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10-24-17 01:17:17 AM

Jul - Game Research/Hacking/Modding - The General Project Screenshot/Videos Thread... New poll - New thread - New reply
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AlexAR
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Posted on 11-11-11 09:44:09 PM Link | Quote
Lol, wow they all just gang raped you on lap 3 Bowser Castle. Great stuff man. It's amazing what you've managed to accomplish in this old game. Very impressive track design.
GoldS
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Posted on 11-13-11 03:55:44 PM (last edited by GoldS at 11-13-11 04:23 PM) Link | Quote

Did someone say Pikmin 2 hacking?



EDIT: Treasure is now fully edited. Huzzah!
Xenesis
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Posted on 12-22-11 06:01:35 PM (last edited by Xenesis at 12-22-11 06:03 PM) Link | Quote


Ignore the background palettes, but I'm having fun with some more GUI screwery. Most of the icons are just slightly modified from the AWDS skills icons....but more info! Whee!
xdaniel
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Posted on 01-23-12 09:57:59 PM Link | Quote
Wind Viewer sez: This is a DEMO; no saving, maybe unstable, resource-hungry, slightly glitchy GUI! Keep that in mind while messing around with this!

Yeah, but at least you can look at stuff... Like islands:



...or dungeons...



...or the whole damn Great Sea!


Eppy37
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Posted on 01-24-12 03:57:52 AM Link | Quote


Editing doors is fun! Now for that map...
Rydia
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Posted on 02-20-12 10:37:39 PM (last edited by Chozite at 02-20-12 10:38 PM) Link | Quote
Yay Eppy!

I'm surprised this is going good...I tried a hack for Fusion...got to AQA and it fucked up...cept I was actually level editting. I know I've seen some stuff...


keep it going, Eppy
xdaniel
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Posted on 02-26-12 11:08:49 AM Link | Quote
Me and my stupid tendency to start new projects at random:



At least this one's working (and edits and saves):



...unlike other shit I started and dropped like a hot potato or something...
Xenesis
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Posted on 02-26-12 06:20:13 PM Link | Quote
Ooh, that's sexy.

If there's anything the world needs its better editors for GBC/GB games
xdaniel
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Posted on 02-27-12 09:02:11 PM Link | Quote
Heh, I just hope this'll actually go somewhere - that is, that I actually release and maintain, instead of quietly forget about it

That said:



...and that works for every supported game version:


Darkdata
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Posted on 02-28-12 01:20:53 PM Link | Quote
If you add a way to manage compressed graphics (tilesets [pokemon?]) I'd love you forever.
gridatttack

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Posted on 02-29-12 07:52:42 PM Link | Quote
The last cup from my SMK hack.


Due to chocolate island 2 AI failing, I may make a new track or redesign the track, since I cant figure out how the CPU reacts to boost panels in order to jump farther, so ignore the jumpers at the weird location, it was just to show how the track is supposed to be played.

Also, patch will come with the battle courses video, or maybe sooner (because I don't have no one to test the battle tracks...)

I must say that im satisfied with koopa beach 2 design. Was a nightmare to decipher which blocks had the animation of the waves, in order to look smoothly, unlike koopa beach 1, which the island are just copy paste of the original islands.
Rena

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Posted on 02-29-12 08:38:01 PM (last edited by Rena at 02-29-12 08:38 PM) Link | Quote
Looks good. Certainly difficult enough for special cup. I would change a few things...


  • In several courses you have jumps immediately following sharp corners. That pretty much forces you to slow right down to line up and avoid smacking into the wall or jumping off the course. It's annoyingly difficult, and anything that forces you to slow down in a racing game isn't much fun.

  • On track 3, it looks very difficult to see where you're supposed to be going. Maybe add some guides to follow in the form of coins/islands/greens/barriers?

  • On track 5 the rainbow colours also make it quite difficult to see your way around. For rainbow track to work you really need the different parts to be separated by a gap, not by barrier tiles that blend in with the track. Of course you can still put barriers at the edge, but have a gap between them. I'd avoid yellow barriers though, since they can be mistaken for jumps, and this track already has a few jumps from piece to piece.



I liked what you did with the jumps in the grass, btw. And the AI might be "fixed" by just making smaller gaps to jump... they looked like they almost made it.
gridatttack

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Posted on 02-29-12 09:24:00 PM Link | Quote
Originally posted by Rena
Looks good. Certainly difficult enough for special cup. I would change a few things...


  • In several courses you have jumps immediately following sharp corners. That pretty much forces you to slow right down to line up and avoid smacking into the wall or jumping off the course. It's annoyingly difficult, and anything that forces you to slow down in a racing game isn't much fun.

  • On track 3, it looks very difficult to see where you're supposed to be going. Maybe add some guides to follow in the form of coins/islands/greens/barriers?

  • On track 5 the rainbow colours also make it quite difficult to see your way around. For rainbow track to work you really need the different parts to be separated by a gap, not by barrier tiles that blend in with the track. Of course you can still put barriers at the edge, but have a gap between them. I'd avoid yellow barriers though, since they can be mistaken for jumps, and this track already has a few jumps from piece to piece.



