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12-18-17 03:11:20 PM

Jul - Game Research/Hacking/Modding - The General Project Screenshot/Videos Thread... New poll - New thread - New reply
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devin

Wart
i'm mima irl
Level: 103


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Posted on 01-12-14 07:18:48 AM Link | Quote
https://dl.dropboxusercontent.com/u/43107309/kale5.png
https://dl.dropboxusercontent.com/u/43107309/kale6.png

Did a bunch of Kirby's Adventure editor stuff this week after combining my notes with the stuff on Data Crystal (which I didn't realize was even there until I had found a lot of it independently, but it was still a huge help in actually verifying a lot of things and providing sprite number info, etc.)

Right now there's no actual graphic/palette loading so all tiles are colored semi-arbitrarily based on metatile palette and behavior just so things are halfway recognizable. Red squares are sprites, blue ones are exits.
devin

Wart
i'm mima irl
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Posted on 01-18-14 06:05:58 PM Link | Quote
http://dl.dropboxusercontent.com/u/43107309/kale8.png
http://dl.dropboxusercontent.com/u/43107309/kale9.png

Did a bit more work with this on Friday, adding tile set and palette display for the levels. (The editor also displays animated backgrounds automatically, though I didn't feel like capturing that part )

The "editor" still only serves as a level viewer at this point, though actual editing is now the obvious (and simple) next step. Going to post a project thread later, and I'd like to have a first release out by the end of the month or so.
Kak

gg photobucket
Level: 68


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Posted on 01-19-14 08:49:44 AM Link | Quote
It took me way too much for me to finish the layout of the first world.

notbroken.gb

IRL stuff went over, that's it.

I haven't even touched MooJelly in fear of ROM corruption, and it heaviliy shows. Because of how the level layout works in SML2, most of the levels contain portions of the earlier level to have free space for future fixes.
xdaniel
670
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Posted on 01-21-14 02:32:43 PM Link | Quote
Slowly work-in-progress. Also, a generic DS file system browser and NSBMD viewer based on the former.

Both are pretty incomplete, ex. neither supports any kind of animation in NSBMDs yet, and there's a lot of GUI functionality missing, but I hope to add more features as time goes on...
Raccoon Sam
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Posted on 01-23-14 12:08:36 AM Link | Quote
Kak64, your file selection screen appears to be broken. Also, this part had me thinking, does MarCas support scrollbox editing? I can't remember. Here's the part I'm talking about;

You aren't supposed to see the bottom gap. You can read my docs here. The scrollbox article should help.
Kak

gg photobucket
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Posted on 01-23-14 08:06:24 AM (last edited by Kak64 at 01-23-14 08:08:05 AM) Link | Quote
Originally posted by Raccoon Sam
Kak64, your file selection screen appears to be broken. Also, this part had me thinking, does MarCas support scrollbox editing? I can't remember. Here's the part I'm talking about;

You aren't supposed to see the bottom gap. You can read my docs here. The scrollbox article should help.
About the file selection screen - I know why it's broken (not updated screens to the new tileset) - and I'm not thinking it until I finish all the worlds.

Also, I'm not planning to do scrollbox editing until I finish World 8-4. Because of this there are pipes on the levels which will get removed later on. My plan for now:

Header Editing --> Block Data --> Level Layout --> Scrollbox Editing --> Object Layouts --> Fix broken screens
xdaniel
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Posted on 03-06-14 09:59:38 PM Link | Quote
Obligatory screenshot...



...and with that out of the way, binary and source: http://magicstone.de/dzd/random/Model2F3DEX2.rar

I'm done with this, I can't test things on hardware because I don't have a flash cartridge, I keep hearing accusations about how my tool isn't doing it's job correctly, etc. It's written in C#, so if there's anyone out there who knows the language and has a way of doing hardware testing, feel free to pick that thing up.
Xenesis
Actually a Doctor
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Posted on 03-25-14 03:25:04 AM Link | Quote


Woo, damage ranges.

(In other news, Youtube has started to hide the old embed code option, I had to dig this up from a previous post)
Yoshimaster96

Shyguy
Level: 19


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Posted on 03-25-14 07:32:12 PM (last edited by Yoshimaster96 at 03-28-14 08:02:30 AM) Link | Quote
I'd like to share something I've been working on for a long time: Super Monkey Ball!
First attempt:


Vertex shading:

Custom texture:

SMB2:


Placing objects:
Raccoon Sam
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Posted on 04-13-14 06:19:56 AM Link | Quote
Nothing big yet I guess. Some dialogue, portrait-oriented pause menu and the ending is what's still left.





