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Main - Posts by master higgins |
master higgins |
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Red Goomba Level: 17 Posts: 1/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
RIVER CITY RANSOM
***************** PAENIYAE: 920 BUCKS YNSNAVYE 127 LEVEL IN EVERY ABILITY OOELVUOU INFINITE STAMINA LVNYIVYL 99 STAMINA YNNYIVYU 127 STAMINA AEUILVOY After reaching the maximum height when jumping, you fall faster GEUILVOY RIDICULOUS! Things bounce undefinetely ZEXZSZIA jump lower than the enemies (when stopped) LEXZSZIA jump as low as the enemies (when stopped) NLVEAINO Dudes revive when you kill them! ADVENTURE ISLAND 2 ****************** VNXUIZZE hold jump to fly PAKNIIAA infinite bee (invisible but invincible)!!! VTUIGEVK energy grows instead of decreasing AEXYZKAA don't die when you fall in a pit (but you get stuck on sky bonuses though) AAUUYZPA don't die with spikes AEEXGLPA don't die with lava (pets are destroyed though) ENUSOTEI Invincible (you just get hit with the enemies without dying) OKUSOTES Invincible (you just get hit with the enemies without dying) AESSNTPA Invencible without pet (no collision) SZUIGEVK Infinite Energy SXNLOKVK Infinite Lives VTELPZVK Infinite jump AANLTPZE Infinite jump, but bounces undefinetely in the air XVULEXVS+ XVULOXEK+ XVULXZYE Don't lose the hammer when selected XVSLKOVS+ XVSLSOEK+ XVSLVPYE Don't lose the fire dino when selected XTEUEXVS+ XTEUOXEK+ XTEUXZYE Don't lose the ice dino when selected XTUUKXVS+ XTUUSXEK+ XTUUVZYE Don't lose the water dino when selected XTNLEXVS+ XTNLOXEK+ XTNLXZYE Don't lose the air dino when selected NNOZLUYE Don't lose the pet when you fall in lava NYULLXYE Don't lose the pet when you touch the spikes PAEZSLAE+ PAXZVAAE Start with 9 pets of each type SZNLLLSA Don't lose the pet when you enter in water ADVENTURE ISLAND 3 EYSXZAEI Fly (hold jump button) STSNPUAY Infinite bee!!! (no double points though) EIOXYPEY Invincibility (first foe touched dies, then there's no collision) VVOYOSVK Energy grows instead of decreasing ATONYGEI Don't die when energy reaches 0 AEUZNTPA Don't die with spikes SAKZSYVT Don't lose pet with spikes KANXZESE+ KANXIASA+ KANXYASA+ KEEZPASA+ KEEZLESE+ KEEZTESE+ KEEXPASA+ OPVZPAAE "Almost always" have 99 pets of each type (As asked by Tanks) PREDATOR (NES) ************* VASAOASA+ OGKKNGVK Invincibility (As asked by GameGenie81, in...guess what...a deleted post) SUPER MARIO BROS **************** OKNLOYIV Falling doesn't kill you (just appear from above) PS: Ooof! I had to RE-REGISTER because i don't know what the heck happened. My account and all my posts where gone!. Not to mention how the board looked yesterday: totally fucked up!! I hope those "situations" don't happen again Thanks! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 2/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
I'll try to make an editor for Adventure Island 3, which will mainly edit level data, enemies positions and changing enemies to other enemies. Well, these are some of the offsets i've found so far:
Of course there are a lot more offsets to found. I'm writing this in my notes explaining how the levels are built, and showing some values, as which id is which monster, which number is which scene (with screenshots of them), etc. I'll post them also (as long as I have enough free time) so anyone who wants can use them. Any comments are well received PS: The name of the editor is going to be Agave (like the plant). This is almost a copy/paste of the post in the other board, and I had to re-register because my account got deleted with all my (very few) posts without any reason or warning . EDIT: ALL worlds documented EDIT: Scene values of sea, forest, shore and bone crossing documented EDIT: Some level palette values documented Download the editor HERE ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 3/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Yeah, i forgot to put that the thread title was: "Attempt to make and Adventure Island 3 level editor". I'm planning to code it in VB6, because it doens't need additional files or installation packages to run the compiled programs (.NET and its annoying .NET framework). I know that C#, Java and another Object Oriented programming laguages will make the code more clean, but most of them will make the application a little sluggish. As soon as I finish finding all the offsets for all the levels, I'll be posting what values are what scenes or enemies.
