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Buu-Huu
Posted on 10-08-08 07:43 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 91959


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Posted by Omega45889
The editor is basically complete (99.9%). Were just working on a couple finishing touches. I thought I would have had more time this summer to work on it, but instead I did a lot of important work for my career. Hopefully we can release it soon.

Here is an incomplete level that im working on.

For those wondering about the productivity of the editor, this took about an hour, and with experience, that could probably be done in about 20 min. Using the editor to create levels really shows you just how much all the extra features boost productivity.


Didn't follow the progress lately but looking at this image makes me want to hack SMRPG for the lulz.

This may sound a stupid question and I don't think it could be done but would it be possible to basically "delete" the whole data and completely start from scratch? Yet again, this may sound stupid so please don't flame me. xD

Anyways, good luck with this editor. ^.^

Buu-Huu
Posted on 10-12-08 10:34 AM, in Generic SMW screenshot thread (rev. 2 of 10-12-08 10:35 AM) Link | Quote | ID: 92142


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Don't blame me for bad grammar.
/me runs

Buu-Huu
Posted on 10-12-08 10:41 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 92143


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Posted by messiaen



That looks really neat.
That little road at the beginning of the video which is on the border, is the idea taken from Paper Mario? Now you just need a Paper Mario background and some nice house textures. ^.^
Is that even possible?

Buu-Huu
Posted on 10-12-08 06:41 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 5 of 10-14-08 05:31 PM) Link | Quote | ID: 92148


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Sounds awesome. :o

In case you want to use some Paper Mario backgrounds, here are plenty of them.

Edit: Forgot to show this off:



I recently started hacking SMK, currently just building some tracks for fun and then see if I can somehow do something about the sprites, etc. (Hopefully it is OK if I show off such a huge picture)

Edit2: Before someone asks, I'm aiming for those curves. =P
Edit3: Excuse me for this insanely huge post but I have something new I'm very proud of:


Sorry for the bad JPG quality.

Buu-Huu
Posted on 10-20-08 02:38 PM, in Double Helix (rev. 6 of 10-20-08 03:47 PM) Link | Quote | ID: 92570


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Unless I missed something, are you going to include an option in Double Helix that lets you changing the tileset used in a room?

Edit: Double Helix seems to work a bit laggy/buggy on Vista. It doesn't have any side effects on the rooms itself but the windows sometimes won't work correctly. I don't know anything about this thing so I just ask: Any way to get this fixed?

Buu-Huu
Posted on 10-20-08 03:48 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 92571


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An edited room of sector "NOC" in my little Metroid Fusion hack. Note that I haven't edited the room entries and sprites yet. =P
Comments?

Buu-Huu
Posted on 10-20-08 06:45 PM, in Double Helix Link | Quote | ID: 92580


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Aaah... the header, how could I forget about that? Silly me.
Thanks a bunch. =D

Buu-Huu
Posted on 10-23-08 12:06 PM, in Double Helix (rev. 3 of 10-23-08 12:07 PM) Link | Quote | ID: 92711


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Sorry for double post but probably not many people will note that I edited my post. (Which I didn't hence the double post)
Whatever, DoubleHelix seems to have more than just a few issues on my laptop and I put the blame on the Vista system software. Yes, trouble again:



As you can see, I can't edit the middle bar in the background editor. Odd thing is that sometimes even those tiles I want to paste there appear in the corner.

One other thing: I copied the whole header from a room of the TRO sector to make use of the nice planted foreground and background. However, when the background is completely clear (no tiles placed there, just pitch-black screen), garbled tiles are there instead of "nothing". As I suck at these header thingys and such and know next to nothing about it, I'm pretty sure I was editing something wrong. If somebody knows something, please let me know.

Also interdpth, I know you probably won't find/do/etc. a fix for proper Vista use, do you think you could get a hang of someone else who might be able to solve this problem? I don't want to bug you, I just want to make a Metroid Fusion hack.

Thanks in advance for any help.

Buu-Huu
Posted on 11-27-08 06:47 PM, in Zelda2 Editor Issues (rev. 3 of 12-01-08 02:41 PM) Link | Quote | ID: 95021


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I'm sorry if there's already a thread for various ROM Hacking problems but I didn't find one so I decided to open a new thread. :/

Anyways, I've been trying to get the Zelda2 Editor by Dwedit working but somehow it refuses to load my ROM. I opened the sideview editor, input my ROM name (it's named z2.nes - so I wrote z2 and hit enter - ".nes" is already defined by the program) and I get following error:

File Name:z2Error initializing DirectQB:
No EMM driver detectedf no file specified

I have no clue what that means.
Here's the link to the tool: http://www.zophar.net/download_file/3087

Any help is appreciated, thanks in advance.

Buu-Huu
Posted on 12-01-08 02:47 PM, in Zelda2 Editor Issues (rev. 3 of 12-01-08 02:51 PM) Link | Quote | ID: 95364


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Thanks for the info Googie, I'll try it.
And thanks Ice Penguin, I'll do my best.

Buu-Huu
Posted on 01-02-09 03:15 PM, in Now SMWC is DEAD!!! (rev. 2 of 01-02-09 03:16 PM) Link | Quote | ID: 98052


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According to Boom, it's back up in 24 hours, so don't worry. ;

Buu-Huu
Posted on 06-15-09 06:23 PM, in Is it possible to add music to an already hacked up ROM? Link | Quote | ID: 108726


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Posted by boingboingsplat
I'm pretty sure that MiOr/Romi's addmusic can be added at anytime.

http://www.smwcentral.net/download.php?id=150&type=tools
In other words: Yes, it's possible with that addmusic by Romi.

Buu-Huu
Posted on 07-03-09 09:22 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 07-03-09 09:23 PM) Link | Quote | ID: 109816


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The guys over on SMWC are disassembling Super Mario All-Stars and now where Roy's done with the disassembly of SMB2, he found lots of useful data already and explained me how level format, enemy placement and the likes work. It's not really much to show off but anyways, here goes:


(There are no enemies yet, I'll place those when I'm done with the rough level layout)

And here's a video of the very first room I finished:

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Main - Posts by Buu-Huu

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