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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by DahrkDaiz

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DahrkDaiz
Posted on 10-19-09 09:34 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-19-09 09:34 PM) Link | Quote | ID: 117525


Nipper Plant
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as per request from KP, I've modified the layout a bit and allowed you to collapse certain panels. This is what the editor looks like at 800x600 resolution, full screen.



Oh yeah, I have enemy support started.

DahrkDaiz
Posted on 10-20-09 12:58 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117572


Nipper Plant
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No, saving does not happen as you're editing. Saving happens when you close a level out. But saving right now is pointless, no one's levels will work with the current build.

DahrkDaiz
Posted on 10-20-09 02:33 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-20-09 02:38 PM) Link | Quote | ID: 117576


Nipper Plant
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Jasp: as for the custom music, the level format will run side-by-side and cross banks. So if level data continues from one bank to another, it will bank swap and continue reading it. You can add as many levels as there is space in the rom. There will be even more space free'd up since the areas that used to contain level data will become free. I'm not entirely sure what to do with it yet. If there's any specific region you'd like to ear mark for music data let me know and I'll make sure levels can't write over it. I plan on using the very end of the rom for sandboxing: space used to save levels out of order for testing purposes. So most current t

I have an erase button next to the drawing tools which basically selects the background tile that you have set. Right click is actually going to be used for selecting sprites. I want to have as little to do with the keyboard as possible. I also plan on allowing you to create your own custom tile layouts and swap them while editing.

Edit: While I'm posting, if anyone is comfortable with basic XML file editing, I could really use some help with this editor. I have sprites I need to define and I spent 5 hours doing special icons in xml alone. It's grunt work, it's boring, but it would make the editor go a lot faster.

DahrkDaiz
Posted on 10-20-09 05:00 PM, in Posting your real name thread Link | Quote | ID: 117577


Nipper Plant
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My real name is Michelle Leigh Johnson

DahrkDaiz
Posted on 10-20-09 05:06 PM, in Posting your real name thread Link | Quote | ID: 117579


Nipper Plant
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I thought everyone knew?

DahrkDaiz
Posted on 10-20-09 05:14 PM, in Posting your real name thread Link | Quote | ID: 117581


Nipper Plant
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I am a dude :-\

DahrkDaiz
Posted on 10-20-09 07:54 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117596


Nipper Plant
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Custom layouts are in.

The manager


The result

DahrkDaiz
Posted on 10-20-09 08:20 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117601


Nipper Plant
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But it's not really a custom tile set. The tiles haven't changed, must how they're laid out.

DahrkDaiz
Posted on 10-21-09 05:18 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117655


Nipper Plant
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Wrong KP, this isn't the stamp feature yet. This is just allowing you to set your own tile arrangement for easier tile location.


k, a bit long but I'm getting more sprite support in. The two platforms you see with the left/right and up/down arrows denote the range of movement of the platforms, a very very useful feature if I do say so myself.

DahrkDaiz
Posted on 10-21-09 01:41 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-21-09 01:53 PM) Link | Quote | ID: 117678


Nipper Plant
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I doubt many people will think the arrows are part of the area the platform covers. The arrows exist outside the hit detection range of the sprites anyway.

Posted by JaSp
neat, but you should also add a dotted translucent line between the arrows for a better visibility, don't you think ?

I thought about that too, I'm no sure if it would be too intrusive on the visibility. I'll leave it, for now, then try it and post a screen to see what you guys think

DahrkDaiz
Posted on 10-21-09 08:09 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117698


Nipper Plant
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Got the sprite selector in. It basically puts sprites in 1 of 3 classes and in groups. What does this mean? You can have any combination of sprites from any of the classes at once, but you cannot have sprites of 2 differing groups but same class. Example:

Here you can have Goombas, Nipper Plants and Super Mushrooms on the screen at the same time. You could switch to Spinies and have Goombas and Spinies, because they are in different clases. However, you could not have Dry Bones and Goombas because they exist in different groups of the same class. Obviously sprites of the same group and class can exist together.

Does this make sense?

DahrkDaiz
Posted on 10-21-09 11:59 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-22-09 12:08 AM) Link | Quote | ID: 117719


Nipper Plant
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zbyte, don't be nit picky

DahrkDaiz
Posted on 10-22-09 02:02 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-22-09 06:52 PM) Link | Quote | ID: 117759


Nipper Plant
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The symbols can be toggled on/off. I'll make the special icons for sprites able to be turned on and off as well.

