Points of Required Attention™
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 10-26-09 02:26 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 3 of 10-26-09 04:49 AM) Link | Quote | ID: 117981


Nipper Plant
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You got it Kawa. The editor will support editing simple data so that will be available, but like I said before, this is not the Lunar Magic of SMB3 hacking.

Any who, latest source is here:

Reuben as of 10/25/09

Edit: New update.

I got palettes hacked in tonight (remember, up to 256 palettes are usable) and I finally hacked in the ability to start anywhere on the level:

The little Mario icon is the starting point for the level.

DahrkDaiz
Posted on 10-26-09 12:12 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117991


Nipper Plant
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Let me send you a rom that uses the new level format. It uses MMC5, which means you can use $5C00-$5F00 for ram (well, $5C00 to $5C20 is reserved for the new pointers)

DahrkDaiz
Posted on 10-26-09 01:11 PM, in SMB3 map tiles Link | Quote | ID: 117992


Nipper Plant
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They're hard coded in. Modifying them would involve asm hacks that created exceptions to the code or you would have to create your own data table.

DahrkDaiz
Posted on 10-26-09 01:49 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 3 of 10-26-09 01:59 PM) Link | Quote | ID: 117994


Nipper Plant
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I assume you mean the rom that's in the source code? Of course, it's a test rom. Only I have the fully working rom as of right now.

As for pipes on the map, I'm not going to prebuild anything for anyone. If you want to use my editor, you're going to have to deal with setting up pointers and pipes on the map screen yourself. Otherwise continue to use Workshop.

Finally, let me reiterate what the map editor will do:

-start anywhere on the map
-create maps entirely from scratch
-maps will be of variable size (no longer constrained to the premade sizes)
-edit where locks will blow up
-add/remove sprites

you will NOT be able to:
-edit tile properties
-edit tile palettes
-enable vertical scrolling

so don't even ask

DahrkDaiz
Posted on 10-26-09 05:16 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117999


Nipper Plant
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When you click on "set starting point", you click the level to set it. You have to make sure "Show Starting Point" is checked on the left to see it. However, it won't do anything for you because the editor does not apply a patch to the rom to use the new level format. Saving the progress to a rom will just crash it, except for my own current rom.

DahrkDaiz
Posted on 10-26-09 05:24 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118001


Nipper Plant
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Lol yeah, I'm explaining this in a rush I suppose.

As of right now I'm working on getting a base ROM that supports all the new features the editor allows for. Once I have that base ROM established, the editor will apply the patch to your own base ROM which will allow the editor to use the ROM to build your hack.

DahrkDaiz
Posted on 10-27-09 12:04 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118036


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Posted by zbyte

So how do you think the hex info around where the level data will be, especially since there are no more objects? And I didn't see the new editor in your update. When I was talking about map pipes... I was just mentioning a way to handle them, since creating four+ sets for each world would be tough. So how about creating some levels specifically for those map pipes? So if someone creates 8 of those map-pipe levels... he could chose which ones he wants for each pipe set on the map...


What do you mean how the hex info will be? I've said this from the start, it's a compressed tile map.

And like I've said before, map pipes are not special. They're a drawing, they have no special code added to them. There is a sprite found in the levels a pipe goes to that determines where a person exits on a map screen. I am not premaking any levels. If you want to use this editor, you're going to have to do it all yourself.

Anyways....

I'm glad you brought these points up copyright hunter. One of the features I haven't talked about yet is special sprites. Before a special sprite, like the sprite used to determine if a level produces a white mushroom, would be placed on a level and its X/Y position would determine special properties of it. What I will do instead is include that as a special option for a level for that and all other special sprites. This will allow users to much easier edit these sprites and their abilities.

