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Please chime in on a proposed restructuring of the ROM hacking sections.
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JaSp
Posted on 05-17-10 08:42 PM, in Where DahrkDaiz has been and the state of Reuben Link | Quote | ID: 131282


Shyguy
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Well I'm not even sure to have the skills for that, and I don't have enough time anyway!
I don't even know when I'll be able to work on my music inserter again so...

But if you really want it you should pursue your learning of ASM and then you'll be able to do it yourself

JaSp
Posted on 05-23-10 11:08 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 131418


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Posted by CKY-9K
Just throwing this out there but what if Reuben had a built in ASM editor or something?
I actually had thought about such a thing a little; I could imagine some kind of editor where you type your routine text-format, and the editor compiles it and manages all the JSR/Bank switching stuff via pre-defined hooks (VBlank, pad inputs, etc.). Then you'd have an info file to keep track of where you used free space so that you don't overwrite stuff.
It would still require to know ASM at least a little but it would make things much easier.

JaSp
Posted on 07-20-10 10:43 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 133187


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Posted by DahrkDaiz
OMG DD IS ALIVE AND HE'S WORKIN ON REUBEN
Yay!
(yeah, totally useless comment, if not for a certain enthusiasm from me that I hope to spread around)

JaSp
Posted on 07-22-10 12:19 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 133268


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Posted by KP9000
Yeah, maybe further down the road we can get that Music utility up to snuff! I say we because I'd be willing to do whatever necessary that I am capable of doing. Also, I spoke to DJBouche regarding taking advantage of the two extra square channels that the MMC5 gives you. He understands that this means rewriting/revers eengineering the SMB3 music engine. So, if you have anything to show him just stop into #acmlm and drop off whatever notes you might have! I'm sure it'd speed up the process and promote activity of the project itself, since it's a big one.
Well, the thing is, I only know stuff about the music data format, not the music engine itself with all its $4000ish registers things and all, so I'm not sure my notes would help *that* much.
Posted by Stifu
(...) so I ended up making my own Super Mario Kart editor?
Woah, if everyone acted like you, there would so much more editors available from discontinued editors!

JaSp
Posted on 07-27-10 06:45 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 133478


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What would be cool is to get rid of that 'column' layout and make it so you get to place any 16*16 tile anywhere you want (i.e. overhaul the level data system à la Reuben with Smb3).
Just a suggestion (could be a challenge for yourself too)

JaSp
Posted on 07-28-10 12:49 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 133499


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Posted by Trax
I'll take a look at the code and see how it could be done...
Well you'll probably have to use some kind of compression, maybe RLE would be sufficient seeing that there isn't that much different tiles in the game.

JaSp
Posted on 11-16-10 10:55 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 137947


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It really is strange to think that this thread is already more than 1 year old! Time sure passes fast...
Can't bring anything new to the table, however since the project is open source (and apparently up to date), we can still hope that someone will pick it up!

JaSp
Posted on 11-17-10 07:32 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 137973


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I agree, it's very possible that he has continued work on it offline; as for knowing SMB3, I guess taking back the project would merely be to fix bugs and not add new features, because if I recall correctly the editor is in a very usable beta state if not for some annoying bugs; and a list of these bugs has been established, hasn't it? (KP9000 can confirm that probably?)

JaSp
Posted on 11-18-10 10:33 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 137988


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Well can't you bypass the "side-stuff" (mushroom houses, n-spades, etc.) and make a level based only hack?
As for that major bug, what is it about?
Damn, talking about this makes me want to hack again!

JaSp
Posted on 11-20-10 11:29 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 138022


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Posted by KP9000
You know, if you want to hack some more, I could always use some help with mine. I'm not terribly attached to the way things are with it, so if you didn't like the way I have things you could change them.
Well it's not a matter of having something to hack, but rather having time to do so! I think that if I get back to it, my priority would actually be to continue the music stuff with SMB3.

@Ailure: I believe any help would be greatly appreciated by the community!

JaSp
Posted on 11-30-10 04:17 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 138248


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I believe there are various .txt files laying around with the source; not sure if they cover the new format comprehensively though.
I know he had heavily expanded the ROM and changed the mapper to get more RAM (and probably other features too).

JaSp
Posted on 01-03-11 10:45 PM, in My first indie game, Jump&Slide! Link | Quote | ID: 138991


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Hello there!
So I mentioned some months ago on the ROM hacking boards that I was working on my first indie game for iPhone; so here it is after several months of work!
Jump&Slide is a really simple endless runner styled game for all iOS platforms (iPhone, iPod Touch, iPad) focused on a good progressive challenge with a very simple gameplay.

Screenshots:




Video:


You can learn more about the game on www.JUMPNSLIDE.net or jump directly to the iTunes link!

Not sure there are iPhone players here, so tell me if you want some promo code to get it for free!
Any comment appreciated, good or bad!
Don't hesitate if you have any question, too.

Thanks!

JaSp
Posted on 01-04-11 12:09 AM, in My first indie game, Jump&Slide! Link | Quote | ID: 138993


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I made all the graphics with Inkscape; I learned vector drawing with this software while making this game and I really like it!

Not sure what you mean for the sliding animation (it's not realistic of course but I think it looks ok!), but it's true that the landing animation is a little bit off; I actually didn't think about resuming the running animation to the most logic frame according to the falling stance; I'll try that, thanks for the tip

JaSp
Posted on 01-22-11 11:32 AM, in My first indie game, Jump&Slide! Link | Quote | ID: 139263


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Thanks for the comments guys

Indeed, the choice of this platform for my first game was the investment cost which is very small compared to the potential audience reached, and also the fact that an average Joe like me as KP said can have his app published very easily as long as it follows Apple's guidelines (though that's also a disadvantage because the market is really saturated and it is veeery difficult to get noticed amongst all these other apps!)

You can always PM me about your idea KP, though I only have experience with the Cocos2D framework so if it's about a 3D game for example, I can't give you much advice!

JaSp
Posted on 05-28-12 09:37 PM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 151061


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Sorry for the bump, but I have to say that this really is some tremendous work you've done here southbird; congrats!

The song converter/inserter I made a while ago could probably be easily used with this!
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Main - Posts by JaSp

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