The main things the editor will modify are the scenes (the size of a screen) used by the levels, the enemies positions and enemies Id's (change an enemy to another). Cya! PS: if any moderator can, and editthread.php (i don't remember how was it called) is done, please change this thread title to Attempt to make and Adventure Island 3 level editor ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 4/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Hi, i found only this code by my own
SZUTYYSA The energy won't decrease when you are hit. I could't find a cheat for invincibility , because now I don't have enough time and I have to go to work Cya!, and Good luck! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 5/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Yeah, at least for XP, 2000 (and 98 if I'm not wrong) you don't need runtimes. I think only when you use some special activeX controls you obviously need to distribute the app with them. As for me, I'll try not to use weird activex controls.
off topic, 2 questions: - If you use the file dialog control in VB6, does it complain in other PC's with 2000 or XP about not finding an OCX (activex) ? - Anyone knows how to put the fast forward mode in FCEUXD or FCEUXD SP? ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 6/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Posted by paulguy Hmm, I missed that. And the fact that i was not thinking in linux or MacOS X users. Can you suggest me a linux/MacOS framework that supplies a graphic interface to draw interfaces and write the code based on events for linux, macOS? The only cases that come in my mind are java with netbeans or eclipse using Swing (or even AWT to have more compatibility), which would run on all machines, but it's going to be sluggy, adding the fact that Windows XP, 2000 and 98 comes with just the default Virtual machine installed (which I think is 1.1.8), and would not be able to run it. So in that sense jdk 1.1 will be the only choice to be almost FULLY COMPATIBLE with everyone . Any suggestions for a programming language/framework that provides MAXIMUM COMPATIBILITY for OS'es, mainly Windows, Linux and MacOS X? ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 7/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Hmm, well, I think I'll do it in java, but adding compatibility with j2se 1.1 (it's as simple as using the options -source 1.1 -target 1.1 with javac). But first things first: As soon as I'm finished with the offsets, I'm going to find which values correspond to which scenes, enemies and positions. THEN, I'll be able to start working in the editor. All this if I have some free time, because I'm stuying (last year) and working.
Thanks for your feedback! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 8/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Hmm, I think this code only works with the PRG0 version of the Castlevania rom (Castlevania (U) (PRG0)). I'll search for the code for the PRG1 version. PM me for the rom
EDIT: TRY THIS ONE SZSVLYSA Ooof!, I'm too tired. I hope it works. Feel free to ask for more codes! Cya! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 9/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
I made a mistake again on a thread and I forgot to put the title . Any estimative date by when it's going to be implemented?
