-27-10 04:38 PM Link | Quote | ID: 138175

Newcomer
Level: 7

Posts: 3/7
EXP: 1297
Next: 151

Since: 11-15-10

Last post: 4520 days
Last view: 4520 days
Bug or not but anyways:


Also whats that [heart] x0 doing at same position at buttom of every level?

Random(not so important) suggestions:
-add some drawing tools(Fill would be useful for example when making levels with lot of water).
-Put that "block box" inside main editor, like on neptune(why its in sperate box, with 5 pages anyways? its kinda annoying)
-text editor, sine you cant edit all text via hex editor
-new [heart] x[number] text is bit hard to read on CRT screen with high resolution(I liked older ones more )

____________________
---Trollface.jpg, aka KDEuserX, PU206C, Legoman---

Chris
Posted on 11-28-10 01:06 AM (rev. 7 of 11-28-10 03:23 AM) Link | Quote | ID: 138179


Goomba
Level: 12

Posts: 13/20
EXP: 6987
Next: 934

Since: 08-11-07

Last post: 3725 days
Last view: 3725 days
OH~ IT'S YOU. Glad to see the editor is finally working for you.

1. It's not a bug. I'm fully aware of this, as I changed the drawing routines and stuff since the first version. The image has a transparent background on it, and not a black background. Basically, it's a .png image with no background color of any kind, if that makes any sense. Also, the way I've set up drawing and such factors into the problem as well. It's not a dramatic issue, or an issue at all. Easy fix. Everything is fine. xD

2. The creators of the game have a value of 0xE0 sitting down there for some strange reason. I believe, if you take a look at Lolo 2, you'll notice 0xE0, or some value sitting down there as well. 0xE0 is the value in which determines how many hearts Lolo/Lala needs to have in order to gain a power-up. In this case, no hearts are necessary. I cannot answer your question on why they left that value sitting down there for every level. All I can say, well, is to try to ignore it, unless you would like to replace it with a 0. However, I have no idea on how that would affect gameplay.

3. Drawing tools. I guess fill would be nice... I haven't really thought about it though, as I managed to increase the drawing speed of the editor compared to the very first version I released. I honestly cannot guarantee you'll see something like this very soon, however, as I would have to figure out how exactly to go about doing that...

4. Someone brought this up earlier, with regards to the block box. I'm still looking into it. Don't worry. The reason as to why I did it the way I did was because I was trying to be unique... But if it makes accessing blocks/sprites a lot easier, then it's a must that I change all of that. Do you believe having all blocks accessible without having to swap throughout 5 pages, as long as the box remains in a new window, would be more useful?

5. Text editor? I really don't see to much of a purpose in this right now, to be honest. What are you trying to do here?

6. I could probably make the text a little larger, I guess. I changed it from the old way, as I did not like it as much.

Here's what I have so far, with regards to your request: Image

I could do it this way. I'd just have to make the blocks smaller a bit, so that the window overall is not too big. But personally, I don't mind the box being in a new window. I actually like being capable of selecting all of the blocks this way.

So the question is: should we have a new window with this box displayed, or should we keep the box in the main window, as displayed in this screenshot? Opinions from anyone is extremely necessary here.


Kiokuffiib11
Posted on 11-28-10 06:53 AM Link | Quote | ID: 138186


Porcupo
Level: 40

Posts: 213/313
EXP: 407041
Next: 34268

Since: 07-10-09
From: Marquette, Michigan

Last post: 3312 days
Last view: 1934 days
On the image that you just posted, I honestly think that looks nicer having everything to the side like that. Others may disagree, but, that's my input.

____________________
セシル

Chris
Posted on 11-28-10 09:02 AM (rev. 2 of 11-28-10 09:09 AM) Link | Quote | ID: 138188


Goomba
Level: 12

Posts: 15/20
EXP: 6987
Next: 934

Since: 08-11-07

Last post: 3725 days
Last view: 3725 days
Well, here's the final image, with regards to that:

Image

I started playing around with the idea for a minute. What immediately crossed my mind were those who used 800x600 resolution. But then, I tested 1024x768, and I found no issues with the way the editor was displayed in that. It actually looked quite nice. It's easier to access sprites/tiles, etc. Hopefully everyone will be pleased with the next update, with regards to selecting tiles. =]

The window that held all of the tiles before is now gone. Everything is now accessible through the main window, after the ROM has been loaded. It looks rather nice. I'm going to wait some more (as in about a week or so) before I release the next update, just in case someone else comes up with an idea.

