Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 89,614,728
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 09-27-24 04:46 PM
Guest: Register | Login

Main - Posts by spel werdz rite

Pages: 1 2 3 4 5 6 7 8

spel werdz rite
Posted on 10-26-09 02:27 AM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 117982


Paratroopa
Level: 30

Posts: 131/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Hey guys. Sorry I've been quiet for a while. I've mostly been doing some boring stuff. Some good news is that I finished the LZ2 ASM hack and finishing the new Level ASM. Today, I managed draw the castle object.

It took quite a long time because the tiles are so differing, but I think a lot of you will appreciate this over ever having to manually add all the tiles yourselves. The code for the big castle took 341 lines total.
The level ASM is almost done. I have pretty much all objects inserted. Only things left to do are add the generator objects, scroll stops, and a few tileset specific tiles that exist for castle levels. After that, I can finally get back to MushROMs-related work.

spel werdz rite
Posted on 10-30-09 09:02 AM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 118252


Paratroopa
Level: 30

Posts: 132/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Ok guys. I'm almost done with the ASM now. Palette, GFX, and Extended Map16 are done. So far, no bugs or errors from what I've seen, so it's looking good. Also, if some of you don't know, there are a lot of crap tiles in SMB1. They serve no purpose and are useless. So I've taken the liberty to delete.

Tiles with 0 are blank and can be used for whatever you want when you use MushROMs.
Note: I may take a few for some tiles that need to be created.

spel werdz rite
Posted on 12-03-09 09:15 PM, in My life kicks ass because... Link | Quote | ID: 121421


Paratroopa
Level: 30

Posts: 133/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Today is my birthday.

spel werdz rite
Posted on 12-17-09 07:34 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 123227


Paratroopa
Level: 30

Posts: 134/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
I'll give it a shot. I have some experience on what to look for regarding human error in an editor.

spel werdz rite
Posted on 12-29-09 02:57 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 124418


Paratroopa
Level: 30

Posts: 135/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Ok, I've been trying to exploit a lot of common bugs that exist in controls and here's what I have so far:
1)In the TSA editor, the tiles on the left (8x8 selectable tiles?), you get the tooltip displaying which tile number you've selected. If you move the mouse at a moderate pace and hold down a button, you can drag the pointer out of the control and get out of range values. This doesn't cause errors, but is obviously a mistake

2)I haven't been able to replicate this but there were occasions when the grid would not update while toggling unless I made other changes, or I would add a tile, then delete and the grid line behind the tile would disappear. If I can get it to happen again, I'll try to see what caused the problem.

3)If you delete your current project while it's still active in the editor, you'll get errors pretty much with any modifications you make after that.

4)The exit button in the file menu doesn't work.

5)You can create a new level with no project using the buttons on the bottom left. This obviously causes errors. The buttons should probably be disabled until a project is loaded.

6)You can dump a raw level when no level is open. Causes errors. Also, no filter for a file type for the level. I'd suggest one be made.

7)The Project->Set Default options still show a confirmation box if no worlds are open. This can be confusing.

8)Compile ROM (w/ or w/o GFX) doesn't work.

9)If you have a project open, then you choose to open a new project or create a new one, then cancel, all the file controls become disabled, making you have to close or reopen the same project to enable them again.

10)When you create a new project, there is no filter of .rbn. It would be nice.

11)If I move a level from one world to another, then back to the original, I will get errors.*

12)The MoveTo option will repeat the same world names if there are less than 8.

13)You can still draw diagonal lines out of the top boundary.

14)There were several bugs with the custom layout editor. I'm going to assume that it's still WIP, so I will not list them for now. If this is untrue, let me know and I will list them.


