Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,541,511
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-05-24 06:59 PM
Guest: Register | Login

Main - Posts by DahrkDaiz

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

DahrkDaiz
Posted on 10-31-09 04:37 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118357


Nipper Plant
Sandwich Artist
Level: 46

Posts: 254/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Short update:

Release 10/31/09a

-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)

DahrkDaiz
Posted on 11-04-09 03:15 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118799


Nipper Plant
Sandwich Artist
Level: 46

Posts: 255/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
I'm starting to seriously consider redoing Reuben in WPF. Before you freak out! Most of the code will stay the same. It's a matter of rebuilding some controls using WPF. Luckily, all the library code will remain the same. If I built it in WPF, would most people be able to use it? The advantages of using WPF is a much more flexible GUI and it will run better if your computer has any kind of video card.

DahrkDaiz
Posted on 11-04-09 06:37 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118807


Nipper Plant
Sandwich Artist
Level: 46

Posts: 256/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Thanks for the feedback binarycuberoots.

The level files are plain xml and thus are string representation of real game values. The levels indeed are stored uncompressed. In the Halloween build, if you go to the Rom Info tab, there is a place where you can compress the level data and see how much it will take up. At the absolute most, a level can take up 5.5K and that's a high estimation. This is assuming you put a different tile on each spot, no repeating tiles and you make every length the length of 15 pages and you use 4 pointers. With the free rom, you can make roughly 60 levels of this size. Realistically, a level will take up around 2 to 4 k, so lets say, 3 on average. There is over 300K of ROM provided for levels, this gives us 100 levels, well over the original game's level size.

As for the sprites, I am still working on the sprites. I created a format in which to draw all sprites and I having to go through each sprite build it based on my format. Right now I'm up to sprite #8F, so I have roughly 100 or so to go (maybe less).

Finally, the line tool works by measuring the distance from the original tile to the next diagonal tile. If you are still on the first tile you clicked, the line will not display, effectively drawing on that single tile. The line also works mostly on the x position of the mouse. It's good to drag the mouse diagonally in the direction you want the line to go to ensure proper function.

DahrkDaiz
Posted on 11-05-09 01:01 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118836


Nipper Plant
Sandwich Artist
Level: 46

Posts: 257/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
So I did some GUI rearranging and tweaking last night to get this:


DahrkDaiz
Posted on 11-06-09 02:33 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118913


Nipper Plant
Sandwich Artist
Level: 46

Posts: 258/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
KTurbo: wow, EXCELLENT idea! I've added a lot of things for sprite icons that show the area that they move or, like for roto discs, shows a few hit points so you can tell the range they make. Having a ruler/guide of sorts for Mario is a great idea!

What I may do is allow you to place a guide on the level editor itself and move it around at your will and be able to change the ruler type (height, jump length, running, full speed, etc).

DahrkDaiz
Posted on 11-07-09 06:20 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118965


Nipper Plant
Sandwich Artist
Level: 46

Posts: 259/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
KT: thanks and all, but I think your original idea would cover 98% of most hackers needs.

Btw guys, new release on the first page, grab it!

DahrkDaiz
Posted on 11-07-09 02:50 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118972


Nipper Plant
Sandwich Artist
Level: 46

Posts: 260/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
The Hammer Suit jumps the same amount.

DahrkDaiz
Posted on 11-08-09 01:13 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118983


Nipper Plant
Sandwich Artist
Level: 46

Posts: 261/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Posted by zbyte
Well, I've always liked editing graphics without having to edit them all scambled up...


Hm... is that AutoScroll enemy and the Tornado in there yet? Does the door that's created when Bowser defeated appear anywhere someone wanted to, or is it fixed? Can we edit the miniature maps that come with the credits?


I looked for the Fire Snake/Chomps, and they were removed from the Sky Clan set. Well, if you need to refer to enemy compatibility, there's one in SMB3 Workshop.


Nice and fast progress. Thanksgiving? Sounds nifty!




There's the firesnake and fire chomp shown in the Sky set. Did you actually look? The tornado is there, did you try looking through sprites and clicking on them?

The door is fixed. And no, you cannot edit the credits. zbyte, if you actually read the changes I've made since the previous release you'd know what I did and did not put in there. I swear I'm going to make this thing not work for you.

