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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 01-01-08 07:10 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 72526


Nipper Plant
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Hamtaro: Im not entirely sure what you're talking about. The SMB3 TSA data has been figured out long ago and I made a TSA editor for it. I appreciate your offer with data providing, but I have most all the data already and it would be extremely easy to find any data I don't have.

Celice: you can provide your own .pal file to match as close to your hack as possible. It loads from a default.pal right now but I'll allow you to change where it loads the palette file from .

Boingboing: What I'm displaying is just the TSA data for the Plains object set, it's in significant in the grand scheme of things, but I just wanted to show that I wrote a library in C# to display NES graphics and I will be starting on my editor very soon (in like, 3 minutes, I have to pee first lol). The final product will be an SMB3 editor that will allow you to modify a large part of the game right inside the editor (except for graphics hacking, no point in that imo).

DahrkDaiz
Posted on 01-01-08 08:13 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 72529


Nipper Plant
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You'd have a much easier time changing what block is recognized as a ? block. Im not modifying this for the sake of one block.

DahrkDaiz
Posted on 01-05-08 01:24 AM, in Ultimate SMB3 Editor (Coming soon...) (rev. 2 of 01-05-08 07:21 AM) Link | Quote | ID: 72749


Nipper Plant
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Well my goal is to present a "different" user experience. Making everything customizable but still straight forward and easy and quick to edit SMB3. Right now Im moving a lot of preliminary data to be loaded from an .XML file that you can edit yourself (in time, I'll build an editor to edit the XML configuration). I'm loading most of the data straight from the ROM, leaving most offsets out of the program itself.

Edit:


Ok, I finally got header editing in place. What's nice is that almost all the data is loaded from in the rom, I even load in pointer tables and just dereference them in my editor so in the future, you'll be able to modify those among many other values. This is gonna be a killer app 8)

DahrkDaiz
Posted on 01-06-08 06:05 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 72855


Nipper Plant
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Object editing anyone? I'm kind of building things backwards. The Object editor will be done before the actual level editing. What's really cool is that everything is loaded from an Definitions.xml file so if you hack the crap out of the game or whatever, you can modify the Definitions.xml file or heck, I may even eventually added extended ObjectSet support that lets you add new sets (BIG MAYBE).

At anyrate, everything from here should be mostly grunt work, finding the object data, finding their drawing routines, etc, etc.

What Im going to do is abstract the editing process greatly. I'm sure most of you are used to the normal "Domain, Type" combo (and Length for 4 byte objects). I hope to completely hide that and you just have objects you can add from an Object List Window and if it has lengths, you can just click and pull to stretch it. Also, specialized sprites won't appear on the level, instead, they'll have their own properties forms and stuff so you don't have to move the sprites around to get the desired effect

DahrkDaiz
Posted on 01-06-08 10:23 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 72900


Nipper Plant
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Music editing is a definite low-priority. Editing music in general is something quite difficult to do. Maybe after the first few initial releases I may reconsider it but for right now, Im afraid that's going to be a no.

Jasp: I can certainly do that! I'll add an XML tag that lets you tell the editor that there's extra header bytes and what bits do what and list those in the editor in a combobox. I may even try to set it so that you can create a new level property and apply it to all levels in a rom. This will be kind of tough to do, we'll see, it really depends on space available in a rom initially.

I definitely do want to make an ASM-hack plugin ability where you can define your own properites and/or hacks that the editor will manage. We'll see how that goes though.

DahrkDaiz
Posted on 01-08-08 02:07 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 72982


Nipper Plant
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Okie dokie

Latest

Object definition editing is fully functional. I just have to do the long task of finding data and drawing routines for every single object in the game (woo).

DahrkDaiz
Posted on 01-09-08 06:35 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 73079


Nipper Plant
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Posted by Kawa
So, those coins you added in the hill object... they're actual coins or just...?


Yes, actual coins. I plan for complete object definition editing and for very special cases, I'll make a separate editor for.

I finally ironed out the last few details for the object editor. You can change the palette you're editing in and the proper graphics load for the proper object set. Now I have to go through and find the drawing routines for every object in the game and the definition data. Luckily, I'm writing the drawing routines while doing this, so when it comes time to edit levels, I got the foundation preset . After the Object definition editing, I'll work on sprite definition editing. This includes animations, TSA and special properties .


