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Main - Posts by DahrkDaiz

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DahrkDaiz
Posted on 05-13-08 04:43 AM, in Weight Loss Super Large to Small GO! Link | Quote | ID: 83492


Nipper Plant
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I haven't posted in here in months. I'm not rom hacking anymore (sadness). Im wondering if anyone here has also got on a weight loss plan and stuck with it? I've been on one for about a month now and the results are wowish, Here's a side by side of me a year ago and me today:



This is me hitting 250ish. I started at 243 when I started my diet. Here is me today, 20lbs lighter,



I've just done this the old fashion way. Cutting back the food drastically, regular exercise and encouragement. Anyone else have a weight loss story to share?

DahrkDaiz
Posted on 05-13-08 04:49 AM, in Weight Loss Super Large to Small GO! Link | Quote | ID: 83494


Nipper Plant
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Ah, well Im also working out with weight resistance so that's an added benefit to the weight loss, I'll look good when I get down to a low weight.

DahrkDaiz
Posted on 06-21-08 08:20 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85475


Nipper Plant
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[THREAD REVIVAL]

Ok, I've restarted my level editor from scratch. Luckily, I'm getting farther now than I did before in shorter amount of time. Within one week I can draw levels and now, sprites;



This time around the programming is going much faster, plus, I've developed a GFX library that's detached from the main program so I can port it to use in other level editors. Still being done in C# (sorry Microsoft haters). Release? Dunno, Im going for before summer's end.

DahrkDaiz
Posted on 06-22-08 02:10 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85542


Nipper Plant
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make it.... editable?

DahrkDaiz
Posted on 06-23-08 06:50 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85584


Nipper Plant
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Yeash! I created a custom control (basically a class that inherits from Control). In it, I create a Bitmap that's the size of the display area. I do all my drawing to the Bitmap itself, via unsafe straight memory access, then onPaint, I paint only the bitmap image. For OnPaintBackground, I override it and that's it. I don't call base.OnPaintBackground or execute any other code. Then, I take that custom control and add it to a user control. From that user control I do all my mouse hit detections and stuff.

DahrkDaiz
Posted on 06-23-08 01:13 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85766


Nipper Plant
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yes, I do double buffer. Double buffering just means making all your changes to a bitmap and painting only the bitmap during OnPaint. The option you see on controls just does it for you, but it doesn't work for custom painting.

DahrkDaiz
Posted on 06-23-08 07:51 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85778


Nipper Plant
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Of course not? I wouldn't say that > I've seperated the NES GFX functions from the rest of the program so honestly, all I'd have to do is modify the offsets it's loading from and switch out the GFX .dll and SMAS support would be pretty much in.

DahrkDaiz
Posted on 06-23-08 09:24 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85787


Nipper Plant
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I don't think I ever implemented that in Luigi's Coin Quest, though it's something I've always wanted to do

DahrkDaiz
Posted on 06-23-08 09:55 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85790


Nipper Plant
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All that did was changed the block type that was drawn over the water. It didn't go very far at all. I thought you were referring to a power up that let you turn water into ice.

DahrkDaiz
Posted on 06-24-08 01:56 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85810


Nipper Plant
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Yes, the object editor will still be in there along with the "Power User" mode and sprite editing. I'm already implementing functions to make these things possible before the interface is finished.

DahrkDaiz
Posted on 06-24-08 02:15 PM, in Dark Mario Update Link | Quote | ID: 85839


Nipper Plant
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You're making me have that "I need to ROM Hack again" itch...

DahrkDaiz
Posted on 06-27-08 06:12 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85976


Nipper Plant
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Woot. To keep people up to date on my progress.

I have vertical, horizontal and diagonal resizing in now, which is done with the mouse instead of keyboard commands. I have over 20 objects displayable now, along with 2 sprites. I also have block overlays enabled now, which basically means a fire-flower sprite will appear over a fire flower ? block to denote what it is.

