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Please chime in on a proposed restructuring of the ROM hacking sections.
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DahrkDaiz
Posted on 01-20-10 03:16 PM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125766


Nipper Plant
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So this hack is growing to be bigger and bigger, but I'm sure everyone guessed that. The following features are in this hack:

-7 different challenge types (more to come)
-3 challenges per level: Mushroom, Flower and Star, each challenge increasing harder
-Secrets will be unlocked as you earn more medals (i.e. completing the challenges)

I'm totally open to more ideas to keep the entire hack fresh. Something will have to be done with the maps to make it more accessible, such as removing locks and making hammer bros. a different kind of 1 time challenge.

The major thing I need is more challenge types and more rewards. If there are no rewards for completing the challenges, what's the point of playing

DahrkDaiz
Posted on 01-20-10 07:20 PM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125776


Nipper Plant
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I think knights were pretty much made up bs and there was no real scoring method. I could get 80,000 points within the first level of the game, easy.

DahrkDaiz
Posted on 01-21-10 02:55 AM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125801


Nipper Plant
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GREAT ideas copyRight! I actually already have something for the "don't stay in area", I have a Jump Challenge that says you only have so many jumps, once your counter hits 0, no more jumping. I could have an air one as well. I don't want to go into _all_ the challenge types I have, it gives you something you to look forward to, hehe. Keep them coming!

DahrkDaiz
Posted on 01-22-10 02:11 PM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125854


Nipper Plant
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The "find the exit" isn't really suitable as once you find it, it's easy to do. The challenges have to be tough to complete, the first time, second and every time after that.

DahrkDaiz
Posted on 01-25-10 07:47 PM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 126076


Nipper Plant
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Actually, the more I think about it, I'm thinking reusing the exact same levels may not be a great idea. Keep the challenge aspect, but creating levels that utilize the challenge possibilities opens up so much more. I think keeping the graphics and all enemies the same and only using asm hacks that provide different challenges per level is the best route at this point.

DahrkDaiz
Posted on 01-28-10 04:22 AM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 126213


Nipper Plant
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wow seems the general consensus is to keep the levels the same and add a few extra "super sekrit" levels. Will do!

DahrkDaiz
Posted on 02-01-10 07:36 PM, in 6502 ASM freespace, banks, and stuff Link | Quote | ID: 126485


Nipper Plant
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Jasp's music inserter expands the rom by $40000 bytes.

Have you ever used FCEUxd (or any variation of FCEU with the debugger)? If not, download it and play around a bit. The way I insert assembly hacks is I use the debugger to find where I want to insert it. I set a breakpoint where the code is going to branch, then in the ASM disassembly that's shown on the left side of the debugger, it shows the address of each line of code, so I know where to make my JSR/JMP's to.

DahrkDaiz
Posted on 02-02-10 02:45 PM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 126547


Nipper Plant
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The problem with that is a random challenge may not even be possible on some stages. EXample: complete 1-1 in 8 seconds, or collection 50 coins in 1-2. These cannot be done, it's impossible. Every stage has 3 challenges as it is anyways, I think there will be plenty of replay value

DahrkDaiz
Posted on 02-03-10 05:52 AM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 126582


Nipper Plant
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And there in lies another problem. The challenges are meant to be progressively harder. Collecting 50 coins in 50 seconds is relatively easy compared to completing the level in 10 seconds, and that is even easier than grabbing 3 1Ups on 1-1 in under a minute. Don't worry, with 3 challenges per level and well over 80 levels, there's 240 stock challenges to complete. Not to mention there may be up to 40 secret levels in the game!

DahrkDaiz
Posted on 02-18-10 02:58 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127231


Nipper Plant
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*holds his hand to the crowd to calm them*

Just kidding. I've just had a lot to do recently with getting my wedding put together. That's the biggest hang up these past 2 months. I'm actually working on it right now

DahrkDaiz
Posted on 02-18-10 05:31 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127260


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Posted by Anglefage
I've seen this kind of shit before. I read this thing and he lied the whole time. He said thanksgiving, then christmas, then New Year. Why did he stop making testing things after November? Looks like this stuff is FAKE!


lol Im a fake ya'll. Mario Adventure, Luigi v Mario, Mario Season, Super Mario R, SMB3 Card Game Editor, Reuben, Pac-Man 3, Pit Stop, Mega Man Challenge 3, Apple (Ms Pacman Editor), Kid Icarus Challenge, SMB3 World Championship, all fakes. I never deliver anything I promise, evah!!!

DahrkDaiz
Posted on 02-18-10 07:07 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 127268


Nipper Plant
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Posted by Anglefage
I am loving that Ice Land remix man! I'm creating a SMB3 hack, I just wish there was an editor that had no level limits...


FYI, level limits are imposed by limited hardware of the NES and by the game itself, not by the level editor.