Thanks for your input, Kio! =D

PU206C
Posted on 11-28-10 09:34 AM Link | Quote | ID: 138190


Red Goomba
Level: 16

Posts: 36/41
EXP: 18915
Next: 1341

Since: 02-07-10

Last post: 4806 days
Last view: 3412 days
"Do you believe having all blocks accessible without having to swap throughout 5 pages, as long as the box remains in a new window, would be more useful?"
thats not even question, it looks much better.


"5. Text editor? I really don't see to much of a purpose in this right now, to be honest. What are you trying to do here? "
I mostly need it because you cant edit "copyright" text in blue HAL screen before title screen, and on title screen via hex editor

Also, it would be nice to have option to have auto-save(for example editor saves changes' in room when you goto next room or something like that).

Chris
Posted on 11-28-10 09:55 AM (rev. 3 of 11-28-10 10:13 AM) Link | Quote | ID: 138192


Goomba
Level: 12

Posts: 17/20
EXP: 6987
Next: 934

Since: 08-11-07

Last post: 3725 days
Last view: 3725 days
1. The changes with regards to the blocks window in the main window will stay, then. I actually find it useful that way.

2. Ehh...does Neptune support that with AdvLolo 1 and 2? I still don't see to much of a use in worrying about that at this moment.

3. Auto-save... It doesn't sound like a bad idea. Actually, I noticed that you can make changes to levels in Neptune, and still navigate to a level before and after without having to save.

I have an idea on how I should approach this, but based on the way my level loading routing is designed, it might take some time and effort. xD

Stifu
Posted on 11-28-10 11:27 AM Link | Quote | ID: 138194


Cobrat
Level: 56

Posts: 345/666
EXP: 1361249
Next: 36927

Since: 02-22-07

Last post: 685 days
Last view: 307 days
Good to see you fixed the AutoScale issue.
By the way, a random advice: only handle save in one place, and don't make user save anywhere else. I'm referring to the fact you're forcing people to save after having modified options. I guess you may have done that due to technical constraints, but surely you can find ways around that.

By the way, to squeeze out some more drawing performance, check out PixelFormat.Format32bppPArgb, as I mentioned in Kawa's map tutorial thread. It's a low-hanging fruit: it just takes a few seconds to implement (an extra parameter when calling the Bitmap constructor), and then you can measure the perf win by comparing execution time before and after.

Chris
Posted on 12-22-10 06:49 AM (rev. 2 of 12-22-10 08:17 AM) Link | Quote | ID: 138799


Goomba
Level: 12

Posts: 18/20
EXP: 6987
Next: 934

Since: 08-11-07

Last post: 3725 days
Last view: 3725 days


Update 1.3

(Copied from readme)


NOTE: I would backup your ROM before using this update. A lot of the functionality within the editor has been changed or modified. Be cautious!

