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09-26-17 06:26:18 PM

Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply
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dirbaio
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Posted on 09-06-09 11:16:31 AM (last edited by dirbaio at 06-19-10 11:55 AM) Link | Quote
This thread is for discussion related to the development of the editor. Bug reports, feature requests, and beta-version-related discussion and suggestions go here!

If you have coding skills and want to help to develop the editor, PM me with your Google username and I'll add you to the Google Code project as a committer, so you'll be able to upload your contributions to the SVN repository.
dirbaio
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Posted on 09-06-09 11:17:49 AM Link | Quote
Just finished the Sprite Finder and Replacer. it's in the SVN.
Maybe we could implement also find and replace by Sprite data, not by number
gridatttack

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Posted on 09-06-09 02:30:27 PM Link | Quote
A change music feature
dirbaio
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Posted on 09-06-09 02:44:02 PM Link | Quote
Originally posted by gridatttack
A change music feature


i forgot to say it. the music editing is included with the view editing.
Ninji

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Posted on 09-06-09 03:22:48 PM Link | Quote
Originally posted by dirbaio
If you are impatient, yell to Treeki. it's him who should post the new versions in the sticky thread.



I've been working on it, but I've also been busy with other things. I committed a new revision which has no new features, but adds some polishing (as well as a somewhat-updated readme file). I'll do more if I get some time.
Garmichael
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Posted on 09-06-09 06:46:44 PM (last edited by Garmichael at 09-06-09 07:19 PM) Link | Quote
I just checked out the compiled exe on the google thing.. NICE!

At first, I didnt like how you did paths, but now that i figured out i could use control and alt to manage nodes, I like it a lot.



A progress Path editor (which works exactly like the other paths, but uses two other blocks) would be handy.

A Camera creator is needed. Cameras are very basic, and there are only six variables. A Visual box with the same proportions as the game screen would be nice, where you can see the lines that four of the variables manage.

I think it would be neat to have a quick reference for sprite data that loads from an external txt file. So when you select a sprite in the list, theres some sort of text box close by that has the info for the data values. Then, as users find out their own sprite data, they can update their txt without having a need to recompile the whole app.

Change the up/down arrows next to the text input into "spinners." When you click and hold either of the arrows, then move the mouse up and down, it changes the value in the text box fairly quickly. 3D studio Max uses these, and they're great.



Also, how do we view the sprite manager?
Ehm
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Posted on 09-06-09 07:37:20 PM Link | Quote
"A Camera creator is needed. Cameras are very basic, and there are only six variables. A Visual box with the same proportions as the game screen would be nice, where you can see the lines that four of the variables manage."

Isn't this being implimented in the next release courtesy of Dirbaio?

"I think it would be neat to have a quick reference for sprite data that loads from an external txt file."

I thought this would be useful too. That's why I copied and pasted the Sprite Data reference into a .txt file XD
dirbaio
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Posted on 09-07-09 10:40:26 AM Link | Quote
Thanks for the suggestions

I've updated the list.
dirbaio
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Posted on 09-08-09 12:48:03 PM Link | Quote
Treeki, why do you consider that the current state is not release-worthy yet? i think it is.
Ehm
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Posted on 09-08-09 05:29:02 PM Link | Quote
maybe he's busy o_0?
dirbaio
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Posted on 09-10-09 01:34:48 PM Link | Quote
yes, maybe.

But I think that the current version is stable enough to be released. I've been using it to edit several levels for a while, and it works well.
BigBrain
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Posted on 09-10-09 01:58:27 PM (last edited by BigBrain at 09-10-09 02:00 PM) Link | Quote
I guess Treeki does have his reasons to not release a stable version yet, be it another definition of stable than you guys or some nasty bug he wants to fix first or just him being busy. He's already been so kind to release the source code of the editor, so we shouldn't be pushing him to release stuff
Anyone who badly needs the new functionality can compile the whole thing from source after all.
dirbaio
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Posted on 09-10-09 02:26:34 PM Link | Quote
Originally posted by BigBrain
I guess Treeki does have his reasons to not release a stable version yet, be it another definition of stable than you guys or some nasty bug he wants to fix first or just him being busy. He's already been so kind to release the source code of the editor, so we shouldn't be pushing him to release stuff
Anyone who badly needs the new functionality can compile the whole thing from source after all.



of course, you're right. I didn't want to make him hurry
dirbaio
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Posted on 09-12-09 01:18:07 PM (last edited by dirbaio at 09-12-09 01:43 PM) Link | Quote
Well, i've fixed the Mono version. now it runs on windows without graphic issues. I'm downloading Mono for Windows so I can test it on Mono. I've uploaded the new version to the SVN.

EDIT: Just tested with Mono under Windows. It works well. I'm now implementing multiple selection.
dirbaio
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Posted on 09-12-09 03:35:49 PM (last edited by dirbaio at 09-13-09 02:34 PM) Link | Quote
Just implemented Multiple Selection.

Still not complete, because you cannot select multiple objects and then delete them, or change their settings at oce for them all.

EDIT: Now it has Copy/Paste/Delete features. I'm looking into Zoom now...
EDIT2: Zoom now finished! (Don't know why, it looks very ugly in the Non-mono version, because of GDI scaling behavior)
dirbaio
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Posted on 09-16-09 11:06:40 AM (last edited by dirbaio at 09-20-09 07:55 AM) Link | Quote
I'm looking into a better method to edit sprite data. When you select a sprite, in the left panel you will get a series of boxes that let you edit the sprite settings separatedly. For example if you select a koopa you will get a box saying Koopa colour, and you'll be able to put in the number (or maybe a dropdown with Green, Red and Blue).

The program will load the data from an easily-editable external text file (not a resource, so it can be edited without recompiling)

EDIT: Finished! Now testing...
Ehm
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Posted on 09-22-09 06:43:17 PM Link | Quote
I was wondering if someone could make a GUI audio/sfx editor? I've been thinking up some nice lines to replace for Mario's dialogue. XD
dirbaio
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Posted on 09-23-09 09:58:59 AM Link | Quote
hmmm... you're talking about sound hacking...

Maybe you can do it yourself. The sound files are stored in the two SDAT files you can see in the File browser. There are tools that let you extract files from them, i'm not sure if replace... Then it would be possible to locate the Mario dialogue files and figure out their format and replace themm....
dirbaio
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Posted on 09-23-09 01:26:06 PM Link | Quote
I'm now making a built-in NARC Explorer. Later, I could make a Multiplayer Auto Patch (gets the levels and puts them into the Dat_* Narcs) because I hate to do it manually
dirbaio
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Posted on 09-23-09 01:50:40 PM Link | Quote
Treeki, messing with the NitroClass code i found something that i think is a performance bug...

When you replace a file with a bigger one you move all the data after it to the right, and if you insert a smaller file you just leave an unused space there.

Then, if you have some space after a file and then insert a bigger file you don't profit the space! you just move all files after it including the space. So if you're editing a level and you save a smaller file, a bigger one, a smaller one, etc you would accumulate space next to the file. It would be more efficient to see if there's space after it and profit it, and if the file really doesn't fit in it, then shift all the data after it.
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Jul - NSMB Hacking (Archive) - Editor Development thread New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

30 database queries, 2 query cache hits.
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Total render time: 0.182195 seconds