dirbaio
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<object width="480" height="385"><embed src="http://www.youtube.com/v/RScxdPmbuEU&hl=es_ES&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
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jceggbert5
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| awesome |
krutomisi
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| Posted on 03-08-10 08:14:13 PM (last edited by krutomisi at 03-08-10 05:27 PM) |
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That is quite the neat thing up there.
Does it use a level file, or pull the levels out of the nsmb game file?
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Ehm
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| I'd assume it takes the levels straight from the game. Although, I could very well be wrong. |
dirbaio
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It takes out the levels from the ROM.
To use it you just put a NSMB ROM on your flashcart, and the editor. The editor loads the levels from the rom, and will save them into the rom, like the computer version does. |
Ehm
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| what would be the cap, in terms of designing the portable one? Would you implement as many features as the current PC version has, or would you stop at a basic object/sprite editor? |
Dark_fusionX
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im sure he could make it quite advanced, but not as many features as the PC Version.
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dirbaio
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Hmmm...
Well, the goal is to make a fully working level editor, at least with object, sprite, entrance and view editing. I will try to implement paths, progress paths and zones maybe. Advanced features like file browsing, hex editing and tileset editing will not be supported, at least from the beginning...
About the controls, what would you prefer?
I have been thinking about using the stylus and the arrow buttons. With the stylus you can scroll, move, resize and clone objects, and with the arrow keys you'll be able to select what mode you should do, like in Picross.
Or it'd be better to have an entirely touch-screen based interface? |
krutomisi
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I like the interfaces that use the buttons, but I could live with a touch only one;
because touching is good
Or you could cram both in there, kinda like animal crossing
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Ehm
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| maybe make it pure touch screen, and link up some buttons to do certain things. (eg. hold L while dragging to extend the length of an object; hold up to copy an object when dragging; pressing down to delete a selected object, etc.) |
jceggbert5
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Originally posted by m64m maybe make it pure touch screen, and link up some buttons to do certain things. (eg. hold L while dragging to extend the length of an object; hold up to copy an object when dragging; pressing down to delete a selected object, etc.)
Dirbaio: If you do the above, can you make alternate buttons for L&R because my DS has broken L/R buttons, and I know a few others that are that way too :s
Also, I would prefer a pure touch screen mode, and a button mode, it would be cool 
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gridatttack
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| Posted on 03-09-10 11:10:06 PM (last edited by gridatttack at 03-09-10 08:14 PM) |
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Originally posted by jceggbert5[/quote Dirbaio: If you do the above, can you make alternate buttons for L&R because my DS has broken L/R buttons, and I know a few others that are that way too :s
Also, I would prefer a pure touch screen mode, and a botton mode, it would be cool 
Maybe with an option that let toggle between a buttom mode and touch mode?
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jceggbert5
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Originally posted by gridatttack
Originally posted by jceggbert5[/quote Dirbaio: If you do the above, can you make alternate buttons for L&R because my DS has broken L/R buttons, and I know a few others that are that way too :s
Also, I would prefer a pure touch screen mode, and a button mode, it would be cool 
Maybe with an option that let toggle between a buttom mode and touch mode?
That was kinda what I meant 
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dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Originally posted by jceggbert5 Dirbaio: If you do the above, can you make alternate buttons for L&R because my DS has broken L/R buttons, and I know a few others that are that way too :s
Also, I would prefer a pure touch screen mode, and a button mode, it would be cool 
Yeah, I know. Mine also has the shoulder buttons failing. (They sometimes work, sometimes i have to push them hard, and sometimes they dont work at all.) If someone knows how to fix it, i'll be very happy.
Implementing both modes... Well.. I will try to do it, maybe not in the first version.
Thanks for the suggestions, guys! |
Ehm
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@ dirbaio's button issue: one of two things is happening. One; trigger is not reaching the inside button (mainly for the L/R triggers), this is when the button on the inside bends down, and the trigger can't reach it normally, resulting in having to press super hard. Two; there's dust or dirt between the connectors, and it's messing with the connection. Either way, the only way to fix it is to open up the casing, and clean/fix the problem. Or, if you have it under warranty still (which I doubt), you can take it to a Nintendo repair shop closest to you.
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@ button implementing; not a necessity, but would be Super Special Awesome. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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| Posted on 03-13-10 06:39:13 PM (last edited by dirbaio at 03-13-10 03:40 PM) |
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Good news!
I have the DS editor displaying the pipes and the block overlays properly, after a whole afternoon dealing with tiles and tilemaps to make the tile overlays work.
One thing that's worrying me is that i'm running out of resources:
- The VRAM is nearly full: I had to remake from scratch the pipe graphics, because those from NSMBe didnt fit in the VRAM!
- The CPU?? I had to make heavy optimisations in the level rendering code because if not, the cpu didn't have time to redraw all the objects on screen, and there were artifacts on screen...
- The graphics layers. Only two of them can be scaled, and I'm currently using both of them, for the objects and the brick and ? block overlays, and i will need more to draw the entrances and the borders around the objects when they are selected. That means that if I want the editor to be able to zoom, i will only be able to use the two scalable layers, which will cause some weird glitches, like the overlays disappearing when you select objects. What would you guys prefer? Do you think that zoom is important enough to tolerate those glitches?
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dirbaio
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I have set up a google code project, for backup purposes.
If you want to test what I have for now, check it out.
http://code.google.com/p/nsmb-editor-ds/
Some notes: The arm9.nds file is already compiled up to date. Download it, dldi patch it, put it on the root of your flashcart. Put an U rom named "nsmb.nds" on the root of the flashcart, and run the editor. Press A to go to the next level and B to the previous one. |
krutomisi
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I can live with errors as long as they don't break my level or my game
I guess you could turn to a gba cart for more more memory if you really need it
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Ehm
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| I think the first thing to do to save space, is to rip the objects from the game, and them have the editor call each image as needed within itself, rather than going to the rom for resources. (Unless this doesn't help at all, in which this comment is irrelevant). |
dirbaio
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| well... GBA carts can provide more RAM memory, but the problem I'm having is about VRAM (Video RAM), which is a special kind of RAM built into the DS that can't be expanded. Each background layer can only have 1024 different tiles. The tilesets from the game (jyoytu, the level tileset and the ending castle) use up 768 tiles, so i have only 256 tiles left to put in all the extra stuff: the pipes, the ?block/brick overlays, the UI stuff i'll put... |