+ Added an option for clearing the level, modifying its size to that of the size in the Gameboy version of The Adventures of Lolo. Now, instead of resizing the level by hand, you can resize a lot quicker by using this function.
+ Added functionality for reordering, or swaping two selected levels. Two selected levels can be swapped with one another. While this window is open, you can still navigate throughout levels on the main window. Thanks goes to Zomis for recommending this feature.
+ Upon exporting all levels, changes made to the current level that you're working on even WITHOUT SAVING will be exported as well. Before, you had to save the level that you're working on before exporting, or else the changes to the current level you're working on would not be exported.
+ Added an option to clear all levels within the ROM. This option is located in the same place where the option for clearing the particular level you're working on is located.
+ After clearing the level, or using this function, by default instead of the whole room being cleared, Lolo/Lala along with a heart frame, a box, and a door will be placed in the map by default.
+ Users can now navigate from one level to the next without having to click "save" first. Before, users had to click save or else they would lose their changes. Now, changes will be kept on the previous level you modified. HOWEVER, once you're done making all of your changes, you must be sure to save. Otherwise, you'll lose all of your changes. Thanks goes greatly to Trollface/PU206C for this suggestion.
+ The block box is now displayed in the main window, along with the level viewer. By clicking the "attributes" button on the main window, you'll notice that some blocks within the box are affected as well. For example, an arrow will be drawn over Don Medusa, indicating its initial direction. Thanks goes to Trollface/PU206C for this suggestion.
+ There was an issue with the container tile. It's the tile that determines whether Lolo/Lala will have a powerup for that particular level. It used a transparent background. As a result, if you placed that block over another block, you'll notice a drawing issue. It was not big, and would not affect the production of the level in any way. But regardless, it has been fixed. Thanks goes to Trollface/PU206C for bringing this problem to light.


Deliverable:

Editor 1.3

Chris
Posted on 11-03-11 10:15 PM Link | Quote | ID: 148357


Goomba
Level: 12

Posts: 19/20
EXP: 6987
Next: 934

Since: 08-11-07

Last post: 3725 days
Last view: 3725 days
Version 1.5

Changes:

Version 1.5 - November 3, 2011

+ Fixed an issue with AutoScale properties in the software. It was mainly a problem in the Palette Editor. This has been fixed, yet again.

Version 1.4 - November 3, 2011

** Note: Considering this update features the palette editor, and the addition of a few tilesets, please note that graphics are not loaded directly from the ROM. Any graphical changes you make, you will not see here in the editor. The same goes for any palette changes you make as well.
+ Changed the position in which a GB-sized level is displayed. This may hurt those who already started GB-sized leveled based hacks. As a result of this, I suggest NOT worrying about the old levels and update those later (if you wish). If you want to continue using the old level position, then you must use the previous update to clear all levels to the specific size and modify the levels in the new update. The reason as to why I changed the position on the display is because, in my opinion, it the drawn level looks better centered. The problem, however, is that the shadow presented on the left-hand corner of each room will not be drawn.
+ Added the underworld tileset to fit the underworld-based levels upon viewing them.
+ Added the underwater tileset to fit underwater-based levels upon viewing them.
+ Additional blocks have been added to the selection window.
+ Palette editor has been re-added to the software, again, after being taken out of the software earlier. It's functional. You can change the palette of level sets and save changes back into the ROM.
+ Additional options have been added to the editor.
+ Updated the options to where values are loaded directly from the ROM. Before, if you made changes to the ROM, you would have to remember your changes as the editor was not capable of reading in optional values from the ROM at the time.
+ In the options menu, clicking the "save" button only saves optional changes to the ROM. Before, all data (such as level data) was saved back to the ROM.
+ Added more functionality as far as cleaning levels are concerned. You can now specify a default terrian, such as the floor or water, for the creation of both small (GB-Size) and large levels.
+ Few changes to the interface.
+ Updated functionality for selecting levels. When selecting a level using the buttons (quicker way), the level selector will also be updated.
+ Fixed an error. Upon using the level selector (drop-down box) to select B-5, the editor loaded A-1 instead.
+ Added an error message if the incorrect ROM is loaded. The program will then terminate.
+ Updated the sprites function. In the game, if you have five sprites or more in a row, you'll notice flickering. The sprites function on the main display is now designed not only to give you an indication of the location of sprites in a level, but also if there are five or more sprites in one row. If there are five or more sprites in a row, a red bar will be drawn across that particular row. Stationary sprites are the main concern. Mobile sprites, however, are less of a concern because they can move around the map, unless they're trapped. Take advantage of this feature after completing each production of your levels.
Pages: 1 2


Main - ROM Hacking - The Adventures of Lolo 3 : Map Editor New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.026 seconds. (342KB of memory used)
MySQL - queries: 107, rows: 143/143, time: 0.018 seconds.