The downside to this is that it's eating a nice chunk of ram right now but the speed is good. It's a price you pay I guess for the power the editor will offer to hackers.

DahrkDaiz
Posted on 01-10-08 05:24 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 73171


Nipper Plant
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Yes, animation editing will allow to edit the animations of any sprite any way you want, even if you want to give Mario a dumb retro look

DahrkDaiz
Posted on 01-12-08 06:13 AM, in Ultimate SMB3 Editor (Coming soon...) (rev. 5 of 01-12-08 10:36 PM) Link | Quote | ID: 73336


Nipper Plant
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Just a quick update: I have all global objects defined now. I've almost completed the Plains Object set. 14 more to go!


Complete objecting editing is in and the interface is pretty much set. I'm going to create overlays to display over the tile blocks with power-ups in them so you know wtf you're actually seeing.

Level loads!

and on my hack

DahrkDaiz
Posted on 01-13-08 08:36 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 73403


Nipper Plant
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DD's Tired. You can move objects now. DD's very tired. Will work on more tomorrow.

DahrkDaiz
Posted on 01-14-08 06:20 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 73459


Nipper Plant
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I've made a LOT of headway today. Levels load, you can resize them, switch them out, add and delete them. As you see, there's no "Domain, Type, Length" as seen with older SMB3 editors. To resize them, you click an item and put your mouse over an edge. If it's resized vertically, you can move to the top/bottom of the object and it will show a resize cursor. Just click and drag and it resizes. Same with horizontal widths and for 4 byte objects, both.

As you see on the right, you have another panel. This lists all available objects for that level (no more crash objects!).

To change the object, right click it in the object in the level, then click the object you want in the object list panel. To add an object, right click the object in the list panel then click in the level area and it's added. Deleting just requires you to press the delete key.

DahrkDaiz
Posted on 01-14-08 12:29 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 73484


Nipper Plant
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No, levels cannot be made bigger. Limitations in levels is a result of the game, not the inability of programmers.

DahrkDaiz
Posted on 01-14-08 07:43 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 73500


Nipper Plant
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Not yet. I plan to have a "power user mode" that clears a rom completely and lets you design every level and every map from scratch. In this mode you will have complete freedom and the editor will track your changes and what not for you, making your hack a sort of project, otherwise, it's just a basic editor.

DahrkDaiz
Posted on 01-14-08 11:36 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 73539


Nipper Plant
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When you add enemies and objects it will crash other levels because it needs space to overwrite, so it spills over into another level. There's simply no way to add objects and keep track of all the sizes of all the levels since some banks are pretty packed.

DahrkDaiz
Posted on 01-15-08 07:52 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 73669


Nipper Plant
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Obviously I will add support to implement ASM hacks that will allow you to overcome SMB3's current limitations. Things like applying fireball support for multiple power-ups (or flying), enemy property extensions, new block types, etc etc. Complete level editing freedom is just really rough to pull off in any editor for NES games with object-based levels.

DahrkDaiz
Posted on 01-19-08 03:54 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 74075


Nipper Plant
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no, level data has to be in specific regions of the rom.

DahrkDaiz
Posted on 02-04-08 03:20 PM, in Need help with a practice hack - SMB Rain Link | Quote | ID: 76291


Nipper Plant
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My advice is to erase all the level and enemy data (or actually, relocate it to an expanded area in your rom) and use that space for needed bank swaps. Honestly, I would suggest using sprites instead of tile animated rain. Sprites move with the screen, you can have the rain change direction and it prevents the effect where the rain is miscolored on some tiles.

DahrkDaiz
Posted on 03-08-08 06:51 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 79991


Nipper Plant
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Meh I've been WAY busy the past couple of months with moving out and the like. I want to work on my editor again, trust me. Hopefully I can do it sometime this month.

DahrkDaiz
Posted on 03-09-08 04:11 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 80015


Nipper Plant
Sandwich Artist
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Since: 02-22-07

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There is a table for a certain block range ($52-$7f I THINK) all other block behaviors are determined in code or other routines,

DahrkDaiz
Posted on 05-03-08 04:20 PM, in Dark Mario Official Preview Link | Quote | ID: 82689


Nipper Plant
Sandwich Artist
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Since: 02-22-07

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Wow.... what a way to over glorify a simple graphics and level hack. The graphics honestly don't look like anything beyond mediocre at best. :-\
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Main - Posts by DahrkDaiz

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