the thread is: http://acmlm.kafuka.org/board/thread.php?id=2447 PS: i know I asked this before, but all my posts and my account got deleted ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 10/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Well, i finished finding all the offsets for the stages . Now I have to figure the format. I have some data for scenes of shore, cave, sea and forest levels. (Screenshots in the form XX.png, with XX being a byte value in hex)
Here is something from my notes for the curious:
EDIT: Here are some values of the levels palettes that look decent SHORE: 00: WEIRD (IN NIGHT, CLOUDS ARE REDDISH, GRASS IS PETRIFIED, SOIL IS GREEN AND STONES ARE BROWN 01: NORMAL (SUMMER?) 17: LIGHT BLUE SKY, SOIL IS COPPER COLOR, PALMS AND GRASS ARE PETRIFIED, GREEN ACID SEAS, GREEN CLOUDS AND BLUE WITH ORANGE STONES 18: ALMOST NIGHT WITH DRIED PALMS AND GRASS, GREEN STONES, DARK REDDISH BROWN SOIL, BUT PALM TRUNKS WITH PURPLE BACKGROUND FOREST: 04: SUMMER 05: FALL 11: WINTER 13: LOOKS LIKE IF OIL WAS POURED IN THE TREES AND SOIL 17: LOOKS NICE, LIKE SUMMER, BUT LIGHTER COLORS, AND STONE SOIL COVERED WITH GRASS (CLOUDS ARE BLUE THOUGH) 18: NIGHT THEME. (ALMOST GOOD!!) TREE TRUNKS SHOW PURPLE BACKGROUND INSTEAD OF DARK BLUE (CLOUDS ARE GREEN ALSO) 19: LOOKS LIKE A STORMY OF POLLUTED FOREST. FORESTS LOOK LIKE IF THEY WERE WASHED WITH OIL 00: LOOKS COOL! REDDISH TREES WITH GREEN TRUNKS, REDDISH GRASS, STONE SOIL AND IN NIGHT (BLACK SKY). CLOUDS ARE BROWN 01: TREES AND GRASS LOOKS LIKE IF THEY WERE MADE OF DIAMOND. TRUNKS ARE BROWN, BUT SOIL IS GREEN. SKY IS LIGHT CYAN DESERT: 05: PINK SAND, ROCK MOUNTAINS 06: BLUISH GREEN SAND, PURPLE FALLING SAND, DRIED CACTUS, BROWN WITH BLUE MOUNTAINS 07: NORMAL 0B: CHOCOLATE SAND, LIGHT BROWN WITH BLACK FALLING SAND, STONE CACTUS, BLUE MOUNTAINS 13: SNOWY!! 1B: POLLUTED DESERT. GRAY AND OILY SAND, OILY FALLING SAND, BLACK AND OILY MOUNTAINS, OILY CACTUS 2A: ALMOST THE SAME AS 1B, BUT FALLING SAND IS WATER. 2B: SAME AS 2A CAVE: 02: CYAN AND BLUE, NORMAL 14: YELLOWISH BROWN, NORMAL 0C: BROWN , RED SKULLS, GREEN LIME 0B: YELLOWISH BROWN, BLUE SKULLS, MUD 08: BROWN, CYAN SKULLS, BLUE WALL, BLUE LAVA 19: GREEN ROCKS, PURPLE WALL, BLUE LAVA (ALMOST NORMAL) 1C: PURPLE ROCKS, BLACK WALL, RED LAVA, NORMAL, INVISIBLE EXIT 1D: CRYSTAL CAVERN, INDIGO WALL, INDIGO LAVA, BUT EXIT IS UGLY 1E: SAME AS 1C, BUT BLACK WALLS AND INVISIBLE EXIT 24: PYRITE CAVERNS (BROWN WITH YELLOW AND GRAY ROCKS), DARK CYAN WALLS, RED LAVA, STONE EXIT 25: SAME AS 24 26: SAME AS 24 30: CRYSTAK CAVERN, EXIT OK, DEEP RED LAVA 31: OIL CAVERN! (EXIT OK,SKULL LOOK UGLY) 3E: WEIRD (RED ROCKS WITH STRONG SHADOWS, PALE BLUE WALL, BLUE, WHITE AND BLACK LAVA, EXIT OK) PIT: 1D: NORMAL (OK) 2D: CRYSTAL (EXIT LOOKS SLIGHTLY BLUER, BUT OK) 2E: WINTER (EXIT LOOKS SLIGHTLY BLUER, BUT OK, AND ALSO NORMAL) 30: WHITE BLUISH WALLS, LAVA FALLING INSTEAD OF WATER, EXIT OK PYRAMID: 02: DARK CYAN 08: BROWN (ALTERNATIVE, PORTALS ARE PURPLE) 0B: BROWN (NORMAL) 0C: BROWN (ALTERNATIVE, PORTALS ARE BLUE) SEA: 06: RED THORNS 09: PINK THORNS (SHIP WRECKAGE PALETTE) ICE CAVE: 1D: ICY 10: ICY (ALTERNATIVE, MORE PALE) 1E: ICY, BLACK BACKGROUND 19: EMERALD 1C: AMATIST 0C: AGATHA 2D: AGATHA, GREEN WALLS 30: QUARTZ (CRYSTAL) 02: TURQUOISE 14: TOPAZ 18: DARK EMERALD FIRE GORGE: 26: NORMAL ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 11/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
More goodies!: Here are all the values with their respective screens. Mess around modifying the vales in the screens offsets that i posted in the first post
Scene values Browse through the links to see other scenes. The other links are not complete, only the offsets link is working. Cya! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 12/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
The version is 1.07. I tried copying the configuration file from FCEU 0.98.15 which HAS that option, but it didn't work
Thanks for any replies! EDIT: Nevermind, i figured it out already. I had to recompile the source, and disabled HW stretch from there. This is what i changed: In #define VF_DDSTRETCHED 1 to #define VF_DDSTRETCHED 0 comment these lines if(!(caps.dwCaps&DDCAPS_BLTSTRETCH)) /*line 259*/ if(!(caps.dwCaps&DDCAPS_BLTSTRETCH)) /*line 332*/ use C-style (/*....*/) comments instead of C++ style comments (//....) Greets! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 13/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