DahrkDaiz
Posted on 11-08-09 04:52 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118992


Nipper Plant
Sandwich Artist
Level: 46

Posts: 262/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Ok zybte, in your project folder there should be a sprites.xml and special.chr file for your project. Delete those. Your problems should be solved.

DahrkDaiz
Posted on 11-10-09 02:55 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 3 of 11-11-09 02:12 AM) Link | Quote | ID: 119098


Nipper Plant
Sandwich Artist
Level: 46

Posts: 263/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
ok, so I've gotten all of the sprites coded into the editor. Some of their rendering is a bit off, so please, refrain from pointing those out, I will be fixing those tonight.





What's next? I'm going to get the rom up to speed and make sure I can get pointers working and everything. Then afterwords, I will be implementing map editing barring any delays from playing the New SMB Wii. I'm shooting for a 1.0 release on Thanksgiving. It will be far from the final release, but you should be able to start making a hack using 1.0. Once again, thanks for all the feedback guys! This editor would be as great as it is without you!

Edit: woops, image is a bit too big.

DahrkDaiz
Posted on 11-11-09 06:10 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119168


Nipper Plant
Sandwich Artist
Level: 46

Posts: 264/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
I just wanted to start showing off a screen or two of my new hacking:



Obviously experimental, but I'm using Reuben to do this hack 8)

DahrkDaiz
Posted on 11-12-09 02:31 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119224


Nipper Plant
Sandwich Artist
Level: 46

Posts: 265/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Not to dismiss you guys or anything, but this will probably be a low priority feature. I've started to spend more time on gui stuff and not actually implementing core features. So for now stuff like this will be on the back burner until around December. But I like the idea!

DahrkDaiz
Posted on 11-12-09 03:55 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119227


Nipper Plant
Sandwich Artist
Level: 46

Posts: 266/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
And more prettiness with Reuben!



DahrkDaiz
Posted on 11-12-09 06:43 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119234


Nipper Plant
Sandwich Artist
Level: 46

Posts: 267/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
k guys, new beta version out. I highly encourage to create your own block layouts and play around with the guides, different right click modes and copy/paste. For more explanation please see the first post.

DahrkDaiz
Posted on 11-12-09 07:10 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119243


Nipper Plant
Sandwich Artist
Level: 46

Posts: 268/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Ok so I'm adding a Tool Tip feature that will give more information for the tiles as you mouse over them. With this, I may no longer need some of the special icon displays. Are there any particular icons you would rather not see displayed anymore?

DahrkDaiz
Posted on 11-12-09 08:07 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119250


Nipper Plant
Sandwich Artist
Level: 46

Posts: 269/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
wow, I never realized how helpful having tool tips could be over the tiles could be!

DahrkDaiz
Posted on 11-12-09 08:15 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119252


Nipper Plant
Sandwich Artist
Level: 46

Posts: 270/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Inside the pipes.

DahrkDaiz
Posted on 11-12-09 08:21 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119254


Nipper Plant
Sandwich Artist
Level: 46

Posts: 271/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
OH! wait I get what you're saying. Lemme fix that.

DahrkDaiz
Posted on 11-12-09 08:37 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119256


Nipper Plant
Sandwich Artist
Level: 46

Posts: 272/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Okie dokie. Thanks for the feedback KT, this is the only place I'm really getting any of it.

If you download the project again you should get a fix for the Piranha's and the graphics editor. Remember to go to File->Reload->Sprite Definitions to update your sprites file.

DahrkDaiz
Posted on 11-12-09 09:38 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 11-12-09 09:40 PM) Link | Quote | ID: 119262


Nipper Plant
Sandwich Artist
Level: 46

Posts: 273/417
EXP: 674953
Next: 36821

Since: 02-22-07

Last post: 3496 days
Last view: 3416 days
Sorry, you need to load your project before reloading the sprites file.

Edit: Just saw your edit lol. I'll be disabling menu items and what not before the release. I know right now it's easy to get exceptions if you don't know what to do first. Error handling is always the last thing I try to code in
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21


Main - Posts by DahrkDaiz

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

Page rendered in 0.235 seconds. (328KB of memory used)
MySQL - queries: 127, rows: 159/159, time: 0.226 seconds.