Also, I've decided to take a restrictive approach with this editor. I know what it's like when you build a level and there's some crash going on and you're not sure what it is. That is because the existing SMB3 level editors don't display objects 100% accurately. An example is this:



Notice how the platform extends beyond the bottom of the screen. This is how SMB3 really handles it if the ground is not below it. This is often hard to realize or catch. I've also restricted object sizes and widths that usually cause errors (like setting a floating platform to a size of 1 causes it to extend infinitely, I've restricted it to be at least a width of 2).

Also, my goal is to completely minimize keyboard input so levels can be completely drawn with the mouse. I also got rid of the domain/type value system. Now you just see objects. And, finally, all objects are loaded straight from the rom. If you make a hex change in the rom, this will reflect it.

DahrkDaiz
Posted on 06-27-08 07:39 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86042


Nipper Plant
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Psh, you will be able to replicate my hacks when I'm done with this editor in a short amount of time! Ok, maybe not that extreme, but anyone that wants to attempt to finish any of my hacks may do so.

DahrkDaiz
Posted on 06-30-08 05:29 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86300


Nipper Plant
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I can load plains-based levels now, but no sprite loading yet. Objects can be moved and resized.

DahrkDaiz
Posted on 06-30-08 06:56 PM, in I wonder if this has been attempted by an editor programmer Link | Quote | ID: 86334


Nipper Plant
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As Math said, we had actually discussed this on IRC. It would conceivably work, but the amount of work that it would take to get it to work and effeciently would be incredible. Just loading information from a ROM such as offets used to load data tables which are used to load palettes, levels, sprites, etc takes a lot of work.

DahrkDaiz
Posted on 07-01-08 01:00 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86441


Nipper Plant
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Screeching HALT:

You still need the offset of every value of every object drawn in the game....My editor loads this from the ROM.

DahrkDaiz
Posted on 07-03-08 04:11 AM, in Ultimate SMB3 Editor (Coming soon...) (rev. 2 of 07-03-08 06:07 AM) Link | Quote | ID: 86627


Nipper Plant
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Good question KP9000! Yes, I will be adding a ton of asm hacks that the editor can implement that expands the capabilities of not only the game, but the editor too, such as adding an expansion patch and mapper swap (to MMC5 )

I have the object selector in now, wooo hoo!!

DahrkDaiz
Posted on 07-03-08 11:51 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86724


Nipper Plant
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Ok, after serious debate, I've decided to my editor into a sharp left turn.

This editor WILL NOT LET YOU EDIT NORMAL ROMS.

This is how this will work:

You will start a "project". Provide a vanilla SMB3 rom and my editor will format it to use MMC5, clear out ALL LEVEL DATA, expand the rom.

You will create ALL LEVELS FROM SCRATCH. However, I will allow a "port from rom" tool. All levels will be saved in separate files. Once you're ready to test your ROM, you will "compile" the project and the editor will inject all necessary data...

Why am I doing this? SMB3 Workshop provides all the simple stuff you'd ever need. If you really want to hack SMB3 in an awesome way, you'll want to be a "power hacker" and do everything from scratch, rather than applying a bunch of patches to a vanilla SMB3 rom and change a few graphics.

DahrkDaiz
Posted on 07-04-08 06:48 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86755


Nipper Plant
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Here's what I've gotten done today:



What you see here: the Object selector is dockable. Palette editing is done in real-time so you can see the changes rather than opening and closing a dialog box. To change a palette, just right click it and you see the palette selector (shown). And, by the way, the colors are only different because I made them that way, the editor actually displays things properly

You can move objects forward/backward in stack priority (send to back, bring to front). Cut, Copy and Paste is in.

Grey: yes, you will be able to change the size of your world maps

DahrkDaiz
Posted on 07-04-08 05:29 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86785


Nipper Plant
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Since: 02-22-07

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THERE WILL BE NO MUSIC EDITING FOR THIS EDITOR
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Main - Posts by DahrkDaiz

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