RYGAR
***** OKUZXTSE Infinite Energy AVOXVTIA Don't be pushed when hit IEKZPLIZ Have first three items after pushing hit button BATTLETOADS *********** OXXTAASX+ AKXTPAIP Infinite energy Unlimited lives: GXXZZLVI (credit to KrazyKeet from GameWinners.com) FLINSTONES ********** VVOPZOVK Recover energy when hit VVOAAEVK Win lives when dieing LPNAIOGA Start with maximum power gauge EYEAXTLE hit harder (a little buggy because power gauge doens't show well) ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 14/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
I added some values for objects (enemies, power-ups, etc) with their respective screenshots. Mess around modifying the values in the enemies Id's offsets that i posted in the first post
Object values and their appearance After figuring out the most part of the objects (because some of them are unused and have a weird/buggy behaviour), I'll start programming the editor. As you see, I've a little more than the half left of objects to be discovered. Regards! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 15/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Well, here what I've been working in my spare time:
Right now it can only edit the scenes. You move in the level with the arrow keys of the keyboard and modify the scene with the mouse or the keyboard. Here's a detail of the controls: Left arrow key: Move one scene left. Right arrow key: Move one scene right. Up arrow key: Move one scene up. Down arrow key: Move one scene down. Ctrl+Left arrow key: Move 4 scenes left. Ctrl+Right arrow key: Move 4 scenes right. Ctrl+Up arrow key: Move 4 scenes up. Ctrl+Down arrow key: Move 4 scenes down. Home: Move to the first scene in the current row. End: Move to the last scene in the current row. Page up: Move to the first scene in the current column. Page up: Move to the last scene in the current column. Spacebar: Change the cell to the next scene in order. Backspace: Change the cell to the previous scene in order. Ctrl+Spacebar: Change the cell to the scene 4 places forward of the current scene in order. Ctrl+Backspace: Change the cell to the scene 4 places back of the current scene in order. Shift+Spacebar: Change the cell to the last scene of the tileset. Shift+Backspace: Change the cell to the first scene of the tileset. Left click: The same as spacebar. Right click: The same as backspace. Ctrl+Left click: The same as Ctrl+spacebar. Ctrl+Right click: The same as Ctrl+backspace. Shift+Left click: The same as Shift+spacebar. Shift+Right click: The same as Shift+backspace. I have to implement the code for object modification (enemies, fruits, rocks and such). There's still plenty to do, like showing the right palette of the level, for example, there are caves in which the rocks are blue, brown or green, but now i'm showing the scenes with the same palette (the ones stored in the images), but it shouldn't be hard to modify the png PLTE header and the CRC to change the palette to look like the level originally. Oh, and I almost forgot, I'm making this with java, and specifically building it to be compatible with java 1.1, so it can run in almost all OS'es, like linux, Mac OSX, BeOS, and even windows without j2se installed (just the default one that comes with it, which is 1.1.8 i think), etc. I hope you like it. Any comments and doubts are well received! ! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 16/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Posted by Celice yeah, it's an editor for Adventure Island 3, for NES Here is another screenshot, now showing enemies positions. Actually, enemies are shown, you can move them (by dragging them) and even change them with right click, which changes them to the enemy selected in the list in the upper right corner, and deletion of enemies is not implemented yet. The enemy data is not written in the rom yet, only the scenes data. I'm delaying this because i want to be sure the enemy data is correctly written, that is, no garbage shown in the levels because of banks issues, which i'm currently working on (and you can be sure is a pain in the ***, because i couldn't find a way to predict how the banks change during the run through the level, i just know how to make them fixed through all the level, but in that way you're more restricted to what enemies you can use. Right now I'm just enumerating all the cases in banks change, from which to which scene. I've 40 cases. There are about 140 left. Ask if you have any questions about what can (and cannot) be done with this editor ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 17/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
