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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 11-22-10 11:26 AM, in The Adventures of Lolo 3 : Map Editor Link | Quote | ID: 138074


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Posted by Naulahauta
I can't decompress the RAR.
Says 'no files to extract'. You sure you packed it correctly?

It worked for me.

Stifu
Posted on 11-23-10 07:37 PM, in The Adventures of Lolo 3 : Map Editor Link | Quote | ID: 138096


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Why would you need Wine, rather than just Mono?

On a side note: 7z > rar

Stifu
Posted on 11-23-10 11:20 PM, in The Adventures of Lolo 3 : Map Editor Link | Quote | ID: 138103


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Posted by Chris
Hmm... Maybe having the maximize box enabled will help? At least, then you could re-size the window. Hopefully that will help, at least.

Err, Chris, if you want to fix this issue, I already posted the solution earlier.
Look for AutoScale* properties in the Designer.cs file of your forms and controls, and remove them.

Stifu
Posted on 11-24-10 02:28 PM, in The Adventures of Lolo 3 : Map Editor Link | Quote | ID: 138112


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Posted by blackhole89
Posted by Stifu
Why would you need Wine, rather than just Mono?

Precisely because the UI was broken in Mono...

Ah. Until Chris fixes the issue, it may just be easier to disable auto scaling in Mono, as detailed in the link I gave.

export MONO_MWF_SCALING=disable
mono myapp.exe

Stifu
Posted on 11-28-10 11:27 AM, in The Adventures of Lolo 3 : Map Editor Link | Quote | ID: 138194


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Good to see you fixed the AutoScale issue.
By the way, a random advice: only handle save in one place, and don't make user save anywhere else. I'm referring to the fact you're forcing people to save after having modified options. I guess you may have done that due to technical constraints, but surely you can find ways around that.

By the way, to squeeze out some more drawing performance, check out PixelFormat.Format32bppPArgb, as I mentioned in Kawa's map tutorial thread. It's a low-hanging fruit: it just takes a few seconds to implement (an extra parameter when calling the Bitmap constructor), and then you can measure the perf win by comparing execution time before and after.

Stifu
Posted on 01-31-11 08:09 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 139420


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What are the purple things at the top supposed to be?
In the original screen, they look like curtains, but in the new one, I can't tell.

Stifu
Posted on 01-31-11 09:20 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 01-31-11 09:21 PM) Link | Quote | ID: 139424


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Posted by RetroRain
Yeah, they're still curtains, just giving it a revamp. Do you feel that they should look better? I want them to look good, so if you think there is something that could be improved, feel free to let me know.

It's mostly the fact they don't connect at all. They just look like some kind of stalagmites, not like they're all parts of one same entity. So I'd bind them together, ie: filling in the holes between them.

Stifu
Posted on 02-19-11 08:37 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 139640


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Posted by Imajin
Link, reaching for his sword and shaking his fist angrily at the heavens? I like it.

What? I thought he playing mime on an invisible wall.

Stifu
Posted on 02-28-11 08:32 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 11-10-18 09:33 PM) Link | Quote | ID: 139909


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Epic Edit 2.1 is here!
Features battle track starting position editing, among other things.

Stifu
Posted on 03-02-11 10:52 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 139955


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Posted by Ailure
Also Multimedia Fusion 2 is like, the modern ancestor of Klick and Play (from 1993-1994). And as far I can tell, it's mostly the same engine underneath with similar quirks popping up in MM2 games. I have Klick and Play lying around somewhere...

Heh, I had KnP and still have the Games Factory on my comp, which I still use for spriting.
But I wouldn't use any of that to make a game anymore...

Stifu
Posted on 03-17-11 08:03 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140223


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Posted by Synthetekh
Btw, I would think that the easiest way to find the compression format would be to trace the code as the game loads the decompresses the Graphics, but I don't really know Assembly, just concepts and some basics really.

To me, it sounds easier to compare uncompressed data with the same data compressed. Then modify the compressed data to check how it impacts the uncompressed data, if possible.
That's what I did, although I'm no expert, and I ended up figuring it out.

