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05-03-22 05:24:50 AM
Jul - General Game/ROM Hacking - Reuben: 10/31/2009 Beta New poll - New thread - New reply
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DahrkDaiz
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Posted on 11-05-09 12:53:20 PM (last edited by DahrkDaiz at 11-23-09 09:59 AM) Link | Quote
Latest Release:

Release 11/19/09

Last release until 1.0

Warning: NONE OF YOUR OLD PROJECTS ARE GOING TO WORK ANYMORE, USE THIS WITH CAUTION!

As of 11/19/09:
-Project is now open source
-Settings are saved per level so when you reload a level
-You can set block property display transparency
-You can set special icon property display transparency
-You can change guide line colors
-Maps are now editable


As of 11/11/09:

-There are 2 modes for the right mouse click.

Selector Mode
Tile Placement Mode


Selector Mode:
Right clicking and drawing draws a rectangle in a region on the level. The area selected can be cut, copied and pasted or deleted from the level itself. When you paste, if selection area is a single block, it will paste the exact shape you copied. If the selection paste area is not the same, the editor will do a sort of "pattern". For example, if your copy region is [1][2][3] and your paste region is 5 squares long, it would look like this: [1][2][3][1][2]. If any of your copied region contained an erase tile, when that's pasted, it's treated as a "transparent" tile and will not paste over the existing data.

Tile Placement Mode:
The right click can have it's own tile to draw using all the same tools as the left click. You will see 2 blocks below the block selector, a left and right one. Guess what they indicate?! lol

To change modes, double click the mode display or hit Ctrl + D

-At any rate, the middle mouse button is now the eraser click.

I also changed it so if you want to edit a specific block, double clicking it in the block selector will bring it up in the Map 16 editor, rather than having to do it in the level viewer.

-I've also touched a lot of things. Such as when you bring up various editors (palette editor, graphics editor, etc) it will automatically set the graphics, definitions and palettes to what your current level is using. Convenient eh? I've also finally added the ability to reload a level, removing previous changes and to reload the graphics, so if you're using another editor to change graphics, you can see what it looks like in your editor without having to reload the entire project. *pant pant*

-Fixed an issue where the scroll type was not saving
-Added a cut/copy/paste
-New Key Bindings
Control + G: Toggle Grid
Control + W: Toggle Special Tile View
Control + E: Toggle Special Sprite View
Control + R: Toggle Start Position Display
Control + D: Toggle Right click mode
Control + S: Save current level
Control + F: Place Mario's starting position

-All sprites that are displayable are now able to be rendered. If you're using an old project, after loading the project, go to File->Reload->Default Sprites before opening any levels. This will update your sprites file.

-Guide panels! You now have 2 horizontal and vertical guides located on the left and right extremities of the level area. Double click on a guide (red or blue) to toggle its display. You can click and drag the mouse to move the guide. You can also set guide presets on either guide by right clicking the panel area and choosing a preset snap option.

-Modified Map 16 editor a bit. If you want to edit a block's TSA without having to find it, double click it in the Block Selector on the left. (shift + double click from the previous version no longer works)

-In the TSA/Map 16 editor I've added two features that makes setting your definitions easier. If you click on a definition and hit Control + C then you will copy it's definition. You can then paste the definition with Control + V to another block. You can also globally apply a tile definition by clicking the Apply Definition Globally button (useful for common blocks such as coins and ? blocks).

As of 11/06/09:
-Fixed some sprite drawing bugs
-Added a lot more sprite support
-Added some keyboard short cuts for the draw mode:
A = pencil
S = line
D = Rectangle
F = Outline
G = Fill

These are basically the home row keys for your left hand.
-Added keyboard short cuts for edit mode:
Z = Tiles
X = Sprites
C = Pointers

