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Please chime in on a proposed restructuring of the ROM hacking sections.
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smkdan
Posted on 02-24-08 07:53 AM, in SNES F-Zero editor project (rev. 2 of 02-24-08 07:59 AM) Link | Quote | ID: 78793


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I finished the version functioning version of the panel editor. I suppose it works like a meta tile editor, just having more levels of indirection...Left

click selects a particular element (row, cell, tile etc.) and right click pastes it in the appropriate area. i.e. You select tiles from the tileset, and paste them into cells; select cells from the cell array and paste them into rows; and then rows -> panels. Left clicking not only selects but shows the source cell / tile / row on the lower level. It can be used for reference or a handy palette. OK button saves changes and updates the tracks.



Here I composed a few attractor bar cells and made a few rows out of them, then the rows were pasted into a panel.



Then I pasted it all over the track...



And here we're ingame. The cells are unique to each track now so nothing is shared between tracks. They can be modified freely.

Let me know how it works for you Heian. You generally might not be bothering with displacement for new designs. It's just to account for overlapping on the originals.

Edit: Original ROM defiinitely needed for this one.


smkdan
Posted on 02-27-08 08:21 AM, in SNES F-Zero editor project Link | Quote | ID: 79031


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I'd like to see what you come up with Heian. In a way adding new panels to courses is more difficult than making new panels from scratch, since you have to line up the barriers to fit the original course. With curves though I can imagine it'd be pretty hard to get a perfect alignment without looking odd...

I updated the editor with a row copy feature. Double clicking a row will have the highlight turn blue and pasting in the row viewer will paste the selected row. That should make duping rows a bit easier.

For minimaps I planned on having a plain 32x64 bitmap editor with the option of having the track itself as an overlay, so you can trace over the track while being able to add these exotic additions.

smkdan
Posted on 03-01-08 06:29 AM, in SNES F-Zero editor project Link | Quote | ID: 79503


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Raccoon Sam: Forgot to reply to this. I don't think I'll make a video, but I will try to write some decent documentation if I do 'finish' this.

Heian: I made a panel duplicator, you just type the panel number you want to source from into the textbox and click copy. If there's anything else you'll find convenient, mention it because you're pretty much forced to use it unless you only want to make minor changes the tracks.

Path mapping is the next thing I have in mind (and minimap editor) since that's absolutely crucial in making a complete course. I'll start on it eventually and we'll have perfectly drivable courses.

I look forward to progress on your test track. The duplicator should make fixing up those little different bits between panels much easier.



Non-functioning minimap editor with track overlay and translusency. Each minimap has an offset to go with it, since when you compare for example Red Canyon 1 / 2 you notice the shared parts of the track are at different positions. That's why the map's position doesn't look quite right here.

smkdan
Posted on 03-02-08 11:28 AM, in SNES F-Zero editor project Link | Quote | ID: 79580


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Since an actual BG tilemap viewer is a bit far off (no actual tilemap per track just yet), this tileset viewer should help a bit. It reacts to palette changes, which by default are in palettes 6-7.

And yes, you need to dupe the rows you want to switch into 'free' space when you dupe panels.

The 2x2 tiles max out the area of RAM they are allocated. It's not possible to expand without a rather awkward hack that would instead of loading the 2x2 tiles from RAM, would load them from ROM.

As I did with the panel selector, I'll show usage (occurances) of 2x2 tiles and rows. I'll have that tomorrow, it's no trouble implementing.

smkdan
Posted on 03-10-08 10:47 AM, in SNES F-Zero editor project Link | Quote | ID: 80113


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Well, there's the first track hack for F-Zero that hasn't been done with a plain hex editor. I'd like to see where you take this Heian, seeing a completely 'clean' course would be really satisfying. I've raced it and managed to complete it without any major trouble.

I haven't really touched it recently because of lowered interest (what, already?), but I will put out a release when AI editing is in there. Then there's enough to make a fully raceable track, and all the bonus features will follow after that.

It's odd that the zippers work in mid air, considering all other ground interaction seems to be cut. Why the game even checks what's under the car while mid air is confusing...

smkdan
Posted on 03-15-08 02:41 AM, in SNES F-Zero editor project Link | Quote | ID: 80381


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Raccoon Sam: I'm just not motivated ATM, it's not like I'll start working on it next year or something. I'll bump up the thread whenever I get some AI editing functioning.

