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Please chime in on a proposed restructuring of the ROM hacking sections.
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DahrkDaiz
Posted on 11-13-09 06:46 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119282


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k just a bit more showing off of what you can do with Reuben:




DahrkDaiz
Posted on 11-13-09 07:48 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 11-13-09 07:53 PM) Link | Quote | ID: 119306


Nipper Plant
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Posted by Stifu
Posted by RetroRain
it would be hard for me to decide if I wanted the water the first way you had it, or the second way, but I guess the second way does look better.

They don't look like they're supposed to have the same behavior to me.
First version: fall and you're dead
Second version: fall and you can swim

If you could actually swim with the first version, then the second version is definitely better.


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
Posted on 11-13-09 08:30 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119309


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Posted by Stifu
Posted by DahrkDaiz
heh Peach is in Mario Adventure 3

Looks more like Daisy, actually...


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
Posted on 11-14-09 05:54 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119375


Nipper Plant
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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
Posted on 11-14-09 03:14 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119398


Nipper Plant
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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
Posted on 11-14-09 06:13 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119402


Nipper Plant
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:o! I like it!

DahrkDaiz
Posted on 11-15-09 03:09 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119449


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Posted by KP9000
I just encountered an exception by copying data from one level (Horizontal) and tried pasting to a vertical level.


er, yeah, the clipboard isn't global

DahrkDaiz
Posted on 11-16-09 04:13 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 3 of 11-17-09 03:49 PM) Link | Quote | ID: 119483


Nipper Plant
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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
Posted on 11-16-09 08:57 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119499


Nipper Plant
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This sprite is actually a derivative of SMB3's Peach Just like Toad!


DahrkDaiz
Posted on 11-18-09 04:38 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119664


Nipper Plant
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Gettin there!

DahrkDaiz
Posted on 11-18-09 08:07 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 11-18-09 08:17 PM) Link | Quote | ID: 119713


Nipper Plant
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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
Posted on 11-18-09 09:23 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119720


Nipper Plant
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Not to deter you guys but you may want to hold off until Reuben is finished

DahrkDaiz
Posted on 11-18-09 09:32 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119725


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well I gotta say I like your level design, I hope you guys keep it up!

DahrkDaiz
Posted on 11-19-09 01:21 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119750


Nipper Plant
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It's up to the skill hacker to decide how to handle worlds past 8 with the koopa kids

DahrkDaiz
Posted on 11-19-09 05:56 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119778


Nipper Plant
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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
Posted on 11-19-09 06:14 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 11-19-09 06:14 AM) Link | Quote | ID: 119781


Nipper Plant
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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
Posted on 11-19-09 06:25 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119797


Nipper Plant
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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
Posted on 11-19-09 07:43 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119801


Nipper Plant
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you can add as many pointers as you want to a map, well, up to 256 pointers

DahrkDaiz
Posted on 11-20-09 04:00 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119848


Nipper Plant
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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
Posted on 11-23-09 03:00 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120142


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Posted by binarycuberoots
I kind of guessed that I'm not saving project based stuff to roms from previous statements and the project like layout of the editor. The only thing is if we need a special type of rom beforehand to compile or if any rom will do. I assume it does that by creating an ips patch for us to use or something to that effect.


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
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Main - Posts by DahrkDaiz

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