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hukka
Posted on 04-20-07 02:23 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 28251


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I'm doing a Megaman clone for the PC, below with placeholder graphics mostly ripped from Megaman:



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hukka
Posted on 04-20-07 05:02 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 28266


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Posted by Raccoon Sam
Looks funky. What are you making it with?


Same as SMB3WS, Delphi 7. It shouldn't be too difficult to convert it to FreePascal, making it compilable on platforms other than Windows as well, but I haven't really looked into that yet.

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hukka
Posted on 04-21-07 02:18 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 28500


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It's supposed to be a wolf, but I seriously suck at sprites.

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hukka
Posted on 04-22-07 03:56 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 28653


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Posted by Kyoufu Kawa
Hmhm. Too bad Pascal still lives on.


Wanna specify why Pascal is so bad or just trolling?

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hukka
Posted on 04-25-07 11:22 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 29985


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Posted by Kyoufu Kawa
The Jargon File agrees with me that Pascal sucks. And just for kicks, here's a part of the Wikipedia, emphasis added:


Thanks, "Why Pascal is Not My Favorite Programming Language" was an interesting read. I didn't know Pascal was so restrictive in its original incarnations.

There are certain things I don't like about Pascal, too, such as the inflexible for-loop and lack of macros, but I still like it better than C/C++ or other popular languages.

To each their own, I guess.

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hukka
Posted on 11-20-07 07:46 PM, in SMB3 workshop Updated by Hukka! Link | Quote | ID: 70466


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Yeah, I was thinking of making an update announcement here but I thought such a small update didn't really warrant doing that.

Check out readme.txt for some info on which features I'd like to implement, although I'm not saying I definitely will.

I had a Megaman clone on the works, but once I got it in a playable state I just lost interest. I might continue work on it in the future, who knows.

On a slightly more hacking related note, right now I'm working on a Fire'N Ice (aka Solomon's Key 2) editor that is only a few small extra features short of release. I'll post about it on the Releases forum in a few days.



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hukka
Posted on 11-23-07 11:12 AM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor (rev. 4 of 01-05-08 02:55 PM) Link | Quote | ID: 70593


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IceEdit 0.9.8


IceEdit is a level editor for the NES game Fire'N Ice, also known as Solomon's Key 2.

This version should edit all releases of the game. It has not been extensively tested, so always keep backups of your ROM.

Included is a document containing all offsets and data on the game I've managed to figure out so far.

What's new:

0.9.8
* Rudimentary screen editor (left click=set tile, right click=change palette)
* Improved the palette editor a bit
* Player sprite is now drawn properly

0.9.5
* FIX: Pointers were not written properly
* Support for Japanese versions
* Palette editor
* Optional gridlines
* Made ROM offsets user customizable
* GUI improvements
* Remembers last loaded ROM and level
* Some sanity checks added

Download

Website

Fire'N Ice level format and offsets



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hukka
Posted on 11-24-07 04:18 PM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor Link | Quote | ID: 70639


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Thanks for the replies. It's coded in Delphi 7, although it should be easy to convert to FreePascal, which is what I'm planning to do sometime.

And yep, it reads the graphics from the ROM (apart from the player graphic, but I'm going to fix that for the next release), which means that an integrated graphics editor is a possible feature addition in the future. :o)

I'd like to see what kinds of levels people come up with, so feel free to send me your hacks.

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hukka
Posted on 11-25-07 10:22 PM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor Link | Quote | ID: 70684


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Posted by Raccoon Sam
But anyway, if you select a ROM that is not Fire 'n Ice, it'll display garbage and misfunction.

(...)

Another thing is the rising lava. Only one should be allowed per level.


Yeah, there aren't a lot of sanity checks in place yet; they'll be there for v1.0. The next thing I plan to do is find out offsets of the Japanese version so support for that can be added. I'll also keep in mind your suggestion about moving the player using the keyboard.