Heian: It's the same now I think. The editor only wipes some data on the first save, which means you can fiddle with any part of it after the patch is in there.

I already have the idea in mind for 'Import panel data from track X' and 'Import panel data from file' to share definitions for them between tracks and other people.

Goodluck with the new track, hope it turns out nicely.

smkdan
Posted on 03-23-08 01:43 AM, in New sample utility [MUSIC] [UTILITY] [ASM] [RELEASE] Link | Quote | ID: 80824


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A topic for those who don't go to smwc.

The last one in retrospect was horribly limited so I made a new one.



And the rest of the content is a straight copy paste from smwc:

-On first use, you point to a small amount of free space where a table and a small hack is inserted into the level loader.
-You create banks based on the default set which are inserted in a given bank # of your SMW ROM. You can edit banks seperately, so there's no forced global changes. For sake of convienence, it checks if they're a RATS tag in the given bank to stop you from erasing anything important.
-You assign each of the 512 levels to a bank, they all initially start by using the default ofcourse.
-A feature to export / important sample banks is there, so if you make custom music with special samples you can include a .bin file to insert into your ROM, to allow for more authentic conversions.

The increase in load time is noticeable (hey, it's a 2Mhz cpu trying to upload to a 1Mhz cpu) but it's not that bad, I think. There's no support for OW tracks, sorry.

SNESSOR or SNESSOR95 is a nice source for .wavs, particularly if you're making a port.

Here's the download, and please make backups if you want to use it.

http://smkdan.eludevisibility.org/other/crap/smws050.zip

The side effects are important to consider if you want to use this tool:


SIDE EFFECTS

The SPC700 needs to recieve an extra 32kb of data everytime a level is loaded. It's a horribly slow process and it adds about a second or two to the load times of levels. It does not effect in game slowdown at all.

Normally in SMW if an exit is taken and the song of the old level matches the song of the new level, the song keeps playing. Since the SPC can't key notes at the same time it recieves data, the song has to be interrupted to upload the sample bank and then restarted. The hack forces the song to restart regardless.

smkdan
Posted on 03-23-08 02:42 AM, in New sample utility [MUSIC] [UTILITY] [ASM] [RELEASE] Link | Quote | ID: 80831


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CODE_05D8E0:        C2 20         REP #$20                  ; 16 bit A ; Accum (16 bit) 
CODE_05D8E2: A5 0E LDA $0E
CODE_05D8E4: 0A ASL ; |Multiply level number by 2 and store in Y
CODE_05D8E5: A8 TAY ; / (Each sprite pointer table entry is 2 bytes long)
CODE_05D8E6: A9 00 00 LDA.W #$0000
CODE_05D8E9: E2 20 SEP #$20 ; 8 bit A ; Accum (8 bit)


I just placed the jump at the LDA #$0000. $0E contans the 16bit level number. You can place it anywhere in the level loader, provided it's after the part where it stores the level number. I chose that address because LM inserts a hack that returns to 05D8E6. I'm sure it's something to do with how OW levels and submap levels originally only got assigned to either 0-255 or 256-511.

smkdan
Posted on 03-24-08 03:05 AM, in New sample utility [MUSIC] [UTILITY] [ASM] [RELEASE] Link | Quote | ID: 80869


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SNN: Hope you find it useful. If this one drifts into obscurity too I give up on the whole replacing SMW's instruments thing.

BH89: I put a 24bit bit pointer in $00-$02 and jump to $811D. I had to preserve the scratch ram for the pointers and $1DF9-$1DFC or else odd stuff happened in regards to music.

smkdan
Posted on 03-27-08 11:57 AM, in New sample utility [MUSIC] [UTILITY] [ASM] [RELEASE] Link | Quote | ID: 81064


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SNN: i'm surprised how creepy that sounds in castle music, especially at the start and looping portion.

You can now import samples direct from other .spcs.



