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DahrkDaiz
Posted on 10-09-09 05:59 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 116751


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Posted by Mineyl
Posted by copyRIGHThunter
Yeah. I've done that, but I'm also horrible with the pointers (that why almost all the levels I made are only 1 room long) so It wound up screwing up rooms. My W1-1 and W1-5 were supposed to be 2 rooms, but I screwed up the rooms I needed. Also, that's why the fortress I made ends abruptly.



If you're still interested in hacking the NES version, there are ways to get around all the problems you mentioned. Outlining this would take up far too much space here, though, so if you're interested, PM me or something.


All of these problems will be solved for the NES version.

DahrkDaiz
Posted on 10-12-09 03:35 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 117035


Nipper Plant
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looks stupidly hard make the ice blocks at least 2 wide since it's on ice.

DahrkDaiz
Posted on 10-13-09 05:26 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 117063


Nipper Plant
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It's coming....


DahrkDaiz
Posted on 10-13-09 05:58 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 117065


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Unfortunately to you and anyone looking to use their existing hack, this editor won't really be able to edit existing hacks in the traditional sense.

DahrkDaiz
Posted on 10-14-09 06:12 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 10 of 11-19-09 09:40 PM) Link | Quote | ID: 117098


Nipper Plant
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Latest Release:

Release 11/19/09

Last release until 1.0

Warning: NONE OF YOUR OLD PROJECTS ARE GOING TO WORK ANYMORE, USE THIS WITH CAUTION!

As of 11/19/09:
-Project is now open source
-Settings are saved per level so when you reload a level
-You can set block property display transparency
-You can set special icon property display transparency
-You can change guide line colors
-Maps are now editable


As of 11/11/09:

-There are 2 modes for the right mouse click.

Selector Mode
Tile Placement Mode


Selector Mode:
Right clicking and drawing draws a rectangle in a region on the level. The area selected can be cut, copied and pasted or deleted from the level itself. When you paste, if selection area is a single block, it will paste the exact shape you copied. If the selection paste area is not the same, the editor will do a sort of "pattern". For example, if your copy region is [1][2][3] and your paste region is 5 squares long, it would look like this: [1][2][3][1][2]. If any of your copied region contained an erase tile, when that's pasted, it's treated as a "transparent" tile and will not paste over the existing data.

Tile Placement Mode:
The right click can have it's own tile to draw using all the same tools as the left click. You will see 2 blocks below the block selector, a left and right one. Guess what they indicate?! lol

To change modes, double click the mode display or hit Ctrl + D

-At any rate, the middle mouse button is now the eraser click.

I also changed it so if you want to edit a specific block, double clicking it in the block selector will bring it up in the Map 16 editor, rather than having to do it in the level viewer.

-I've also touched a lot of things. Such as when you bring up various editors (palette editor, graphics editor, etc) it will automatically set the graphics, definitions and palettes to what your current level is using. Convenient eh? I've also finally added the ability to reload a level, removing previous changes and to reload the graphics, so if you're using another editor to change graphics, you can see what it looks like in your editor without having to reload the entire project. *pant pant*

-Fixed an issue where the scroll type was not saving
-Added a cut/copy/paste
-New Key Bindings
Control + G: Toggle Grid
Control + W: Toggle Special Tile View
Control + E: Toggle Special Sprite View
Control + R: Toggle Start Position Display
Control + D: Toggle Right click mode
Control + S: Save current level
Control + F: Place Mario's starting position

-All sprites that are displayable are now able to be rendered. If you're using an old project, after loading the project, go to File->Reload->Default Sprites before opening any levels. This will update your sprites file.

-Guide panels! You now have 2 horizontal and vertical guides located on the left and right extremities of the level area. Double click on a guide (red or blue) to toggle its display. You can click and drag the mouse to move the guide. You can also set guide presets on either guide by right clicking the panel area and choosing a preset snap option.

-Modified Map 16 editor a bit. If you want to edit a block's TSA without having to find it, double click it in the Block Selector on the left. (shift + double click from the previous version no longer works)

-In the TSA/Map 16 editor I've added two features that makes setting your definitions easier. If you click on a definition and hit Control + C then you will copy it's definition. You can then paste the definition with Control + V to another block. You can also globally apply a tile definition by clicking the Apply Definition Globally button (useful for common blocks such as coins and ? blocks).

