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Please chime in on a proposed restructuring of the ROM hacking sections.
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binarycuberoots
Posted on 09-11-09 04:35 AM, in Hello. This is binarycuberoots here. Link | Quote | ID: 114875


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This is binarycuberoots just getting introduced to the board.

I joined on Quick Curly's recommendation and so I thought I would give this board a try.

Basically my specialty of romhacking is creating insanely difficult Super Mario Bros 3 hacks. I started SMB3 hacking when I was inspired by youtube vids of SMB3 hacks, especially of Super Mario Bros Chaos Control. Many people have already made youtube vids on my SMB3 hacks. Even though I have made quite a few discoveries on SMB3 hacking, there are quite a few more things to learn about that too.

Well guys, I'll be looking forward to talking more here in the future.

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binarycuberoots
Posted on 11-04-09 05:57 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118805


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Just recently, a couple people brought this SMB3 editor to my attention. I read about it in this thread and it was very intriguing, so I decided to give the Halloween beta release a try yesterday. Mind you, I have gotten very familiar with SMB3 workshop, however I wanted to actually try this out. I had a lot of fun with this new system. In fact, it reminds me of when I used to draw custom SMB3 levels on paper. That's what I liked about this concept. I also like how the levels are in project format instead. I did stumble upon a couple things of concern as I was trying the editor out.

I was looking for certain common sprites, especially the fortress related ones and I couldn't find certain commonly used sprites like thwomps, roto discs, etc. and I'm not sure if that's because it's just a beta version and you're working to get those sprites in the final version, or if I didn't search somewhere where I can find it. Either way I couldn't find those sprites.

Another thing of concern was that since the object system is replaced by this tile system, I kind of figured out that each level would take up more memory due to the need to specify each tile as opposed to a couple bytes to specify each object. I also read here that the memory would rack up quickly despite the extension to 1MB for the rom. My first guess was roughly 1 byte per level tile and then some for the level specifics. Even with that stated, I saw that the lvl files that were created are in the tens of kilobytes on my computer. I don't know if that's representative of the amount of memory going into the rom itself, but if it is, then I still underestimated the memory each level takes up. I don't know if this takes up a lot more than the levels with the original level coding, but I hope this doesn't mean fewer levels than in the original game even with rom expansion to 1MB of memory.

Another side note, the diagonal line tool sometimes puts down the line and sometimes doesn't put down the line. I remember both of them happening at different times even though I left clicked. Just something to consider.

I just made the levels in the projects itself last night, but I'm not sure how it saves to roms or any of that, so I don't know how to test the levels or if I have to finalize my project or something before testing the levels. Those are my thoughts on the editor. I think it's an innovative overhaul of the object system and people like me that used to draw custom SMB3 levels on paper can feel comfortable with this system. I'm not very familiar with WPF, but I'm pretty sure it'll be convenient to use when the final version is released.

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binarycuberoots
Posted on 11-06-09 09:37 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118939


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That idea for measuring tools sounds like a good idea. I think this will help people that edit levels theoretically gauge certain concepts like perfect p-switch puzzles etc. so that will come in handy.

Anyway I stumbled across something else of concern when creating my levels. Apparently when I had level data somewhere over 1KB it seems, updating the level size will try to crash the application. I don't know if it's because levels can't be over 1KB at least how it recognizes it currently, but it happened to me a few times. Hopefully this can be fixed, since it doesn't take very much for the level size to go over 1KB it seems.

I also noticed that when I have free scrolling in a horizontal level and I close the application and then open it again, it will revert to scrolling when flying. The other level info including the level itself stays the same, but the scrolling reverts.

Also I couldn't find a sprite that ends levels.

Anyway I will be looking forward to see what people design with the final release of the editor.

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binarycuberoots
Posted on 11-12-09 12:49 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119221


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That 9-scale drawing tool concept sounds like a great idea. Ironically I was thinking about something similar when I was doing an experimental ice level and I came across the need to draw all 4 quarters of the big ice blocks for each big ice block.

Anyway I was toying with the 11-06 beta release and I find it even a lot more enjoyable than the Halloween beta release. For those reading this that really like custom SMB3 levels, I encourage you folks to check it out.

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binarycuberoots
Posted on 11-12-09 07:49 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119249


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Just one, and that's the collection of tiles that shows Mario's death animation over the tile, since it's hard to tell what tile is beneath and I assume many get the picture on what the tiles in that category do. Otherwise the other tiles' special icons are actually very helpful in determining more about them.

