Discussion in 'Engineering & Reverse Engineering' started by Tweaker, Jun 26, 2008.
Looks nice. Are you doing okay tweaking Amy?
I've pretty much given up on the hammer attack. It's not like she needs it, since she can do the spin attack.
Make it a hammer spin jump and you're done.
I can help with it if you still want it, will take a lot of editing to work with every object though. See you got her downward attack in there though.
Holy shit, they're fast.
New options menu.
SSZ Past and Bad Future ported over — Past has water reflection wobble effect, Bad Future has the palette cycle with the lighting so far. The ports took me about 20 hours total of importing chunks, as well as correcting collision, porting code and re-writing certain parts of the engine to handle bigger numbers of blocks, chunks and level sizes, as well as to not have it choke and die on the way some things work.
Perhaps some may remember a few months back I released an early palette/tile editor... WELL I have been really overhauling the now named "Sonic Triad Editor" over the last couple months since the last release and would like to show an image of the all-new palette editor.
This will allow you to load and edit up to three palettes simultaneously, and the file management system has been overhauled, to allow for quick saving, and a SAVE AS function. Stored file directories allow for easier loading of files as well.
Palette sizes are no longer limited to Primary, Secondary, or Full palettes. You may now edit palettes of 1-64 colors, and freely change the palette length.
One thing I really want is some extra options to work with palettes... really just to fill in space, because I HATE empty space. Is there anything you would like to see in a palette editor that hasn't been seen yet? I'm adding the SonLVL color blending feature (provided I can get it to work), inverting colors, and greyscaling (black & white). But color manipulation tools are my weakness right now... Alas.
Any feedback would be good. What do you like/dislike? What would you change? AND No... the resolution will NOT change, as Triad does have multiple other editors being worked on to accomodate as well... and due to the other work going into other editors, speed issues, etc... Triad's next release will not be for a while. But, I'll keep you posted.
Well, IF it is just not viewable in the screenshot, undo/redo would be nice. Also, the ability to add (or subtract) a rbg value from the whole palette. For example, adding an orange color to the GHZ palette to create a sunset, ect.
That's all I can think of for now.
An undo/redo feature is in the works, though I am still trying to figure out how to get it to work.
As for your second idea... I really like it, and will take it heavily under consideration.
One thing I am curious about, would anyone care to see a "Debug" (for lack of better term) feature, allowing one to see the hex code? I currently have it in (Though I took it out for the shot.)
Also thoughts on an API? (Menubar, etc.) I currently have one in (Though it didn't appear with the screenshot) I personally would be against using one, simply because of the appearance I'm aiming for. (Classic Genesis style appearance)
Began working on restoring the SNES colors to Super Mario Advance 3, then I got bored with it...is this game worth restoring?
Yes. Their original colors are too bright. I like a lot the SNES aspect. It makes the levels to look more alive. Cool job!
Oh yeah I'd definitely say it's worth it. I love the original, and the GBA actually isn't a bad port despite some minor gripes. Specifically the overly bright visuals courtesy of most of the SNES-to-GBA ports. Sound quality is another thing (and apparently even that can be restored ala FF5 and FF6). But yeah, major kudos to you if you manage to make a color restoration patch, it's still a great game and very fun to play on GBA.
There was actually a guy on Romhacking.net who restored the colors for Mario Advance 1 and 2 (World and Mario 2). His name was Asaki I believe. He released a couple of his patches and even teased Yoshi's Island but disappeared from the internet soon after. Sad to have seen him go before he could finish the games he was working on but his work inspired other GBA restoration projects (one was even made for the GBA port of FF6, there was both a color and sound restoration which brought the game back up to SNES standards).
If someone else did Advance 1 and 2 already, then seeing Advance 3 get the same treatment would be a nice treat. Maybe even Advance 4 in the future.
wow what the heck am I doing
now whats going on. woah
That looks great LordOfSquad. The sprites definitely give me a Sonic CD vibe, but the HUD numbers seem to blend in with the background of your level. You might want to change them a bit. Is this a hack of Sonic 1 or 2? ^_^
Hey I like where that's going! Very simple art style, I just hope to see more soon.
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