Ok, all special icons can be toggled on/off. I started to hack a base rom to implement the new level format in. It will be included as an IPS patch to make your rom compatible with the editor. Here's the final level format

Level Header
CCCC CCCC = Clear level with value;
GGGG GGGG = Graphics bank;
PPPP PPPP = Palette Index;
SSSS TTTT = StartAction, LevelType;
XXXX XXXX = X Position;
YYYY YYYY = Y Starting position;
MMMM LLLL = M - music, L = length (up to 0xE);
TTTT TTTT = Time (times 10, up to 999);
SSSS UUUU = Scroll Type, Unused 1;
UUUU UUUU = Unused 2;
UUUU UUUU = Unused 3;

Pointer data...
BBBB BBBB = Bank
LLLL LLLL = Address
SSSS SSSS = Sprite Address
XXXX XXXX = X Range start
XXXX XXXX = X Range End
XXXX XXXX = X Exit
YYYY YYYY = Y position
TTTU UUUU = Exit Type, Unused

If a level is vertical scrolling I may reverse X/Y starting positions(you won't know the difference in the editor)

DahrkDaiz
Posted on 10-23-09 01:00 PM, in Mega Man X level graphics Link | Quote | ID: 117839


Nipper Plant
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Posted by Trelior
Not to stray the topic too much from Mega Man, but like Kio said, there are encrypted/compressed images in SMB3, like if you open a ROM in Tile Layer Pro a good half of the images are obscured.

Not to the addition of straying from the topic, there are NOT compressed or encrypted graphics in SMB3. Encryption is a security measure, you'd be hard pressed to find a rom that has actual encryption. Also, in the NES, generally you can't pick and choose what graphics are and are not compressed. Most NES games stored their graphics on a CHR-ROM chip where the graphics data cannot be compressed as the processor never touches CHR-ROM, only the PPU and the PPU has no internal decompression algorithms to use.

DahrkDaiz
Posted on 10-23-09 01:20 PM, in General SMB3 Hacking Thread Link | Quote | ID: 117840


Nipper Plant
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Disable 2 Player Mode
0x30C65 -> Make this A9. This is simplest way to hack this.

DahrkDaiz
Posted on 10-24-09 06:21 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117905


Nipper Plant
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After about 2 days I finally got SMB3 to use the new level format:



DahrkDaiz
Posted on 10-24-09 09:19 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117916


Nipper Plant
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right now Im trying to get the game to let you start anywhere on the level. NOT an easy task.

DahrkDaiz
Posted on 10-25-09 04:29 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117935


Nipper Plant
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As of right now, the only asm hacks the editor will apply will be be those things necessary for the new levels and features included in the levels.

New level format includes:
-ability to use any palette defined by you, up to 256 palettes can be created.
-Start anywhere on the level.
-level pointers can point to different levels. Right now, only 4 pointers per stage will be possible. I may expand this once I hack it in and see how much ram it takes.
-use any graphics bank for a level
-no level types will share TSA data

maps
-you will create every map from scratch on your own. Add/remove sprites and level pointers. This means you decide the length of a world.
-start anywhere on a map
-ability to set graphics per map

coming soon:
-proper title screen editor
-credits scene editor
-text editor

Note, with great flexibility comes great responsibility! You are still limited in space. I am putting all new data in the expanded ROM area, so you have 768K of space to make your worlds, palettes, levels, etc. This can filly up very quickly. Also, the editor does not fix SMB3 problems of the past such as sprites not being compatible. There is simply no way around that.

At the moment, I am not planning on including a large amount of ASM hacks. Why? Because then you'll start seeing hacks with the same features. SMW hacks all come with a stock set of ASM hacks that just make then vanilla and boring. If I include any ASM hacks, it will be to expand the existing game and leave it to the hacker to use the new resources themselves.


That said, I do plan on including a basic data editor that will modify things like timers, point values, etc,. I also to hopefully create a proper sprite animation editor.

I will release the source to the public. In fact, I'll do it again Sunday night (I've released one version of the source already). If other people want to expand the editor they can do so as they please.

So......
map screen hacks? yes
status bar editor? no
example sprites? no
goal hacks? no

DahrkDaiz
Posted on 10-25-09 01:47 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117939


Nipper Plant
Sandwich Artist
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EXP: 674957
Next: 36817

Since: 02-22-07

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Pipes on the map screen are not special. If you replaced a pipe tile with a level tile or mushroom tile, they would do they same thing. So getting the functionality of crossing worlds has nothing to do with the pipe tiles. So, no.

DahrkDaiz
Posted on 10-25-09 07:51 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117960


Nipper Plant
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Next: 36817

Since: 02-22-07

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Ok guys this is turning into a "I would to see this in a hack so will you put it in your editor?!" That is not what the editor is about. Given the very basic abilities of the editor you can create a hack that far exceeds what SMB3 could do before. If you need the editor to implement all these hacks for you, the editor is not meant for you. Reuben is meant for hackers such as myself, Jaspile and others who know they can hack far beyond what Mario Worskshop and M3I offer.
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Main - Posts by DahrkDaiz

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