Meanwhile I'm going to try out this next beta to see what's changed. I'm looking forward to it.

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binarycuberoots
Posted on 11-13-09 12:15 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119267


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I know what you mean about the horizontal scrolling levels, although I somehow managed to get the level to horizontally scroll in horizontal levels by stretching the Reuben window enough such that there's no vertical scroll bar. To be honest, I don't know if that's a GUI issue or mouse compatibility issue, although I'm sure something may be worked out by DahrkDaiz.

As far as the 11-11-09 release of this editor, I like it even more than the previous 2 releases! I do find it slightly awkward that the new selection mode is default, but that's only because I'm sort of used to erasing with the right mouse tool. I really like the selection mode, since I already made a couple quick sample levels where a sequence of different tiles was repeated many times over, and then I added detail to different parts afterwords.

Just a tiny typo, the cannonball generators that shoot right say that they shoot left, but that's just a small issue. The good news is that the sprite icons point in the correct directions though.

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binarycuberoots
Posted on 11-18-09 11:28 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119736


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That sounds like some great news! I'm even more excited about it than ever before.

I did some calculations based on that information and I found out that 256 levels of approximately 3KB would fill up the level data. I was toying with the 11-11-2009 release and I made a handful of levels. It turns out that all my designs take up less than 3KB (most of them even under 2KB in fact) and I put in some well detailed backgrounds and designs in some of them mind you, so it is possible to have a fair amount of detail in a good chunk of levels. Of course many of mine are of length of about 10 and that might have something to do with that amount too.

I also like the concept of possibly creating more than 8 worlds too. I just thought of something though. Who/what are the world 8+ bosses/kings/other things that differ from world to world? Just something to think about if compatibility to more than 8 worlds would be allowed. Also assuming one would go with just 8 worlds, they can have about a whopping 32 levels per world on average. Of course this may include bonus areas, but that's still quite a bit.

I am also looking forward to the idea of the built in map editor too. My mouth is watering just thinking about the release.

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binarycuberoots
Posted on 11-19-09 04:24 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119771


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If it's possible to get to the next world right after boom boom, I'm for that idea of having boom boom as a boss.

I know from experience that the Koopa Kid sprite is fixed for worlds 1 through 7 so the only way that's possible is through ASM or something I assume. That's probably why DahrkDaiz left worlds 9+ up to more skilled ASM hackers. I'm more of a level person than an ASM person myself, so I wouldn't know much about that.

Not sure about treasure chests in Reuben. If it's not working correctly, it'll probably be fixed by DahrkDaiz in the future.

I'm not sure how the warp zone pointers work.

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binarycuberoots
Posted on 11-19-09 07:07 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119799


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I kind of thought that would be the case. I can imagine the amount of desire of many people that get this to test the limits.

Hopefully pooling the overworld map data in with the level data didn't affect much regarding overworld pointer limits although I assume that will remain like the original. I know from experience that the average number of pointers per map in the original is around 20 or so (levels plus hammer bro spaces and the like) so I am concerned there, otherwise I feel excited about the whole thing.

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binarycuberoots
Posted on 11-20-09 01:03 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119818


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I just got the newest beta version of Reuben and I admit that I like the extra flexibility that's added to this release.

I am a little surprised that the application crashes often when I try to update the level size. I'm not even sure what the threshold for that is, but there's something about "index was outside the bounds of the array" or something to that amount. This time I tried to update, I was over about 189 level bytes or so. This was on a brand new project mind you.

I like how the guide colors can be changed on the editor, not to mention the special icon transparency options. I also enjoy the map feature. It took me a little while to find, but it has some good features already. The application crashed when I tried to click the green S on the map editor, otherwise I think it'll be neat.

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binarycuberoots
Posted on 11-22-09 10:08 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120079


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I wonder if DahrkDaiz took note of the issues with the last Reuben beta release he received by people these past couple days. I assume he's trying to fix them over the time he's off.

I noticed some very weird crash patterns I talked about earlier when I update level size. I don't know why it crashes based on a random level design. I had a simple design and it crashed when I updated level size, yet I had another design with over the top complexity and it seemed to update level size just fine. I don't know if others experienced this, but it happened when I made my first test level.

I also noticed that whether tiles, sprites, or pointers are selected, the toolbar displays stuff sprite related instead of tile coordinates and other stuff.

Does anyone know what compile rom does? If it does nothing at now, I understand, but I was wondering what it does.

I also noticed that certain tool tips don't seem to display the right characteristics.