-Added an enlarged icon view above the tile selector for easier distinguishing
-fixed the layout manager menu, it will show up now
-modified the grid to be viewable in dark and light colors
-heavily modified the gui positions
-fixed the graphics importer menu, it will show up now
-fixed level to png exporter
-When editing a level, project view and level info panels will minimize by default
-Added new guide lines.
To make a guide show/hide, double click it (left and bottom bars, red/blue lines)
If you right click a guide bar, you can set different guide snaps for references
-Nothing saves automatically anymore. Save buttons have been added to all editors and to the level editor. If you close without saving, you lose your data
-Compressed level function has been fixed. Was broken on data over 1KB

As of 10/31/09 in the morning:
-Fixed an issue where moving a project from the original folders wouldn't allow anything to be loaded. Changed it to use relative directories rather than absolute paths. My bad! (this should fix your issue KP9000)

As of 10/31/09:
-Added coin information.
-Added the ability to either let the editor decide where to save a level or let you decide.
-Fixed sprite deletion
-Added 2x zoom support
-Added a diagonal line tool (great for slopes)
-Added an image export for levels
-Changed the set start position a bit to make it clear what to do next
-Added a help status bar below the level status bar
-Shift + Click on a tile in-level will bring that tile into selection
-Shift + DoubleClick will bring up the Map16 editor for the tile


As of 10/28/09:
-Added pointer support and unused bytes editing
-Sped up drawing code. Added a lot of aesthetic features including the ability to delete levels and import levels from other projects
-Vertical levels supported
-Start anywhere on the map supported
-Modified UI layout
-Can remove levels and change what world they're categorized in
-Select active windows in the MDI area


Ok so we've always wanted the "ultimate" SMB3 editor. I kind of got started on this back a year ago and the SMB3 engine really started to piss me off, so I abandoned the project, sadly. Then I got the urge to hack again, but did not want to be constrained by the SMB3 object based format for level data. So after about5 days of strenuous coding, I got this to show:



This will be my last hoorah in rom hacking (after a hack using this editor, of course).

Basically, this editor goes about rom hacking a bit different. Most editors save the data straight to the rom and treats editing on a per-file basis.

In this editor, your hack is put into a project. A project has its own set of graphics, Map16( or TSA) data, graphics data, levels and worlds. Most things can be given a name for references, since names are usually easier to remember than hex values.

Once you create a project and give it a name, you can either create a level or edit gfx, blocks or what have you. When you save a project, it's all saved outside of your rom. Only when you're ready to test is any data written to the rom. If your rom gets corrupt, your levels and gfx are safe.

Now, here's the real kicker. I will make saving to a rom convert that rom into using MMC5 and extend the PRG-ROM to maximum size: 1MB. The levels are no longer made up by objects, but a compressed tile map. This way, you can create SMB3 levels in any format that you want. Since I was over hauling the level data, I decided to allow levels to choose any gfx they want, rather than from a table, along with other new nifty features for levels.

Pointers are going to work much different. They will be able to have a range set to any x value, not just a "x0-xF" format. And each pointer can point to a different level. Pretty sweet, eh?

As for saving level data, the rom patch I am creating will make the game load data cross-bank boundaries. Levels will exist side by side, so no more worrying about overwriting another level's data.

Progress is going smooth and I hope to have basic level editing done by next week. So far the editor has very primitive graphics editing, tsa/map16 editing and you can draw out levels with a tile map.
Taryn

Passed away.

Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 11-05-09 01:04:40 PM Link | Quote


Awesome I've been directed to your thread on it at board2.

I'm working on an SMB3 hack here and have found the existing tools to be a bit clumsy. SMB3 Workshop is nice, but some of its features are almost guaranteed to crash the game. I love SMB3 and think it's really underhacked compared to SMW, and I'd like to see more SMB3 hacks.

____________________
~Terra

TKB Super Mario Bros. - Complete
TKB Super Mario Bros. 3 - In progress; 20/113 maps
Erika
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미안합니다
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Posted on 11-07-09 01:58:58 AM Link | Quote
I'm actually amazed at what this is capable of doing just off the bat. You've obviously put a huge deal of work in to this! I'm really, really impressed~ it's great to see progress in older games like these still.