Stifu
Posted on 06-29-11 09:22 PM, in About NSMB... Link | Quote | ID: 144206


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@Trelior: actually, he's not asking for help, he's sharing his findings. Granted, his messages are quite obscure.

Stifu
Posted on 07-23-11 11:04 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 11-10-18 09:34 PM) Link | Quote | ID: 145427


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Epic Edit 2.2 is out.
Features more object editing features. Enjoy!

Stifu
Posted on 08-17-11 09:07 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 146331


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Oh boy... You got my hopes high that you had something interesting to say. You just had reply to the off topic crap you started over a year ago, yeah? I thought I made it clear this didn't belong here.

"Oh look, a thread about an SNES game editor! I'm just going to go there and ask for a NES emulator. Tee hee!"

*sigh*

If you understand, do not bother replying.

Stifu
Posted on 08-18-11 07:56 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 146354


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Thanks. At this point, when it comes to track data, pretty much everything is supported except editing Ghost Valley pillars, which don't work the same way as other objects. It doesn't seem like a popular feature (no one ever asked for it), so it's not high on the priority list.

By the way, I just implemented undo/redo (for tile editing only), and now I'm gonna work on a color palette editor.

Stifu
Posted on 08-18-11 07:43 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 146366


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Posted by Synthetekh
Nice. I haven't put undo/redo into my editor at all yet D:

I wasn't so eager to do it, but in the end, it only took me 2 evenings of coding, so it was worth it. I had a look at Kawa's tutorial as a reference, and did something similar (although I used LinkLists rather than Stacks, as you can't enforce a size limit with Stacks).
I only implemented it for tile editing, as it'd be much harder to do it for every possible action, and it was only really needed for tile editing.

Posted by Synthetekh
The only major issue I see with not being able to edit Ghost Valley pillars is that they'll be showing in empty areas of the track (unless you leave the basic shape of the track alone).

Pillars should only be visible if the track is set to use pillars (obviously; and it's a setting that can now be changed), *and* if the track theme is Ghost Valley or Rainbow Road (unless you modified the other themes to also have "empty" tiles). So they shouldn't be a problem, as you can easily get rid of them.

Anyway, glad you like the editor. I created it because I wasn't happy with existing editors either, and needed a complete editor to finish the SMK hack I was working on with a friend... The editor turned out great (and I'm still not done with it), but on the other hand, the hack development got stalled because of that. We started working on the SMK hack back in 2003, and I still don't see the light at the end of the tunnel. All that shit takes way too much time.

Stifu
Posted on 09-30-11 10:34 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 11-10-18 09:34 PM) Link | Quote | ID: 147682


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Epic Edit 2.3 is out.
Features color palette editor, and undo/redo for tile editing.

Stifu
Posted on 10-03-11 08:41 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 147758


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Well, ROM corruption issues should be mitigated by the fact you can export tracks individually.

And the palette editor rocks.
Thanks to a contributor who did much of the hard work.

Stifu
Posted on 10-03-11 11:54 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 147767


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Erm... No. ¬_¬
If it was someone from here, I would have stated his name. Besides, no need to guess, he's mentioned in the change log.

Stifu
Posted on 10-13-11 08:48 PM, in Programming question Link | Quote | ID: 147996


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Posted by H4ck3r
The problem is, how do i program my editor so, that it can edit the sma4 levels? Not something like Lunar Magic, but like hex. It's not that i am lazy or something, but i just can't figure it out.

When you load your ROM with your editor, you probably keep a byte array in memory that represents the content of the ROM file, right? If not, you should.
Then all you have to do is change some of these byte values, then create a new ROM file from this modified byte array.

What I do in my editor:
- Load the ROM file into a byte array (buffer), and keep it in memory (don't discard it, so you don't have to reload the ROM again later)
- Create various objects from reading this byte array (stages, tiles, enemies, etc)
- When the user modifies something, the objects are modified, but not the byte array (not yet)
- When the user saves, the values of all of the objects are used to update the byte array
- Just create a new file from the updated byte array
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Main - Posts by Stifu

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