Tamkis
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Posted on 04-13-14 03:05:09 PM Link | Quote
A quick POC of a Knuckles Chaotix hack I have been working on lately on and off, using my old SonED2 Object Defintion files and mine and other's research for the game. I have been updating my ObjDef files to include the subparms and more graphics for SonED2.

Currently, I only have Introduction Level #1 done... but with working path swappers and loops!



Nothing big yet, and no clue where this hack will go. (Some of the vanilla Chaotix level layouts are huge and awkward.)
Celux

Red Cheep-cheep
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Posted on 04-18-14 05:01:58 AM (last edited by Celux at 04-18-14 05:14:30 AM) Link | Quote
I started working on 'Origami 64' a couple of nights ago, this will function as a Paper Mario editor. I already have the text editor working, but I'd like to implement at least one more feature before the version 0.1 release, such as a monster stat editor. I can already manipulate the behavior of monsters fairly well, but the data is not stored in a very orderly manner and may be difficult for the application to handle easily.


Raccoon Sam
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Posted on 04-18-14 06:07:48 AM Link | Quote
That looks fantastic. Knowing your expertise in the field, I can expect a great editor in the long run.
Keep up the good work!
What are you making the editor with, by the way?
Celux

Red Cheep-cheep
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Posted on 04-18-14 07:27:36 AM Link | Quote
Originally posted by Raccoon Sam
That looks fantastic. Knowing your expertise in the field, I can expect a great editor in the long run.
Keep up the good work!
What are you making the editor with, by the way?


Visual Studio 2010, same as the SM64 Level Importer.
Considering the convoluted nature of the game engine, I don't expect to produce anything particularly user-friendly unfortunately.

Also, I found a suitable method of reading from the monster formations.
Xenesis
Actually a Doctor
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Posted on 04-18-14 10:37:09 AM (last edited by Xenesis at 04-18-14 10:40:00 AM) Link | Quote
So I uh, got all inspired and stuff.

CUSTOM WARS LIVES.





(And before anyone praises me, I didn't do the graphics, I just took the graphics drawn for my COs in Custom Wars and translated them to the GBA format)
xdaniel
670
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Posted on 04-19-14 04:10:09 PM Link | Quote
SceneNavi aside, I'm done with Zelda 64 stuff for the time being. So what else to do, but dig up old projects to get back into!



G2Map, my old Pokemon Generation 2 map editor, is now compatible with pretty much every version of Gold, Silver and Crystal(!) out there - GS Japanese v1.0 and v1.1, English, German, French, Italian and Spanish, as well as Crystal Japanese, English v1.0 and v1.1, German, French, Italian and Spanish.

...thus excluding Korean GS, and I don't think I'll be able to add compatibility to that because of the Korean text.
Celux

Red Cheep-cheep
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Posted on 04-20-14 06:24:04 AM (last edited by Celux at 04-20-14 06:24:44 AM) Link | Quote
One four-day debugging/programming marathon later, the monster formation editor is complete and it is now possible to unleash the force of 1000 blood-sucking Super-Goombas upon Mario. I've also documented where positions and settings of enemies on the map can be modified, so I'll get onto working on the map-object editor soon. I may release version 0.1 after I complete the special-function conversion for the text editor.

Simple, Free Image and File Hosting at MediaFire
Simple, Free Image and File Hosting at MediaFire
Joe
Common spammer
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Posted on 04-20-14 10:30:37 PM Link | Quote
Originally posted by xdaniel
...thus excluding Korean GS, and I don't think I'll be able to add compatibility to that because of the Korean text.
You should totally add support for Korean. Unicode is cool (except where it's stupid).
xdaniel
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Posted on 04-21-14 01:37:56 PM Link | Quote
Originally posted by Joe
You should totally add support for Korean. Unicode is cool (except where it's stupid).

The big problem with Korean GS isn't so much using the Korean text in the program (Japanese works fine, too), but rather getting the text out of the ROM. They're completely undocumented to my knowledge, so I don't have a table file for them, I don't know enough Korean to try and make one - i.e. none at all -, I don't even know if they use a single byte character set, like all the other versions, or multi-byte characters (they do use the GBC's second VRAM bank for the Korean font, even loading characters in dynamically as needed, I think), etc...

It's worth looking into, and I'd really like to support them just for the hell of it, but they're at least a lower priority than adding other features, like editors for wild water Pokemon or tilesets. Speaking of the latter, that's actually what I started working on yesterday:


Joe
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Posted on 04-21-14 07:33:54 PM Link | Quote
Originally posted by xdaniel
I don't even know if they use a single byte character set, like all the other versions, or multi-byte characters
There's no way it's one byte per Hangul syllable. It could be a multibyte character set based on KS X 1001, or it could be one byte per jamo.
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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.

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