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hukka
Posted on 11-26-07 01:47 AM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor Link | Quote | ID: 70693


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I had played this as a kid too and just recently rediscovered it. I started work on the editor immediately after finishing the game. (Well, actually I still have two bonus worlds to complete, but still...)

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hukka
Posted on 12-13-07 06:58 PM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor Link | Quote | ID: 71647


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Posted by Trax
How does the Lava Tool works?
If I'm not mistaken, Lava can only be positionned at the very bottom of the playfield...


The vertical position of the Lava item affects the speed at which the level scrolls upwards. The higher up the Lava item is located, the faster the scrolling.
I don't think the vertical positioning has effect, but I didn't really test it.
(I should mention this in the level format document...)

So, any level hacks on the way, guys?

Also, v0.9 has been out for a few weeks in case you haven't noticed.

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hukka
Posted on 12-13-07 08:04 PM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor Link | Quote | ID: 71651


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Posted by blackhole89
I'm still on my way through the original game. Too few time. Once I'm done, though, you can fully expect me to try starting something.

Cool :o)

Posted by "blackhole89"

One thing I notice about the original game is that the level difficulty seems to lack any increase as you progress through the worlds... some levels in the later worlds feel like a bit of an insult to one's intelligency in places.

Yeah, the difficulty is a bit uneven - there are difficult levels next to very easy ones. At least the bonus worlds* offer some more challenge.

* (Spoiler) After completing the game normally, wait a few minutes after the ending and you'll be told how to access the bonus worlds.

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hukka
Posted on 12-16-07 11:30 PM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor (rev. 2 of 12-17-07 12:55 AM) Link | Quote | ID: 71787


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Crap, looks like IceEdit is thrashing level pointers. I'm working on it...

EDIT: Fixed, please redownload the zip.

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hukka
Posted on 12-17-07 02:05 AM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor Link | Quote | ID: 71797


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Posted by Trax
Hukka, is it okay if I use the same title for the Mac OS X version?
Or it could be something like FireEdit...

Neat, you're making an editor for the Mac?

It would be kind of confusing to call it simply IceEdit, but how about "IceEdit X"?

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hukka
Posted on 12-19-07 11:10 AM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor Link | Quote | ID: 71856


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I have IceEdit displaying the overworld properly now, I just need to make it editable :oP

I really want to add a music editor, but I haven't yet managed to figure out the format of the music data. It would be awesome if someone more knowledgeable could help decipher it. So far I mostly just have a few song data offsets: 1625B, 162BC, 1632F, 163D6 and integrated level editor music at 194B9.

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hukka
Posted on 01-05-08 02:56 PM, in IceEdit - Fire'N Ice (Solomon's Key 2) editor Link | Quote | ID: 72794


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Bump - a new build is out. This release adds a screen editor and some general improvements.

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hukka
Posted on 03-14-08 08:57 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 80338


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Not sure if I'll ever bother finishing this, but here's what I have for now...



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hukka
Posted on 03-14-08 03:46 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 80347


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Currently it can only view levels in Chip & Dale Rescue Rangers 1. I have most of the data formats figured out, so the plan is to have it edit the rooms and level layouts in C&D 1 and 2, and maybe other Capcom games with the same kind of data format (if they exist -- Ducktales might be one such game? I haven't really looked into that yet).

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hukka
Posted on 10-21-09 01:15 AM, in SMB3 Workshop source code released (rev. 2 of 10-21-09 01:31 AM) Link | Quote | ID: 117621


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Hi all! Some drunk guy just phoned me and demanded I release it, so here goes:

http://hukka.furtopia.org/projects/m3ed/smb3ws-source.zip

Really messy and ugly, which is the main reason I didn't do this sooner. Delphi 7.
Of course, with any luck the whole thing will be soon made obsolete by DD's forthcoming editor, but in the meantime you can at least laugh at the code here!

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hukka
Posted on 10-21-09 01:26 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117622


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No having to deal with objects anymore? Awesome!

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