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Please chime in on a proposed restructuring of the ROM hacking sections.
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KTurbo
Posted on 10-24-09 10:08 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117920


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Do you have a defined list of the features you are going to implement/have implemented which are not possible with the original level format? (eg "start anywhere on a level")

KTurbo
Posted on 10-25-09 07:37 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117936


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Will you be able to link pipes (in the overworld) to anywhere you want? Like you could make a pipe from one world to another and back. That way it could make it posible to make one big world ála SMW. It's a shame SMB3 overworlds can't scroll vertically tough.

KTurbo
Posted on 10-26-09 07:35 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117987


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Posted by DahrkDaiz
Pipes on the map screen are not special. If you replaced a pipe tile with a level tile or mushroom tile, they would do they same thing. So getting the functionality of crossing worlds has nothing to do with the pipe tiles. So, no.


I did not know that. But they are linked somehow, right? Like on a single worldmap. Is that predeterment in the ROM? (unchangable without major ASM hacking)

KTurbo
Posted on 10-30-09 02:36 PM, in OpenPoké - Starter monsters Link | Quote | ID: 118262


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bump?

KTurbo
Posted on 11-06-09 02:25 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118912


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Just a useful idea for the editor.

Make measure tools.

A ruler which follows the mouse and show things you need to know.
- How high Mario could jump. Standing, running, full P etc.
- How long Mario could jump. Standing, running, full P etc.
- How long Mario has to run to make a full P. (if you only run in one direction)
- More.

This shouldn't be to hard to make as it's just a block of graphics following the mouse or which you put down and it's just an overlay.

KTurbo
Posted on 11-06-09 05:21 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118919


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Posted by DahrkDaiz
KTurbo: wow, EXCELLENT idea! I've added a lot of things for sprite icons that show the area that they move or, like for roto discs, shows a few hit points so you can tell the range they make. Having a ruler/guide of sorts for Mario is a great idea!

What I may do is allow you to place a guide on the level editor itself and move it around at your will and be able to change the ruler type (height, jump length, running, full speed, etc).


I'm glad you like the idea. I've thought it more things to measure.

- How high you will fly with a full P. (I'd suggest how far also but that pretty hard to tell. Although you could just assume that the player would glide the furthest possible.)
- To the jumping (height and length), with a hammer suit, frog suit and out of water.

There are more relative measurement that could be made, though I don't see them fit in the editor. Although they could be really useful in some cases.
"How long you could run with a starman"
"How long you could run before the P-block runs out"
etc.
These really depends on what speed you are able to get to and what the starting speed is when you use/take it. Only way I could see it to be implemented is that it is assumed the player has full running speed all the time.

But ofcourse, all of these measurements are pretty much estimates, so perhaps it doesn't matter if the are more or less relative.

KTurbo
Posted on 11-07-09 09:34 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118966


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Posted by DahrkDaiz
KT: thanks and all, but I think your original idea would cover 98% of most hackers needs.

Btw guys, new release on the first page, grab it!


Yes, I would think so too. Although the measurements with various suits would be, especially the hammersuit, very useful because if I recall correctly he jumps a bit shorter then normal; and no hacker would place a pit that is too far on a level with a hammer suit; would they?

KTurbo
Posted on 11-07-09 05:03 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118976


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Posted by DahrkDaiz
The Hammer Suit jumps the same amount.


Ok, my bad. I don't know why I thought so.

KTurbo
Posted on 11-12-09 08:11 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119251


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Also, where do I place a Piranha and venus f.t.? On the left side of the pipe or the right side? Above or inside the pipe?

KTurbo
Posted on 11-12-09 08:19 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119253


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Posted by KTurbo
Also, where do I place a Piranha and venus f.t.? On the left side of the pipe or the right side? Above or inside the pipe?

KTurbo
Posted on 11-12-09 08:28 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 4 of 11-12-09 08:31 PM) Link | Quote | ID: 119255


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Just found something, it might have been reported before so I am sorry if that is the case.

If I use the graphics editor and later closes it, if I then try to open it again it won't. I have to restart reuben to get it to open again.

Edit: it only seem to open if I haven't open a level in the main window, don't bother what I said before. So:

If I have opened a level in the main window the graphics editor doesn't open.

KTurbo
Posted on 11-12-09 09:36 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 11-12-09 09:37 PM) Link | Quote | ID: 119261


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Posted by DahrkDaiz
Okie dokie. Thanks for the feedback KT, this is the only place I'm really getting any of it.

If you download the project again you should get a fix for the Piranha's and the graphics editor. Remember to go to File->Reload->Sprite Definitions to update your sprites file.


Ye, well, I'm getting an exception trying to do that. Infact I've gotten alot of exceptions while using reuben, though many of them hasn't return since I've updated the editor. If you want the exception info, tell me; though they descriptions are in Swedish.

EDIT: DOH, stupid me... Perhaps I should have tried to open the project before reloading the def.

KTurbo
Posted on 11-13-09 07:37 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 11-13-09 01:02 PM) Link | Quote | ID: 119283


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Level editor does not show updated/edited graphics in the level editor unless you reopen Reuben.

KTurbo
Posted on 11-13-09 07:50 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119285


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Posted by DahrkDaiz
k just a bit more showing off of what you can do with Reuben:

IMAGE


Those flowers look alot like the ones in NSMBW. ^^

KTurbo
Posted on 11-14-09 08:39 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119385


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Posted by DahrkDaiz
Graphics editor will now display current level gfx and palette when opened
You can now set where the projects are stored
Fixed the Layout editor finally

working on undo


How many times in a row will you be able to undo? Hopefully you manage to make so that you can undo the whole session if you want to.

KTurbo
Posted on 11-27-09 07:51 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120692


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Be able to set time for invulnerability after getting hit could possibly be something to add or is that too much work for the gain?

KTurbo
Posted on 11-28-09 09:27 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120794


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Posted by DahrkDaiz
It's in the list as "Invulnerability time""


I thought that was refering to starman time, but now I see that starman time is also listed.

How about edit Mario's abilities, such a jump, speed etc.? Too much?

KTurbo
Posted on 11-30-09 10:15 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121026


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IIRC you can't select multiple tiles, you should add that.

KTurbo
Posted on 12-02-09 11:07 PM, in Mega Man Regeneration (Mega Man 2 Hack) Link | Quote | ID: 121295


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Try starting the editor in compatible mode for windows XP, 98 or something.

KTurbo
Posted on 12-03-09 01:22 PM, in Hack Ideas Thread Link | Quote | ID: 121384


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Posted by Matrixz
A Megaman 2 two-player co-op hack.
Im sure it is possible to do, somehow. Both players would be active at the same time.

Some ideas:
The Select button could function to make the player disappear. Pressing the Select button again makes the player appear at the other player's location (as long as he is on top of a wall). The "teleportation" can function to save players in some cases, like when halted scrolling makes one player unable to reach a platform (and falls down at the side of the screen). A player can use Select to drop in and out at any time. (I obviously got some ideas from the New SMB Wii trailer..)

The player that gives the finishing blow to a boss, gets the weapon.

It would be another project on my "project stack" so.. i dont think an attempt will happen.


Like this: http://www.youtube.com/watch?v=i6KMAm_228s (1minute in)
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Main - Posts by KTurbo

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