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Main - Posts by DahrkDaiz |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 274/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
k just a bit more showing off of what you can do with Reuben:
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 275/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Posted by StifuPosted by RetroRain Clear water vs solid water = same effect. The reason for even doing clear water is so that I can have different colored tiles under it that act like water (like say, colored sea weed) or coins. heh Peach is in Mario Adventure 3 |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 276/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Posted by StifuPosted by DahrkDaiz well the thing is, there's no really good way to give Peach blonde hair and dual pnk skirt with such limited colors and sprite availability |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 277/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Graphics editor will now display current level gfx and palette when opened
You can now set where the projects are stored Fixed the Layout editor finally working on undo |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 278/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
I can do entire session, but that means a much bigger memory foot print. If you want to really undo it though, you can just close the level and reopen it :-\ |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 279/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
:o! I like it! |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 280/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Posted by KP9000 er, yeah, the clipboard isn't global |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 281/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
See File->Export->Level to PNG
K guys, I've worked on Reuben for an entire month and I'm a bit burned out, so I'm slowing dev time for a few days to enjoy the New Super Mario Bros. Wii and hopefully come back to Reuben fresh and ready to full steam it for a Thanksgiving release. Reuben is now open source: http://code.google.com/p/reuben-smb3 |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 282/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
This sprite is actually a derivative of SMB3's Peach Just like Toad!
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 283/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Gettin there! |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 284/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Ok, here's a quick run down of what a Reuben rom's expanded data will look like:
0x3C010-0x3E00F - Palettes 0x3E010-0x3FC0F - TSA data 0x3FC10-0x4000F - Level index table 0x40010-0x4400F - Map/Sprite data 0x44010-0xFD00F - Level/Sprite data 0xFD010-0xFE00F - Project use everything before 0x3C00F and after 0xFE010 is the original game code the very maximum size the level can be is 7389 bytes (includes 4 pointers, 256 sprites and a worse case compression scenario) which means at the VERY LEAST you can have 102 levels/areas. Your mileage obviously will vary. The most levels you can have is 256 and this is a limitation of the pointer system I've put into place. Now before I get a bunch of slack for even having limits, most people that use Reuben probably won't complete a full hack. You have a lot more freedom now than you ever did with other editors, but there are still cut and dry limitations of rom size and what not. With a bit of smart design, you can easily get a full hack with 100 + levels. now.... With this said I do have good news. BECAUSE of the limits imposed, you will be able to create more than 8 worlds......... Edit: had to fix a few things, a few miscalculations |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 285/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Not to deter you guys but you may want to hold off until Reuben is finished |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 286/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
well I gotta say I like your level design, I hope you guys keep it up! |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 287/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
It's up to the skill hacker to decide how to handle worlds past 8 with the koopa kids |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 288/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
k guys, I got the reuben base rom's map data loading routine written in, I did a bit a of testing and the following worked:
any palette any music start anywhere on the map (and I mean anywhere ) As of right now you will be able to have at the very max, 16 worlds, but I doubt you'll want to try to do 16 worlds with only 100 some odd levels available to make |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 289/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Yes, world size is completely customizable, however, do bare in mind that the more sprites and pointers to put to a world, the larger it will be and thus, the less number of worlds you can make, I decided to go ahead and pool the world data with the level data, so you're not constrained by two rom banks.
I'm not entirely sure how the airships work yet, so I will look how it decides what level it will point to. The King has been transformed scene will only be included as a "standard levels" pack that I will release later on. So you can do away with it, of you so desire. I'm going to put in a "safe mode" for drawing the giant world set so when you place a ? block, it will allow/prevent it based on the x/y coordinate. This isn't a problem with the level formats, it is just how the game renders the giant ? tiles after they have been hit. ------------------ Btw guys, Reuben is over 20,000 lines of code now |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 290/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
I'm not entirely sure what the game limits on sprites are but I can tell you now, you won't be able to go buck wild. No amount of level creation freedom will mean good level design. I know for a fact that with the release of Reuben, we're going to see a ton of dumb, horrible hacks. But those who do make good hacks, they're going to be amazing |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 291/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
you can add as many pointers as you want to a map, well, up to 256 pointers |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 292/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Hey guys any crashes you receive or any problems you receive, report them, I mean ALL of them. I need to know what to fix |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 293/417 EXP: 674951 Next: 36823 Since: 02-22-07 Last post: 3496 days Last view: 3416 days |
Posted by binarycuberoots Actually it just saves the data directly to a rom itself. You obviously have to use an SMB3 rom. I will try to make the editor patch a rom that you haven't saved to before. Also, anytime the project is saved to a rom, it "signs" that rom so that you don't accidentally save a project to the wrong rom. Once a project is saved to a rom, it's attached to it from there on out. You can save it again to a new, clean rom, but not to a rom that has had a different project compiled to it before. As for crashes/bugs I know about and am working on/have fixed: -Tiles: fixing/updating the special icons, properties and/or tool tip text associated with each tile -Level Compression: I'm still working out a few kinks in the level compressor, fixing crashes, making sure it properly compresses -setting limits imposed by the game engine for sprite data Currently working on: -getting map data saved to the rom and loaded by the game (the header seems to work fine still left: -getting pointers to work on the map -making sure levels load properly -getting pointers to work in a level now, there are still a lot of things that there will be left to do. I may not call this 1.0 after all. The only reason I was going to call this release 1.0 was because it would be the first release that would allow you to save data to the rom and test it out. That will still be the case, but it may not be called 1.0 as it may not be a stable release. other than that, I don't know of any other bugs to fix |
Main - Posts by DahrkDaiz |
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