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Please chime in on a proposed restructuring of the ROM hacking sections.
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smkdan
Posted on 12-05-08 12:13 PM, in possible gimmick! editor Link | Quote | ID: 95795


Ninji
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the scandinavia release is news to me, i just assumed it was only released in japan. regardless, the program will only work with the (J) ROM unless the scandinavia release happens to work with it. and yes difficulty gets rough later on.

i got sprite loading running and it looks to be working okay but the format is kind of awkward. there are four chunks of sprite data for each level, one for each horizontal 'area'. i load all the sprites from all four chunks at once and compensate for wierdness in Y positioning (i figured it would be positioned relative to the area, guess not). some positions seem to be placed out of the area that they actually live in, like the level 3 boss (sprite40) which is placed as if it were below the area it actually is activated in. sprite locations can be specified at any part of the level, but user will select which one of the four areas it will actually be loaded in. seems out of place for what I normally have seen in platform games (nintendo ones anyway) but sprites can be placed right down to the pixel, rather than to the nearest 16x16 block or so.

i think now i'll get on actually assembling the tiles that make up the sprites, although the current view will be optional to see sprite #'s like lunar magic does it.

http://img228.imageshack.us/img228/7660/level0go1.png
http://img392.imageshack.us/img392/2047/level1fn3.png
http://img261.imageshack.us/img261/2623/level2sj3.png

not sure what's going on in the bottom left of level 2, and 'sprite 113' is actually two overlapping sprites.

smkdan
Posted on 12-07-08 07:22 AM, in Zelda 3 Hack: Dream Scepter Link | Quote | ID: 96042


Ninji
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goodluck with this, it'd be nice to see a full scale zelda3 hack since they're few and far between from what I see. one thing I'm curious about is Hyrule Magic's hacking ability though. I tried it a few times, and it's packed with all the features (and then some) but i recall a long while ago reading about it's very buggy nature, like just overwriting important data when saving. does it genuinely overwrite data just like that? it'd sort of make sense i guess, since it would be a huge factor in keeping a real popular game with a seemingly great editor from being hacked as much.

smkdan
Posted on 12-08-08 10:39 AM, in possible gimmick! editor Link | Quote | ID: 96138


Ninji
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i got drag / select / paste into level editing and the block selector you see up there. since each screen has a tileset / palette assignment the combo box lets you preview how the tiles look if they were placed in the selected screen. checkerboards in the bottom right are non-existant blocks since there's only 248 in a level.

smkdan
Posted on 12-08-08 04:56 PM, in possible gimmick! editor Link | Quote | ID: 96164


Ninji
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thanks. yeah they spin, i got the animating in there now. excuse the quality of the GIF. a flaw is that everything animates at the same time (some screens animate slower than others) but I don't think it's a big enough deal to make a work around for.


smkdan
Posted on 12-09-08 07:17 AM, in possible gimmick! editor Link | Quote | ID: 96265


Ninji
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thanks googie. yeah i'll have an animation editor, the game works like this:

-there are 8 sets of 'CHR configurations' (BG tileset which is first 192 tiles) (also applies the same for palettes) for each level. Every screen in the level is assigned one of these configurations.
-it'll just be a bunch of comboboxes where you can modify the 8 configurations made available to each level + which one of these 8 configurations you'll set for each screen.
-there's 12 sets of animating banks, 4 bytes each since it's a 4 frame loop. Each screen is assigned one of these independent of the level. you can also set the banks, sets of 64 tiles for 1kb, which the animation consists of.
-you can set the frame delay for each set of animating banks (ignored in the preview). simply put: a value of 60 means 1 frame per second, 30 = 2FPS, 1 = 60FPS etc.

this stuff only applies to BG tiles though, sprites setup graphics on their own and there's no drama aslong as onscreen sprites are graphically compatible (they share tilesets).

smkdan
Posted on 12-10-08 03:44 AM, in possible gimmick! editor Link | Quote | ID: 96339


Ninji
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yeah late night posting will do that to me (2 = 30 FPS). any docs I have right now are just scribbled in disassembly of bits and pieces of code.

smkdan
Posted on 12-11-08 04:25 PM, in possible gimmick! editor (rev. 2 of 12-11-08 04:29 PM) Link | Quote | ID: 96535


Ninji
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palette editor is done. apart from actually editing the in game level palettes (there's 28 of them) you select which screen gets which one of 8 palettes, and the 8 palettes assigned to a level out of the 28 I mentioned. sprite palettes never change in the game, although it is stored in every palette oddly enough. more flexibility if you feel like touching up sprites i guess.