*The error report for the level move:
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Daiz.NES.Reuben.ProjectView.MoveLevelTo_Clicked(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.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.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(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)

spel werdz rite
Posted on 12-30-09 12:38 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 124514


Paratroopa
Level: 30

Posts: 136/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Posted by Kawa
I hereby propose cutting off .Net stack traces to the last relevant line. For SWR's error, that would be
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. 
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Daiz.NES.Reuben.ProjectView.MoveLevelTo_Clicked(Object sender, EventArgs e)

The rest is irrelevant. Daisy would know that "MoveLevelTo" is a ToolStripItem.

I propose this because I've seen a lot of very deep error logs and nearly always could stop reading before the fifth line. Sure, to laymen in the audience it makes you look cool, but seriously people!

I wasn't really trying to look cool. I just copied the error log ignoring the assemblies, etc.

spel werdz rite
Posted on 01-04-10 12:27 AM, in asm programming = slave labor Link | Quote | ID: 124974


Paratroopa
Level: 30

Posts: 137/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
You're not really forced to do anything. And programmers who criticize you just because you don't program is a dick move. Simple concept: if you don't want to and you don't have to, why do it?

spel werdz rite
Posted on 03-13-10 02:23 AM, in Kinda cool boss mods to Link to the Past Link | Quote | ID: 128347


Paratroopa
Level: 30

Posts: 138/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
This is in the category of my other ROM hacking side-projects. Anyway, everyone knows the best parts of Link to the Past are the awesome bosses. So I'm just tinkering with cool (maybe lame) ways to mix it up. My first one so far is changing the Armos Knights to all be the red stomping version. This was actually quite easy as you can imagine, just finding where it switches when there's only one left and changing it to six. Anyway, it came out pretty lol I suppose. You can determine for yourself.

Link for commenting/rating the vid, or comment here too.


spel werdz rite
Posted on 03-14-10 05:20 AM, in Kinda cool boss mods to Link to the Past Link | Quote | ID: 128383


Paratroopa
Level: 30

Posts: 139/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Here are the hex edits to make (non-headered address):
0x2A257: 07 B0
0x2A2B6: 07 90
0x2A337: 07 90

spel werdz rite
Posted on 03-22-10 05:48 AM, in Health care bill passes Congessional hurdle Link | Quote | ID: 128655


Paratroopa
Level: 30

Posts: 140/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
What do you guys think?

I haven't looked too deep into the issue. But from what I've gathered, America's just been in a mess and the Republican idea is to not want to move at all. They're taking every drastic measure to stop the bill. Democrats however, have been doing a bad job at trying to be patient and getting nothing done. At the extremes, I've seen Republicans being irrational assholes and Democrats being soft-core pussies. It's not right to ultimately stereotype the two parties as such though. I'm sure many are smart and respectable people, however we've only seen the worst in a dramatic event of course. I'm sure Republicans have very good reasons to not want to kill the bill. Perhaps, they were immediately aware that their causes alone would not persuade the American public, so the ran a smear campaign to convince America that universal health care is a "Socialist" step. Maybe it is. To some degree, it may be, but I doubt that will destroy America. Our nation has taken many socialist steps: child labor laws, health inspection on foods, consumables, and other related products, environmental protection, and minimum wage establishment. I'm not saying every move has been smart and flawless. Far from it. However, that shouldn't mandate that we halt ever taking chances and attempting progression. That's the fundamental idea to life itself: moving forward and adjusting to our ever-changing environments. Anyway, that's my opinion in a ramble.

spel werdz rite
Posted on 03-22-10 07:12 AM, in Health care bill passes Congessional hurdle Link | Quote | ID: 128657


Paratroopa
Level: 30

Posts: 141/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
It just happened. CNN coverage. Congress passed the health care bill. Now it's just gotta get through Senate.

spel werdz rite
Posted on 06-01-10 10:30 AM, in Dance Dance Revolution/In The Groove Link | Quote | ID: 131604


Paratroopa
Level: 30

Posts: 142/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
I fail to see a thread for this game.
Anyway, I'm a strict no bar player and have gotten 10 AAAs on DDR (Heavy/Challenge) and 3 on Standard IIRC. For ITG, I've gotten a lot of 3 stars, and one Quad on the DDR Kick the Can song. =P
Any other DDR/ITG players in the hizzouse?
Also, here's a world record vid of my buddy Seth (Happy Feet!) getting a Quad on Sweet World, the last 10 to be quadded, him being the first to do it.