Takes SNESSOR and loop guessing out of the equation unless you want to modify the .wav it generates.

http://smkdan.eludevisibility.org/other/crap/smws052.zip


smkdan
Posted on 03-28-08 02:08 PM, in New sample utility [MUSIC] [UTILITY] [ASM] [RELEASE] Link | Quote | ID: 81116


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Sam: I know Mac's .NET implementation is only partial (not sure what extent) so I wouldn't be surprised at issues like that. I didn't know it was that bad though, I don't think I touched anything platform specific and it's a simple program all up...

I know Heian had success with a virtualization program called "Parallels" apparently to run one of my .NET apps, not sure if whatever effort required is worth it though.

smkdan
Posted on 03-29-08 11:37 PM, in New sample utility [MUSIC] [UTILITY] [ASM] [RELEASE] Link | Quote | ID: 81176


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BH89: Nope, later version will most likely have that. I had full featured editing for that in my old one but it stored stuff in the echo buffer :/. This one will just overwrite existing entries on a per level basis like it does now. I think I'll just have it edit defintions for instruments.

smkdan
Posted on 04-15-08 05:54 AM, in Super Mario Kart Hack (Mario Kart Krash) Release (rev. 2 of 04-15-08 05:54 AM) Link | Quote | ID: 81900


Ninji
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As much as I like SMK (see name) it bugs me that all the hacks I've played are only minor edits of the original tracks in most cases. A japanese hacker found out alot about the AI data and made an editor for it, though it seems kind of hard to use and only tolerates japanese ROMS (I corrupted mine). If this gets around, maybe we'll see more original tracks!.

That aside, I think you've presented the edits fairly well. So many hacks are incredibly tacky when it comes to this and I think you've done a good job making the tracks fairly clean. I still can't shake the original feel though, they're just so similar.

The battle courses generally mean free reign so it's dissapointing to see that they're so simple. You want intricate networks of walls, jump pads and plenty of item boxes to make the battlers work for their kills. Generally the only place you'll find people using these tracks is online so try it out there (if you're any good, that is).

As far as the current standard of SMK hacks goes, actually, this turned out pretty well. Give that utility a go if you have a japanese ROM on you, I'd really like to see some completely original tracks someday.

smkdan
Posted on 04-20-08 09:03 AM, in Super Mario Land sprites [ASM] [SPRITE] [GFX] [RELEASE] Link | Quote | ID: 82129


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For those who don't frequent SMWC.

I recently started coding SML sprites with graphics from andyk250. The count is currently at 12. They all have untranslated names so here's the showcase with each one.

Pionpi: The jumping invincible guy in the second last world before you go into the flying stage.



Nyololin / Gau: The former you find in the temple stages, the latter you find somewhere towards the end of the game. The only difference between the two is that one can turn around and fire while the other is completely stationary.



Suu: The dropping spider that acts kind of like a killable thwomp.



BunBun: Bee that drops stakes, comes with the stake sprite



Kumo / Fly: The sideways jumping spider / Fly.



Mekabon: Robot with detachable head.



Tokotoko: Running easter island head found in the Easton kingdom.



Batadon: Jumping easter island head with wings, he hops towards Mario.



Honen: Jumping fishbone. This one hides behind water and has configurable jump settings.



Download's here, there is an ExGFX file for SP3 and SP4 and a txt to say what file has what sprite. It should work with Yoshi as the GFX for it is included.

I also made an (iffy implementation) of the Marine / Sky Pop. You can get it here.

I plan to do them all, which will probably fill 3 ExGFX files. A .txt inside the .zip shows what sprite uses which file.

smkdan
Posted on 04-20-08 10:46 AM, in Super Mario Land sprites [ASM] [SPRITE] [GFX] [RELEASE] Link | Quote | ID: 82134


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Fixed now, get the new graphics for it. I had an older GFX file in there...

smkdan
Posted on 04-24-08 02:45 PM, in New block inserter in the works [UTILITY] [DEMO] [SS] [56K] (rev. 3 of 04-25-08 09:48 AM) Link | Quote | ID: 82305


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Cross post from SMWC

Technically it functions as it is, but it only inserts .asm blocks. Blocktool .bin functionality is promised and will be the next feature.

It doesn't suffer from slowdown with a jump table instead of an elseif style of searching blocktool uses. Two methods are / will be made avaliable for insertion blocks.

It's a .NET 2.0 app, you'll need the framework if you want to run this.