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binarycuberoots
Posted on 11-23-09 04:02 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120127


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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.

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binarycuberoots
Posted on 11-27-09 08:13 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120695


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That looks like an impressive to do list for the Reuben editor. I really like the direction it's heading.

I don't know if one would be able to use locked doors for their overworld maps. Is that something of consideration? Just wondering since that's already somewhat common in SMB3 hacks. If that was taken care of already, I understand why it's not on the list. Meanwhile best of luck to DahrkDaiz for creating Reuben for us.

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binarycuberoots
Posted on 11-29-09 04:08 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120882


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Posted by ShoFIZZLE
Posted by boingboingsplat
I wouldn't get too far on your project in SMB3 Workshop... since you won't be able to edit those levels anymore with Rueben!


Oh no....but I really want to get into the whole hacking thing.....I was finally starting to understand some of the mechanics in SMB3 Workshop....but by the time this is (fully)released, I want to have at least one full hack under my belt.


I know what you mean. The idea is that the info is changed by SMB3 workshop or some other editing means and therefore Reuben likely won't recognize the changes since the original isn't there. Personally I don't find any shame in creating at least a full SMB3 hack with workshop and then at least another/more SMB3 hack(s) with editors like Reuben.

Anyway I was wondering about the vertical scroll option. I'm not sure if this has been touched on, but when a non pipe related vertical scrolling level (a la SMB3 workshop) is created, some bizarre characteristics with normal objects are observed, like arrow platforms popping out of desert tiles, roto disc orbs that mysteriously behave like a pipe or something was entered, even falling through solid stuff on hilly levels. I wonder if that'll be taken into consideration since vertical scrolling is an option for non pipe related levels.

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binarycuberoots
Posted on 11-29-09 09:22 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120938


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I kind of thought that's what happened with vertical levels, but I thank the author for thinking about that angle beforehand.

I don't realize precisely how complex it could be to make sure the normal physics and mechanics work with the new format, but I can just imagine lots of effort at the least. The vertical thing is a perfect example of that scenario, as well as the ability to have levels exit at different locations now (the tower and the pipe system were the only things that used something like it before), but I feel this new level connection system will be more flexible, and therefore the increased chance of needing more testing.

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binarycuberoots
Posted on 11-30-09 02:04 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121004


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That sounds like a neat concept for a future release. I think it'll be neat to have as long as the arranged tiles are in a window by itself, since it would be confusing if the original tile window was altered, especially in an irreversible way. Meanwhile I will be glad just to have version 1.0 to work with once it's released, even if extra GUI features aren't implemented yet.

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binarycuberoots
Posted on 11-30-09 06:05 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121023


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Sorry about that. I knew there may have been something like that from a previous, I just wasn't sure how to get to it before. I'll check that out now! Anyway best of luck to all those involved in helping to make Reuben a convenient editor for many!

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binarycuberoots
Posted on 12-02-09 02:35 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121165


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I just thought of something. I remember when the original game had it so that the boom boom locations in the fortresses and lock locations on the map were sort of dependent on each other somehow. I wonder if that's going to be different or if that will remain the same or something.

Anyway hopefully vertical scrolling start positions can be fixed. Do the pointers to/from vertical scrolling levels from other levels have the same problem at this point or is it just the starting position?

I think 9-scale means something like a 3*3 tile based rectangle drawing tool where 9 tiles are selected for the tool and the 4 corner spaces are placed in their respective selected rectangle positions and the 4 side tiles fills their respective sides of the rectangle and the middle tile fills the inside of the rectangle. For example, the desert blocks have that pattern I was talking about. Don't quote me on that since I'm not sure, but I think that's a plausible answer nontheless. If it's something entirely different, I'm not sure what that means.

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binarycuberoots
Posted on 12-05-09 07:31 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121569


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Well the bricks and note blocks and the water have always looked odd on airship based levels. That may be why. I don't know if DahrkDaiz is planning to do something in terms of that with Reuben, but that's something I've dealt with even with workshop.

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binarycuberoots
Posted on 12-12-09 04:50 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 122243


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That's a cool cave system, I like the before and after comparisons. It is a neat cave and the Reuben edited one looks very cool. It reminds me of the forest cave levels in Luigi's Adventure.

Anyway it sounds like the editor will be released within the next couple weeks. Some friends of mine are very excited about the release when I told them. I am too. I have already brainstormed some crazy ideas of my own as it sounds like the possibilities of concept expansion is extreme, especially the part where an area can link to up to 4 areas instead of just 1 area.

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