As of 11/06/09:
-Fixed some sprite drawing bugs
-Added a lot more sprite support
-Added some keyboard short cuts for the draw mode:
A = pencil
S = line
D = Rectangle
F = Outline
G = Fill

These are basically the home row keys for your left hand.
-Added keyboard short cuts for edit mode:
Z = Tiles
X = Sprites
C = Pointers

-Added an enlarged icon view above the tile selector for easier distinguishing
-fixed the layout manager menu, it will show up now
-modified the grid to be viewable in dark and light colors
-heavily modified the gui positions
-fixed the graphics importer menu, it will show up now
-fixed level to png exporter
-When editing a level, project view and level info panels will minimize by default
-Added new guide lines.
To make a guide show/hide, double click it (left and bottom bars, red/blue lines)
If you right click a guide bar, you can set different guide snaps for references
-Nothing saves automatically anymore. Save buttons have been added to all editors and to the level editor. If you close without saving, you lose your data
-Compressed level function has been fixed. Was broken on data over 1KB

As of 10/31/09 in the morning:
-Fixed an issue where moving a project from the original folders wouldn't allow anything to be loaded. Changed it to use relative directories rather than absolute paths. My bad! (this should fix your issue KP9000)

As of 10/31/09:
-Added coin information.
-Added the ability to either let the editor decide where to save a level or let you decide.
-Fixed sprite deletion
-Added 2x zoom support
-Added a diagonal line tool (great for slopes)
-Added an image export for levels
-Changed the set start position a bit to make it clear what to do next
-Added a help status bar below the level status bar
-Shift + Click on a tile in-level will bring that tile into selection
-Shift + DoubleClick will bring up the Map16 editor for the tile


As of 10/28/09:
-Added pointer support and unused bytes editing
-Sped up drawing code. Added a lot of aesthetic features including the ability to delete levels and import levels from other projects
-Vertical levels supported
-Start anywhere on the map supported
-Modified UI layout
-Can remove levels and change what world they're categorized in
-Select active windows in the MDI area


Ok so we've always wanted the "ultimate" SMB3 editor. I kind of got started on this back a year ago and the SMB3 engine really started to piss me off, so I abandoned the project, sadly. Then I got the urge to hack again, but did not want to be constrained by the SMB3 object based format for level data. So after about5 days of strenuous coding, I got this to show:



This will be my last hoorah in rom hacking (after a hack using this editor, of course).

Basically, this editor goes about rom hacking a bit different. Most editors save the data straight to the rom and treats editing on a per-file basis.

In this editor, your hack is put into a project. A project has its own set of graphics, Map16( or TSA) data, graphics data, levels and worlds. Most things can be given a name for references, since names are usually easier to remember than hex values.

Once you create a project and give it a name, you can either create a level or edit gfx, blocks or what have you. When you save a project, it's all saved outside of your rom. Only when you're ready to test is any data written to the rom. If your rom gets corrupt, your levels and gfx are safe.

Now, here's the real kicker. I will make saving to a rom convert that rom into using MMC5 and extend the PRG-ROM to maximum size: 1MB. The levels are no longer made up by objects, but a compressed tile map. This way, you can create SMB3 levels in any format that you want. Since I was over hauling the level data, I decided to allow levels to choose any gfx they want, rather than from a table, along with other new nifty features for levels.

Pointers are going to work much different. They will be able to have a range set to any x value, not just a "x0-xF" format. And each pointer can point to a different level. Pretty sweet, eh?

As for saving level data, the rom patch I am creating will make the game load data cross-bank boundaries. Levels will exist side by side, so no more worrying about overwriting another level's data.

Progress is going smooth and I hope to have basic level editing done by next week. So far the editor has very primitive graphics editing, tsa/map16 editing and you can draw out levels with a tile map.

DahrkDaiz
Posted on 10-14-09 07:13 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 3 of 10-14-09 07:25 PM) Link | Quote | ID: 117130


Nipper Plant
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Not much to show off. But I was able to considerably increase the drawing speed. Also, you can work on multiple levels at once now

And Im going to have a revolving release located at:

http://dahrkdaiz.googlepages.com/Release.zip

As I make a major stride, I will update that link with the latest. Requirements are the .NET 3.5 Framework or equivalent.

So far you can create a new project, edit TSA and gfx. Saving will save the TSA and Graphics. You can edit a level you created but you cannot save it yet. You also cannot save any changes to a rom. In order to open a project, look for the file ending with .smb3. If you want to edit the gfx with a different program, the gfx are saved as .chr

The editor is named Reuben after experiment #265 in Lilo and Stitch. He's named Reuben in series finale of the show.

DahrkDaiz
Posted on 10-14-09 10:23 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117140


Nipper Plant
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Sweet, you said it only took 10 minutes to make that, eh?

DahrkDaiz
Posted on 10-15-09 12:11 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117151


Nipper Plant
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That's the thing, there are no "objects" like you see in other SMB3 editors. This editor will completely rework the level format.