todo list:
-tileset / animation editor
-sprite graphics / editing
-block properties
-checkpoint editing
-music editing / scroll data editing

i got plenty of work left, but all the data (except block properties) is on hand to get the job done.

smkdan
Posted on 12-12-08 05:45 AM, in possible gimmick! editor Link | Quote | ID: 96631


Ninji
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i meant editing what music is assigned to each level yes. if anything i'd have title screen editing and such implemented before i even considered music editing (if i ever do). the mapper on gimmick's board has a clone of a typical of the time PSG for another 3 channels.

smkdan
Posted on 12-13-08 09:06 AM, in Logic needs some help - SMB3 (picture inside) Link | Quote | ID: 96704


Ninji
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http://nesdevwiki.org/wiki/NES_PPU#Byte_1

low bit of tile # is pattern table select.

smkdan
Posted on 12-14-08 04:04 PM, in Logic needs some help - SMB3 (picture inside) Link | Quote | ID: 96753


Ninji
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Posted by Kawa
I knew it used 8x16 mode the moment I first laid eyes on the VRAM. Does that make me a bad person?


if by 'bad person' you mean someone who makes little content posts to make themselves feel special, then yes

anyway, 8x8 sprites would be the typical in NES games because the precious CHR memory can be often wasted with 8x16 sprites, see the digits and score sprites (since they stick out the most) have a vacant / wasted tile next to them because they're only meant to be viewed as an 8x8 sprite. You wouldn't see any of this in 8x8 sprite mode. It limits the flexibility of CHR layout / wastes space while doubling the tiles per OAM slot (thereby usually reducing CPU usage because 2 tiles are formed with 1 OAM write) and allowing access to both pattern tables. another downside would be if you have vacant tiles as part of a 8x16 sprite, it still counts towards the 8 sprites per scan limit because the transparent tile data still gets fetched regardless.

smkdan
Posted on 12-15-08 10:01 AM, in SNES F-Zero editor project Link | Quote | ID: 96800


Ninji
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all data for the AI is there, i just have to implement it while fixing a couple other bugs...

give this f-zero editor a try, it edits track AI, although it's tricky to use. it is fully functional though if you learn how to use it though.

http://sldnoonmoon.hp.infoseek.co.jp/neo/fuzee/index.html

smkdan
Posted on 12-16-08 04:31 PM, in possible gimmick! editor Link | Quote | ID: 96942


Ninji
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ok bunch of stuff added:

-check points editing in (starting position too) and the selection of which screens the player has to enter to enable entry on that checkpoint when they die
-scroll data editing, where you set screens on how they inhibit scroll (like entering the tube in level 1, or how the screen doesn't scroll when you get to the edge of the level). you set either left, right or both sides if scroll blocking is enabled.
-tileset / animation editing is in. pick tilesets for each screen, which banks each tileset gets. also the animation can configure speed and chr banks that are played in the animation.
-music selection, you pick a track for each screen
-full sprite saving / configuration / editing. you can copy paste sprites, drag them around, change their properties etc. since it's impossible to expand the game, there's a 332 sprite limit total that has to be followed. i think it's a decent number though. the status bar automatically updates with every paste / delete of a sprite on your sprite budget and removing sprites from another level does free up sprites in the rest, it's a global limit.

here's a pic, the dialog has stuff to modify for the sprite in addition to the position that you can do in the editor. "Area" is an important one that has to be set depending on which one of the 4 'areas' it should be loaded into. they run from 0-3 and are just horizontal rows of screens i.e. screen 17,1B,1F belong to area 3. screen 16, 1A, 1E belong to area 2 etc.



i'm currently assembling sprite tiles which is a real slow process considering there's 200~ sprites to do it for...

anyway, release should be happening sometime soon, i'll have a doc included to explain everything incase. it's pretty much 100% functional except for graphics on sprite viewing and modifying block properties, which I figure isn't really urgent, but definitely something to include in a later release.

http://smkdan.eludevisibility.org/Gimmick.zip

current version if you want to mess around. don't try anything but the (J) ROM.

smkdan
Posted on 12-17-08 06:26 AM, in possible gimmick! editor Link | Quote | ID: 97018


Ninji
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thanks.

@55J: i'll have to pass, it's already a big enough hassle as it is. the only dynamically loaded graphics data are the palettes and the tiles. the tile and palette references are hardcoded. it's rare enough to find sprite tilemap hacking in even SMW.

@omega: C#, and while the source is pretty trashy in areas i can use the language a whole lot better since f-zero editing. then, i was learning C# and making the editor at the same time which didn't really hamper progress but it did result in nasty code. C# will be my preference for a long time even though i'm sure i'm not using it as well as i could be.