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DahrkDaiz
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Posted on 11-07-09 03:22:26 AM Link | Quote
New beta release is out.
Rez2
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Posted on 11-07-09 10:21:08 AM Link | Quote
Maybe a stupid question, but how do I build my project?
Lunaria

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Posted on 11-07-09 10:34:59 AM Link | Quote
It is a stupid question!

You have to at least tell us what you want to do before anyone could help you!

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Yes, love starts off as nothing but a illusion... But I do not fear of losing my honor. But I'm trembling at the mere thought of losing this illusion.
Rez2
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Posted on 11-07-09 10:46:24 AM Link | Quote
I made 3 levels under World 1, and want to test them. I can't find anything that will save my levels to the rom. I need to know how to do this, otherwise it was pretty pointless making the levels.
DahrkDaiz
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Posted on 11-07-09 11:50:09 AM Link | Quote
You can't build to a rom yet. There are changes that need to be made to a base rom and patched to the rom of your providing before you can test levels out. Expect this feature in by Thanksgiving.
gridatttack

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Rarity FTW
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Posted on 11-07-09 12:55:12 PM Link | Quote
Just a question DahrkDaiz, in the newer releases it is possible to open projects made with the old one? I have a project more advanced in a .smb3 extension project, but the newer ones are .rbn, and the most late version cannot open them, It is possible to open them in any way?
DahrkDaiz
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Posted on 11-07-09 10:15:49 PM Link | Quote
Unfortunately there is not. But the files are simple xml files. If you're comfortable, you can take parts of one project file's XML to another project's XML file. I will warn you now, with the editor not near completion, there will be many more changes and I can't promise current releases will be compatible with future releases.
DahrkDaiz
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Posted on 11-10-09 12:23:49 PM Link | Quote
ok, so I've gotten all of the sprites coded into the editor. Some of their rendering is a bit off, so please, refrain from pointing those out, I will be fixing those tonight.





What's next? I'm going to get the rom up to speed and make sure I can get pointers working and everything. Then afterwords, I will be implementing map editing barring any delays from playing the New SMB Wii. I'm shooting for a 1.0 release on Thanksgiving. It will be far from the final release, but you should be able to start making a hack using 1.0. Once again, thanks for all the feedback guys! This editor would be as great as it is without you!

Edit: woops, image is a bit too big.
DahrkDaiz
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Posted on 11-12-09 03:42:26 AM Link | Quote
New beta version. Go play!
DahrkDaiz
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Posted on 11-18-09 11:27:06 AM Link | Quote


Starting to get the maps working
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-18-09 03:34:50 PM Link | Quote
this looks really impressive and awesome!
The editor still needs work but when finished, will be the easiest way of hacking SMB3!!

Nice work!!
DahrkDaiz
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Posted on 11-18-09 07:53:54 PM Link | Quote
What kind of work does it need?
FieryIce

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Posted on 11-19-09 12:41:35 AM Link | Quote
I hope this is in, if not then please add the cut/copy/paste/undo/redo functions! Lunar Magic's lack of an undo button really annoyed me at times.
DahrkDaiz
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Posted on 11-19-09 10:14:49 AM Link | Quote
all are in except for redo
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-19-09 04:10:26 PM Link | Quote
Originally posted by DahrkDaiz
What kind of work does it need?


well, building a rom is the most obvious feature missing

and there are also other small bugs, like crashes when opening the map16 when no project opened

also, i dont like how the brush in the editor skips tiles. You should draw a line on each mousemove between the last pos and the new pos rather than setting only the tiles under the mouse. You can use this to draw a line manually between two points: http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm

this looks promising. Great work!
DahrkDaiz
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Posted on 11-19-09 05:41:36 PM Link | Quote
Use the filled rectangle tool for that. Does the exact same thing
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-20-09 08:04:39 PM Link | Quote
Originally posted by DahrkDaiz
Use the filled rectangle tool for that. Does the exact same thing

yeah, you're right.
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Jul - General Game/ROM Hacking - Reuben: 10/31/2009 Beta New poll - New thread - New reply


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