DahrkDaiz
Posted on 10-15-09 02:44 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117161


Nipper Plant
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Just the level format will be change. No changes in music.

DahrkDaiz
Posted on 10-15-09 04:24 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-15-09 04:25 AM) Link | Quote | ID: 117172


Nipper Plant
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nope, this makes creating levels easier, that's.





New Release with modified ui and new drawing tools

DahrkDaiz
Posted on 10-15-09 02:39 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117188


Nipper Plant
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I'm not modifying anything except how the levels are drawn and loaded into memory. There is no "mirroring" engine so-top speak. The odd colors you see on the side are due to an NES limitation, not SMB3.

The NES only has enough memory to store 512x256 or 256x512 pixels of graphics at a time. You can switch between what way the pixels are represented. In order to have taller levels, SMB3 chooses the 256x512 view. So when you scroll up/down, you get seemless scrolling. When you go to the left or write, you see artifacts. You don't see artifacts on the left side of the screen because the NES also has a feature to not render the left edge of the screen but doesn't have that feature for the right edge of the screen. I can't fix that.

I do not plan on changing anything with the sprite engine at all. The sprite limit is there to prevent major slow down. SMB3 does a lot of execution as it is per cycle. I know nothing about the unused feature you speak of.

As for the music, I know nothing about the music engine. People who have hacked the music (Jaspile) have attempted to create an editor for it and found it to be a daunting task. Not only that, creating music in itself is hard enough to do, much less hacking it into a game.

DahrkDaiz
Posted on 10-15-09 05:18 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117192


Nipper Plant
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I'm sure SMB1 uses Vertical Mirroring (512x256 pixels) so it can draw up to 1 full screen ahead before it's scrolled into view.

DahrkDaiz
Posted on 10-16-09 01:26 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 117251


Nipper Plant
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Oh wow Mineyl, that's actually very pretty. I seriously almost thought I was looking at the SNES version at first.

DahrkDaiz
Posted on 10-16-09 04:10 PM, in How old are you guys? Link | Quote | ID: 117258


Nipper Plant
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I'm an oldbie. I'm 26 :-\

DahrkDaiz
Posted on 10-16-09 06:03 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-16-09 06:04 PM) Link | Quote | ID: 117265


Nipper Plant
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New Release Now

The editor is starting to shape up pretty swell. In this latest release:

-more drawing tools (line, outline, rectangle, fill)
-the beginning of display special icons for interactive blocks (i.e. fire flower over ? blocks that contain a... fire flower)
-improved drawing code
-automatic saving of levels, graphics, etc
-set background button now works

DahrkDaiz
Posted on 10-17-09 05:02 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117422


Nipper Plant
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Hey Jasp! I'm glad to see that you're seeing this.

As for ASM plugin support, I am actually thinking of something a bit better than that. I will have a "Generic Data" editor that will be XML based. You will be able to customize the editor by adding your own tab that will let you modify a single byte at an address, a range of bytes at an address, ASM patch with modifiable attributes, etc. What's great about this is that you'll be able to export it and import other hacker's found data. So if there's something my editor doesn't cover, you can extend it yourself without having to know C#

DahrkDaiz
Posted on 10-18-09 03:39 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117441


Nipper Plant
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Posted by zbyte
Your editor looks good, no doubt. Oh wait... you forgot Warp Zone...


I believe the enemies aren't put in. Is it possible to combine some graphical enemy clans so they're more compatible? Can't wait for more progress!


Help! Help! I just made a level, and I set it to pipe. And it's not working properly!


I didn't forget Warp Zone. You cannot put levels on the warp zone.

No it's not possible to combine enemies that normally glitch graphically.

Yes, the pipe is working properly. You're just not used to seeing it with that palette.

DahrkDaiz
Posted on 10-18-09 07:27 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117471


Nipper Plant
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Er I hope there isn't a misconception going on here. I am only modifying the level format, not actual properties of blocks. I am only including ASM hacks necessary to to allow the game to use the new level formats. I am not including e+ stuff or what have you.


That being said, I will, however, include a way to import/export asm hacks you create or a generic editor to edit various aspects of the game.

Remember, this isn't the Lunar Magic of SMB3.

DahrkDaiz
Posted on 10-18-09 09:57 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117475


Nipper Plant
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Change your graphics set. I haven't programmed in default graphics settings.

DahrkDaiz
Posted on 10-19-09 04:09 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117496


Nipper Plant
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I'm not going to allow for separate tileset TSA data as of now. That's a lot of management to deal with, even for myself.
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Main - Posts by DahrkDaiz

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