-xkas .asm files
-blocktool .bin files

Upon first time opening, you'll be told where it installed a hack. This is the same address you'd place in a hex editor (points to RATS tag). Then, you're free to add blocks and insert them. Save your changes and see how it works.

It generates two files at the moment. A "blocks.db" file which is the database for blocks avaliable for insertion and a ".bks" which keeps track of which blocks are inserted and what ID has been assigned to them. When you patch a blocktool patched ROM, it will just overwrite what it has previously placed there. It should pretty much behave like blocktool was never installed. If you'd like to try this, please make plenty of backups since I don't trust it much myself. I've tinkered with most of the hacks I have here and it seems to tolerate the new system just fine. Feedback much appreicated...

The pictures below should explain themselves.

The block data editor

The legacy tab

Choose a block

Currently inserted blocks


I mentioned an .asm block for xkas, which an example of is shown here.

;template block, this example simply blanks the screen when mario stands above the block

JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV
JMP SpriteH : JMP MarioCape : JMP MarioFireBall

MarioAbove:
STZ $2100 ;reset

MarioSide:
MarioBelow:
SpriteV:
SpriteH:
MarioCape:
MarioFireBall:
RTL


The JMPs MUST be there for it to function since that's what my code jumps to in the block (to replace the function of offsets). Basically what you have here is something that makes the screen partially black when mario is on top. The code always ends in RTL. Don't place header / lorom or orgs because the program does that automatically. There is no way for me to tell whether xkas has produced an error since it outputs a file uncondtionally, although testing a block in command line shouldn't be that much of a hassle at all.

Desptie that minor issue I chose xkas over TRASM because since TRASM is pretty much a fossil from the demoscene (1994) and as such has a few issues that really bugged me during sprite programming.

-Math system is busted. I remember trying to get some simple math going and had no success, then I gave up trying when not even the examples including in it's .doc were failing.
-Missing opcodes (ouch)
-Loopholes need to be taken when writing certain data to the output
-Errors which aren't caught at all (anyone here ever met the "wtf mate" error from sprite tool when TRASM outputs a different sized file between passes?). Really got on my nerves.

Let me know what you think.

http://smkdan.eludevisibility.org/other/btsd02.zip

smkdan
Posted on 04-25-08 09:47 AM, in New block inserter in the works [UTILITY] [DEMO] [SS] [56K] Link | Quote | ID: 82346


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Sukasa: I assume you were authoring the version of blocktool I heard about before. I remember reading a SMWC thread about it a while ago.

From SMWC:
I tried adding .bin support and updated the link with it. What it does is provide a 'wrapper' for the blocks (they use RTS and BT defined offsets) and apply everthing else accordingly. These blocks will not slowdown for being .bin for anything. I tested the sensitive brick (see in the pic in the edit, just copy everything over (yes offsets are in decimal adn relocs are in hex). It seems to work fine. Whole page isn't there, but apart from that it should run .bin blocks fine.

smkdan
Posted on 05-07-08 01:42 PM, in Donkey Kong 2 (Nuts and Milk hack) documents included Link | Quote | ID: 82982


Ninji
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Since the game data has been presented and it looks simple enough I'll slap together an editor for this. Expect something tomorrow or the day after.


smkdan
Posted on 05-08-08 12:45 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 83104


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Started this last night. Used the data from the thread in the release forums to throw this together. It's dead simple, it'll be done soon enough.

smkdan
Posted on 05-09-08 10:50 AM, in Donkey Kong 2 (Nuts and Milk hack) documents included Link | Quote | ID: 83175


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1. Simple, I was kind off thrown off since there was no pointer table in your or Trax's doc but the system it uses only serves to make it even simpler when I disassembled it.

2. There can be 51 or less as it stands, since the 04A2 table obviously has no extra room.

3. It's in, this is one of the things I was going to find in a debugger so you saved me the time of finding it myself.

As far as free space goes, there's practically nothing (which is fair to say for a 16kb PRG game).

When I give it out, it will have the above options and probably a palette editor. The palettes themselves consist of a base palette stored in sequence starting from 40h, then it takes the level # mod 4 and uses that to choose one of 4 palettes to decide what the bricks and pipe palettes are.

Also:

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Main - Posts by smkdan

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