I liked what you did with the jumps in the grass, btw. And the AI might be "fixed" by just making smaller gaps to jump... they looked like they almost made it.



You're right, might change the way the jump is handled in vanilla lake 2, thought it might modify the track a little.

As for the beach course, dunno how to make some sort of guide lines. Maybe ill try to use coins and ? blocks. Even thought, the island at the upper left corner has boost panels and a jumper, so you can get to the track way again (I was supposed to show it in the video, but forgot due to making too many retakes of the video).

As for the rainbow track, I didn't think about leaving gaps to make it less confusing, so thanks for pointing it out. I figured ill use yellow, as the railroad from N64 RR uses yellow(even thought its in 3d so its clearly identifiable). Other alternative is to use the redblueyellowgreen pattern of blocks, instead of just yellow.

As for the AI, they act pretty weird. At 100cc they make the jumps most of the times, but in 150cc they only make them like 1 time. Ive tried fiddling with it to see how it works, but it seems completely random. Even thought I have successfully made tracks that require long jumps, dunno what makes the computer to make it all the time. I think it might be that the AI boxes need to be place at some type of coordinates...

Even thought im still reconsidering to redo the chocolate island track as 2 separate tracks (like my ghost valley 1 at mushroom cup)

Thanks for the feedback
Xenesis
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Posted on 02-29-12 09:55:36 PM Link | Quote
Guidelines for the beach courses are pretty hard, but they can be done.

Use the green bushes/dark water to set a broad outline of the track and then use the light sand to help. Making the islands less broad in general can often make it a bit easier to follow, too.
Rena

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Posted on 03-01-12 02:17:17 AM Link | Quote
MK64 didn't have the visibility problem because it was 3D and translucent and high-res and high-colour. Here you're working with 4 colours on a flat plane. Multiple block colours won't help much when they're still the same colours the road uses. You need gaps if you want it to be at all visible.
Miss Dani
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Posted on 03-05-12 06:32:26 PM Link | Quote


My WIP Sonic 2 hack, which has actually been kinda in progress since 2009 (although not worked on for over three years)
FieryIce

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Posted on 03-28-12 06:00:26 PM (last edited by FieryIce at 03-28-12 06:00 PM) Link | Quote
xdaniel, how difficult would it be to add NPC editing support? Like being able to edit the text they say, the sprite they use, whether it's a battle, and the Pokemon they have if it is? Most Pokemon editors I've encountered only deal with the tiles and, I assume, leave the NPC editing to hex or 3rd party tools.

In any case, that looks great. And you make it seem so easy
Rena

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Posted on 03-28-12 08:41:12 PM (last edited by Rena at 03-28-12 08:43 PM) Link | Quote
From what I recall (and I haven't used one of those in years) they let you move the NPCs and change their parameters (which weren't well understood or documented) and script pointer. Editing their behaviours, text, etc is more difficult, because it's all scripted with a turing-complete bytecode. You run into the same problems as trying to edit ASM: you can't tell where it will jump to or pull data from other than by tracing all possible execution paths, and you can't tell if those paths will ever end. So, a program can't just extract them, because it has no way to tell where all the pieces are.

Compiling and inserting new scripts would certainly be possible though.
Darkdata
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Posted on 03-28-12 08:51:45 PM Link | Quote
Originally posted by Rena
From what I recall (and I haven't used one of those in years) they let you move the NPCs and change their parameters (which weren't well understood or documented) and script pointer. Editing their behaviours, text, etc is more difficult, because it's all scripted with a turing-complete bytecode. You run into the same problems as trying to edit ASM: you can't tell where it will jump to or pull data from other than by tracing all possible execution paths, and you can't tell if those paths will ever end. So, a program can't just extract them, because it has no way to tell where all the pieces are.

Compiling and inserting new scripts would certainly be possible though.


There are gui editors for the events of Gold/Silver though, and the codes for events are fully documented. I usually made scripts by hand while I was still hacking it though:

My script notes for random messages.

GET RANDOM NUMBER
1701
CHECK RAM = 0
08 [POINTER TO :0]
TEXT Hi
51 [Pointer To Text 1 E050]
END
90

:0
TEXT Hello
51 [Pointer To Text 2 0051]
END
90

Hi
Write Hi somewhere

Hello
Write Hello somewhere
xdaniel
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Posted on 03-29-12 11:48:08 AM Link | Quote
I've been planning to add at least some kinda script viewing functionality - basically like your typical disassembler in an emulator, offset and command bytes on the left, human-readable mnemonic. No following jumps or anything, tho. As for editing... I'm not sure. I don't feel like writing a command parser, for one

Besides that, I'd really like to figure out what ex. the person event values labeled as "Unknown X" are. I believe I checked both GoldMap and JohtoMap, and they didn't agree with each other regarding what which value was... or something. I'd imagine JohtoMap has them right, as it's overall the newer program, while the last GoldMap release was in... when was that, 2007?
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Jul - Game Research/Hacking/Modding - The General Project Screenshot/Videos 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, 3 query cache hits.
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Script execution time: 0.018058 seconds
Total render time: 0.194149 seconds