Level pointers will work a lot easier by allowing you to have multiple actions. 1 pointer in a level may take you to one level, 1 pointer to another, 1 pointer may return you to the map screen at a different point on the map. You can have up to 4 unique pointers in any given level


DahrkDaiz
Posted on 10-27-09 08:48 PM, in Inserting spritesheets into Roms Link | Quote | ID: 118044


Nipper Plant
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It depends. You can use a program such as YY-Chr to edit the graphics of an NES game, but directly injecting graphics from one program to another does not quite work that easy. You have to modify the palettes of the game (SMB3) to match similar colors and those colors are not part of the graphics data. Each pixel for an NES game set of graphics can hold 1 of 4 values (00, 01, 10, 11). So obviously taking graphics from a different system that has a different format would require some translation on your part.

So there is no direct sprite sheet injector, no. You need to use a generic NES graphics editor (such as YY-Chr, Tile Molester, etc) to do this yourself. You can copy graphics of one NES game to another quite easily, however.

DahrkDaiz
Posted on 10-28-09 12:47 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118067


Nipper Plant
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No support for exporting levels unfortunately. That would require an insane amount of code (Basically a second editor).

The idea behind the editor isn't you have to be a programmer to make a great hack. You can make a great using only the editor. The fact of the matter is, my editor expands the capabilities of SMB3 alone. No amount of fancy ASM work can make up for poor level design.

DahrkDaiz
Posted on 10-28-09 05:05 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118098


Nipper Plant
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look at $6000-$7950 in the hex editor viewing the RAM in FCEUxd. See that data? that's what my level format is. That data exactly.

DahrkDaiz
Posted on 10-28-09 05:07 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 4 of 10-28-09 07:48 PM) Link | Quote | ID: 118113


Nipper Plant
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Pointers are coded into the editor now. You can add up to 4 and have them point to any level. Also made some comsetic changes to the layout and improved the drawing code even more.

Edit:

Latest release. Will not save to ROM.

I am now open for bug reports!

DahrkDaiz
Posted on 10-28-09 10:53 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-28-09 10:53 PM) Link | Quote | ID: 118151


Nipper Plant
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Posted by zbyte
Hm... instead of having the arrows beside the platforms, you could have them in the middle. You separated the moving clouds from the wooden platforms (enemies), and they work fine. The Fire Snake and the Chomps are missing from that very group too. And the Pirahna Plants, from Clan 1, are missing. And in the "Error" section, I think the bulbs are the Automatically Moving Up, Down, Left, Right, and [!] Platforms found in Pipe levels. I know, it's an early release. Hey, what's that enemy above the pipe in your picture? Cool! The music is implemented. Taking a while to find the Switch Block/Toad House music and End Castle music though. And there are some random "Automatically End Stage" enemies in my level and unwanted objects, how do I clear them? Yeah, it's an early release... I shouldn't have commented...



Ok, the ! are actually error objects, the platforms you're thinking of are activated by tiles not sprites.

All of the sprites are not coded in yet, that's the reason for so many missing ones.
That's not an enemy, that's a pointer.
As for the music, they're listed in the order that their values are listed in the game.
As for your enemies in your levels, I haven't had that problem when creating a new level.
To remove a sprite, hit the Delete key, HOWEVER, it won't always work because the Level Viewer control likes to lose keyboard focus. I need to fix that for the next release.

DahrkDaiz
Posted on 10-29-09 08:54 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118200


Nipper Plant
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Posted by Really Snooky
Maybe in the next version or later, do we have the ability to edit the world maps?

EDIT: Also, I think there could be a check box that says "Coins for Mushroom House". Once you check it, you can type how many Coins you can have on one level per world (It would say # of Coins).


Well the thing is, there's no real way to limit how many levels have the white mushroom sprite appear. It's determined by a sprite you place on the level. But I had already planned to make that an option rather than using sprites.

DahrkDaiz
Posted on 10-30-09 04:07 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118235


Nipper Plant
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Posted by copyRIGHThunter
Make your editor do my hack for me!


That's what I just got out of that. No. I am only going to implement features in the editor that deal with level design. This is to make level creation easier, not to add features people think would be cool in their own hacks.