FINALLY! I've finished the first version of my editor: Agave. Currently it's capable of: - Object appearance manipulation (changing one enemy to another type of enemy) - Object positioning (change the position of the objects in the level) - Scene changing (Change one scene to another scene, chosen among a given group) - Changing object bank (for enemies, items and such) - Changing higgins (the hero) initial vertical position The instructions are in the readme inside the zip. It's has a jar with some folders, text files and images. So you must have java to run it (at least java 1.1) Download here Screeny: Post your comments or question (or better yet, your hacks made with this ) ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 18/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
At last!. I've finished the first version of my Adventure island 3 editor: Agave. The features of this editor are:
- Object (enemies, items and such) appearance manipulation (changing one enemy to another type of enemy) - Object positioning (change the position of the objects in the level) - Scene changing (Change one scene to another scene, chosen among a given group) - Higgins (the hero) initial vertical position modification - Object bank modification (to make some enemies look ok, that is, use another kind of enemies on levels, like sea horses and sea turtles on a volcano level) Instructions are in the readme inside the zip. This editor need at least java 1.1. Download it here PS: sorry for posting this here apart from the other post in the Rom Hacking forum, but as I thought this forum was the proper for posting releases, i posted it here. ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 19/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Thanks for reporting bugs!. I've fixed the bug in 1-2, which was caused by some incorrect offsets used (enemies and their coordinates). Now it should work ok, so redownload the editor. Now, about the objects being saved to another screen and turned into something else, I would be glad if i had some screenies and a walthrough to reproduce the bug (things like in which level, what screen, and what enemies where used)
I'm glad it's easy to use, because that is what i pretended it to be. I'll be around here for any other bug report ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 20/42 EXP: 21256 Next: 3487 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2236 days Last view: 467 days |
Ooof! I've tried fixing the problem with the enemies swap, but i still can't. It's a problem with a sorting method that i call to make the enemies appear in the right order, because if i don't call it some objects that come after another objects will appear before them. I've discovered this while moving and object after another, and they appear in the wrong order, so this sorting (from the highest value to the lowest) HAS TO BE DONE.
If I can get any help, the enemies are represented in an 3 arrays, one array containing the id's, another array containing the y-positions, and another containing the x-postions. The sorting algorithm (which is just quicksort) sorts the x-position array, and the group (enemyID[k], xposition[k], yposition[k]) must not be altered, so the enemy layout doesn't change. Currently the quicksort makes comparisons between the xposition components, and swaps the whole group (x y, and enemyID). If there's any other method to sort this three arrays, keeping the same layout, it would be very helpful. If anyone need some source code, feel free to ask Greets! EDIT: Hey Googie, I fixed the bug that swaps enemies. It was not the sorting algorithm fault, it had to with refreshing the level screen, since the old and new enemie data got scrambled. Now refreshing after saving shows how the level should look, with all the changes. Redownload the editor (it's the same url though) ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Main - Posts by master higgins |
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