spel werdz rite
Posted on 06-26-10 01:01 AM, in The *official* MushROMs (SMAS Editor) thread (rev. 2 of 06-26-10 08:27 AM) Link | Quote | ID: 132415


Paratroopa
Level: 30

Posts: 143/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Major bumpage

I finally finished 2 of the 3 major ASM hacks regarding SMAS SMB1, and its editor, MushROMs. And now I need some play testers to give the hack a run through.

Now I'm not joking about boring sadly. Cosmetically, the game has no changes (in fact, that's what I need to be sure of). These hacks apply the custom Palette and GFX routines to allow for the expansion in SMAS SMB1. This involved completely 86ing the original codes and a giant fireball of errors has occurred from it. Today, I finally patched up the last error and to what I've noticed, the entire game is running perfectly, but I want some different people to make sure of the same thing.

Testing is open to anyone and everyone. You get all my source ASM too, so that's not a bad thing. =D
Simply play through the entire SMB1 game and make sure no visual errors exist.

Link

If you happen to find any errors, please post in this thread and I'll get right on it.

For the time being, I'm going to work on the level ASM again (1400 lines of code when I left off). Once I finish that, everything should finally be squared away. At the same time, I'll be tweaking MushROMs to adjust with the new changes I've made. So yeah, I have been working on it, just nothing worth updating till now.

spel werdz rite
Posted on 06-26-10 08:13 AM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 132421


Paratroopa
Level: 30

Posts: 144/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Hey Zycor. Thanks for giving it a test. The star world problem has been fixed.
The reason there's no 1UP has to deal with how many coins you collected in W1-3
If you don't collect enough, it won't appear.
I'm not sure what's up with the Koopa.

spel werdz rite
Posted on 06-26-10 08:27 AM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 132423


Paratroopa
Level: 30

Posts: 145/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
The koopa is confusing me now. It has something to do with the GFX hac, but I really do not know what. It's so strange. Also, I have the more recent version up, but you needn't worry about it. It only fixes the palette errors for the star world.

spel werdz rite
Posted on 07-10-10 01:27 PM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 132839


Paratroopa
Level: 30

Posts: 146/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Uploaded it to smwcentral file server.

spel werdz rite
Posted on 07-10-10 10:11 PM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 132854


Paratroopa
Level: 30

Posts: 147/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Oh. I haven't uploaded MushROMs itself due to the small error where it's not finished yet. =/

spel werdz rite
Posted on 07-19-10 04:25 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 133140


Paratroopa
Level: 30

Posts: 148/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
Ah. I remember having a short list of bugs with Reuben. Most of these dealt with creating projects, opening projects, creating projects again, and so on. I'll have to look into the problem again to see if it has been fixed or not. Just thought I'd bring it up in case it rings a bell and you did something about it yet.

spel werdz rite
Posted on 07-21-10 08:22 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 133256


Paratroopa
Level: 30

Posts: 149/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
You also have to consider the sheer amount of work it takes to build an editor (and a good one at that). Then factor the amount of personal affairs the guys has. Heck, Toadstoal and Lazyshell both took several years to complete.

spel werdz rite
Posted on 10-11-10 01:43 AM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 136645


Paratroopa
Level: 30

Posts: 150/156
EXP: 156244
Next: 9625

Since: 02-19-07

Last post: 4959 days
Last view: 1244 days
To Zycor and other testers, I fixed all the bugs in the GFX hack. Turns out I forgot to push/pull a value.
Also this
Pages: 1 2 3 4 5 6 7 8


Main - Posts by spel werdz rite

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

Page rendered in 5.802 seconds. (339KB of memory used)
MySQL - queries: 132, rows: 164/164, time: 5.784 seconds.