DahrkDaiz
Posted on 10-30-09 12:00 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118255


Nipper Plant
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Ok, I didn't want to do this but I'll break it down.


#1 TREASURE CHESTS IN LEVELS QUESTION

This was a useful suggestion. Why? This was a problem with editors in the past. There was no explanation of how the treasure chest worked and how to determine what item was in the chest. At least now you have an opportunity to help determine how it's settable.

#2 LOOSE '?' BALL QUESTION

This has nothing to do with the editor other than "put it in the editor for me". This does not making level editing easier or expand level editing possibilities. Denied.

#3 MULTIPLE BOOM BOOM QUESTION

And this is where I started to get slightly irritated. Once again, this requires an engine change that goes beyond mere level editing.

#4 MAP SPOTLIGHT QUESTION

Ok I was having hopes again. Having the ability to set the spotlight would be useful, I agree.


#5 WANDERING HAMMER BROS QUESTION / MAPPING QUESTION

And this is where it broke me. This was a flat out request to see your ideas fulfilled for one hack.


#6 BORDERLINE ASM REQUESTS (Please hear me out )

A lot of requests that turn into "check box adds the hack in for me"

#7 BASIC ASM ADDITIONS - SORRY - EXPANDS PUZZLE CREATION ABILITY!!!!,

Didn't even read this one after the 2nd line.

#8 SMALL ENGINE TWEEKS - GOOMBA BOOT (sorry)

Should have just stopped here

#9 GUI SUGGESTONS......

#9-A: DATA USAGE

This is more like it! Rom management, good idea.

#9-B: MAKE SPRITE IMPORTING LIKE PAINT

Eh, that requires a lot of code that adds very little value to the project. I like the idea of editing the graphics for a block from the level editor by clicking on the block with a combination.

#9-C: SCROLLING SIGHTS

Ok the use of "I" was found a lot in this. Makes me feel as if you're getting selfish. However, these are ideas that pretty good. I had thought about create a view zone before to help with level creation.

#10 SMALL ENGINE TWEEK - POWER UP SYSTEM

Nope. No more engine tweeks.


-----------------------------------------------------------------



Look guys, the idea behind this editor is not to add more assembly than what's required to make the rom work with the editor. It's not meant for you create your very own Some Usual Day or Mario Adventure hack without programming skill or ASM hacking abilities. This is for people who see level design as an art and have been fed up with levels becoming corrupt because data spills from one level over to another. Level design with fewer limitations is the goal, not engine hacks. I am not touching the sprites, not touching what the original game does beyond loading the new level format and getting the map to display it. So stop the requests for ASM hacks.

DahrkDaiz
Posted on 10-30-09 03:40 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118265


Nipper Plant
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I'm thinking about having all dialog boxes open in the middle of the parent window area rather than randomly about. I've used this model in past projects and it has seemed to work out rather well.

DahrkDaiz
Posted on 10-30-09 05:41 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118273


Nipper Plant
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Good call. I'm thinking about having a "Level Metrics" tab now that shows stuff such as potential max coin collections, level size, etc. This is a much better post and the kind of stuff I'm looking for. Thanks copyRIGHT

DahrkDaiz
Posted on 10-30-09 08:02 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118280


Nipper Plant
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Yeah I had attempted a zoom feature at first, there was an odd problem bug with GDI+ when going from smaller to larger graphics that caused the scaling to be a bit off. I'll attempt to put a zoom in anyways because even at 1200x1028 it's kind of hard to tell what tiles you're working with sometimes.

DahrkDaiz
Posted on 10-31-09 04:02 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118310


Nipper Plant
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If you click on Show Special Icons, it shows the icons on the tile selector as well.

DahrkDaiz
Posted on 10-31-09 06:23 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-31-09 06:25 AM) Link | Quote | ID: 118321


Nipper Plant
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Quick update:

Release 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
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Main - Posts by DahrkDaiz

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