@sam: i'm fairly sure there is a bit in (yet to be edited within the program) block properties that inhibits star creation / forces you to drop your star. i thought the game just checks if the tile above the player is solid but the tube is actually taller than that.

http://img208.imageshack.us/img208/9869/level0if9.png

12 sprites mapped, another 184 to go

smkdan
Posted on 12-19-08 03:52 AM, in Another ASM Question Link | Quote | ID: 97128


Ninji
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first line takes the 16bit address stored in $02-$03, then adds Y to it, then reads from that address. assuming Y = 0, then the stored address would be 855C.

LDA #$5E
STA $02
LDA #$85
STA $03

LDY #$00
LDA ($02),y ;this would read 855E

INY
LDA ($02),y ;this would read 855F

smkdan
Posted on 12-19-08 10:34 AM, in possible gimmick! editor Link | Quote | ID: 97149


Ninji
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changed a couple of things. added an undo for level editing which no limit beyond system resources, swapped textboxes for spinboxes, mapped a few more sprites and added actual mirroring of graphics accoridng to direction.

a snag with sprite editing is that some of the lesser used / more obscure sprites don't work well out of their original positions / close to their positions like bosses, transport birds and the blocking spider thing from level 2. bosses seem to force the player horizontally into the screen they were originally placed in.

http://img530.imageshack.us/img530/238/level1lb6.png
http://img387.imageshack.us/img387/5607/level2gz5.png

smkdan
Posted on 12-20-08 05:29 PM, in possible gimmick! editor Link | Quote | ID: 97225


Ninji
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there's no indication or hint it's ever there. you have to star jump against the wall on the top left screen to get to it. some sprite pics almost done:

http://img211.imageshack.us/img211/9490/level3ir6.png
http://img135.imageshack.us/img135/6871/level4cc4.png

smkdan
Posted on 12-22-08 09:30 AM, in possible gimmick! editor Link | Quote | ID: 97323


Ninji
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put together block graphics editing / sprite selector dialogs in:



so you pick out 4 8x8 tiles to make a 16x16 block for each level. since each screen has the ability to have it's own palette, i have preview combo boxes in there. "set palette" on the block end is what actually changes the palette # of the block.



a name and a compatibility list along with a preview is here (clicking the preview panel toggles white/black background). compatibility means that to avoid graphical glitching, you can't have a situtation where incompatible sprites are on the screen together. You see either 'bank A' or 'bank B', and you can have any of the compatible sprites the dialog lists for bank A, along with any compatible sprites of a sprite from bank B. two or three sprites (nessie and bosses come to mind) need both bank A and B to display correctly.

about sprites, some bosses really don't like being placed outside their original placement, so care would need to be take when placing them.

smkdan
Posted on 12-22-08 09:34 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 12-22-08 09:38 AM) Link | Quote | ID: 97324


Ninji
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looks like displaying stuff is in order, scrolling is a bit slow though. caching tiles would pretty much eliminate that.

i have to suggest that having importable / exportable 'track pieces', which consist of X by Y chunks of tiles intended to be used to make track building that much easier. making a track in mariocircuit complete with rumble strips is hell.

edit: trax: tracks are just 128x128 tile arrays, 1:1 with what is put onto the mode7 map and what is used for driver interaction.

smkdan
Posted on 12-22-08 02:43 PM, in gimmick! editor at a usable state (rev. 4 of 03-13-09 03:06 PM) Link | Quote | ID: 97327


Ninji
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the editor is pretty functional from my point of view, only thing left to edit is block properties. maybe an 'import following settings from other level' will get in there later to. A doc is included if you don't get how to use it from just messing around with it.

update: 011, can import selected features from other levels in the ROM or an external ROM. still needs block behaviour editing, although that's one of the features that can be imported.
012, can right click tileset viewer in block graphics editor to make tiles much more viewable in terms of how they are assembled by the game.
013, title screen edit in the editor

http://smkdan.eludevisibility.org/gedit013.zip

smkdan
Posted on 12-23-08 03:40 AM, in gimmick! editor at a usable state Link | Quote | ID: 97387


Ninji
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@sam: didn't think it'd even start on a mac (bugged .NET implementations or whatever). any quirks i'd guess would have to be issues with running it on mono because the code that operates on the glitched parts couldn't be more straightforward. it was never intended to read the (E) rom.

@legomen: 'the glitch' is part of the game: you don't die by falling into a hole it has to be a block that kills you. If you fall into a hole, you just wrap around to the top most screen.

this wasn't made with any cross-platform capability, though sam somehow got it running i don't really know anything about mono apart from being some sort of .NET compatible framework or something.
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Main - Posts by smkdan

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