DahrkDaiz
Posted on 02-19-10 01:06 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 02-19-10 01:11 PM) Link | Quote | ID: 127318


Nipper Plant
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I apologize angel, here's the on going latest source code.

http://code.google.com/p/reuben-smb3/

Of course, you have to compile it first yourself first, and you have to find the special rom that only the testers have Btw guys, I'm working on this again, thanks for being patient.

Anyways, many of you may be wondering what the hold up is at this point. These are the things I'm working on before a public release:

-Generic data manager (for editing non-level stuff)
-various ui bugs
-various rom based bugs

After that the project will go into open beta. Yes, still beta, but at this point, as I release new updates, people won't have to trash their existing projects like before. What's left for 1.0?

-Editing lock positions on the map
-modifying pointers to exit on different parts of the map
-making sure things such as the king's castle, mushroom houses, and bonus games are working
-making sure the princess's dungeon sequence still works

after that, 1.0 release! (no date this time)

DahrkDaiz
Posted on 02-21-10 06:55 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127398


Nipper Plant
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It's impossible to use a regular SMB3 rom for this. Reuben doesn't pull any data from the rom, it saves all the data in external files and saves it to the rom.

DahrkDaiz
Posted on 02-21-10 07:49 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127402


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Posted by MapleMario
Posted by DahrkDaiz
It's impossible to use a regular SMB3 rom for this. Reuben doesn't pull any data from the rom, it saves all the data in external files and saves it to the rom.


OH! Wow, I didn't think when I posted that. So I'm assuming that starting a project with this is okay and I'll be able to just upgrade to 1.0 when it's released and continue my project?


Yes, if you start a project with this now, all future versions of reuben will remain backwards compatible.

DahrkDaiz
Posted on 02-22-10 01:31 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127416


Nipper Plant
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Mushroom Houses and Roulette games are still being reimplemented. As far as more pointers on maps, I thought you could enter more than 4 pointers on a map, I'll double check. The limit is 4 pointers per stage and there's both limitation and philosophical reasons for that (I think if you have more than 4 pointers on a stage, it's probably going to be a poor level).

DahrkDaiz
Posted on 02-23-10 07:17 PM, in Super Mario Brothers 3 Map16 Link | Quote | ID: 127496


Nipper Plant
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Easy Button!

http://www.romhacking.net/utils/448/

This will let you edit all the 16x16 tile mappings.

If you want to know where the data is, take the level's address (say, 0x1F269). Take the first two digits (in this case, 1F). If it's odd, minus one, if it's even, keep it (so 1E and 1F are both going to be 1E). Then take the last three digits and set it to 010. Thus, the tsa data for a level that exists in 1F269 will be at 1E010. Now, the format is the first 255 bytes determine the upper left hand value of each tile #. Then the next 255 bytes determine the lower left hand value, then upper right and finally upper right.

essentially

0x1E010 - 0x1E10F = Upper left
0x1E110 - 0x1E20F = Lower left
0x1E210 - 0x1E30F = Upper right
0x1E310 - 0x1E40F = Lower right

This is true for every level in the game. It's easier just to use the TSA editor though.

DahrkDaiz
Posted on 02-24-10 04:09 AM, in Super Mario Brothers 3 Map16 Link | Quote | ID: 127541


Nipper Plant
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The interaction code is a bit wonky. There are data tables for which objects are solid, water and slopes, but special cases are handled by a special... case... code.

DahrkDaiz
Posted on 05-13-10 08:54 PM, in Where DahrkDaiz has been and the state of Reuben Link | Quote | ID: 131151


Nipper Plant
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I know a ton of people are probably pissed and have been impatient and rightfully so, there hasn't been any work or news on Reuben in nearly 5 months. DahrkDaiz has been hacking for many years and Reuben is to be the last big project I'll ever do for rom hacking. I love the hobby but there's so many more things I want to get into. However, I do want this to be an editor that changes the face of rom hacking forever.

With that said, Reuben is not dead. Development has halted for the real life issue of getting married. Things are finally about to be summed up this Saturday when I finally tie the knot. Obviously I'll be doing things that newly weds do, but I hope that by June I can begin working on Reuben again. It will be much harder to devote the same amount of time as I did before, but once I begin working on it again, I will continue to let people know the progress status.

Once again, I apologize for such the long delay, but this is a hobby of love, I just have more love for my future wife than I do for silly programming projects. Either way, I look forward to getting back into having my nose in Visual Studio soon 8)

DahrkDaiz
Posted on 07-18-10 11:19 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 133129


Nipper Plant
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OMG DD IS ALIVE AND HE'S WORKIN ON REUBEN

Don't start bombarding me with questions/comments. I have KP9000's latest "bug list" and I'm starting to knock those out first thing. This is a friggin big project and it's going to take me a bit to remember how everything works.

Anyways...

Latest bug fixes:
-You can now set your own palette file.
-Fixed the issue with adding new palettes.
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Main - Posts by DahrkDaiz

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