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Reggie! Level Editor: Newer Sprites

Reggie! Level Editor: Newer Sprites

Postby Kamek64 on Sun Jun 23, 2013 6:12 pm

Tempus uploaded Newer's spritedata.xml and spritecategories.xml

To use it, create a level and replace one of Newer's levels (it won't work with the original game).

Download (with shy guy and flipblock Images): https://www.dropbox.com/s/9kqyiy2tv3q3cy0/Reggie_Mod_r3.7.2_Newer.zip
JasonP27 is going to add more Images.

Download (just the xml files): https://rvlution.net/forums/viewtopic.php?f=20&t=1619
Last edited by Kamek64 on Tue Jul 09, 2013 6:34 pm, edited 11 times in total.
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Re: Reggie! Level Editor: Newer Sprites

Postby Mario64 on Sun Jun 23, 2013 6:20 pm

FIRST!!
-------
o o
---

Anyway, great job Mr. Magikoopa! I will definitely use this!
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Re: Reggie! Level Editor: Newer Sprites

Postby Ganjagrinda on Mon Jun 24, 2013 7:22 pm

Wow, we can finally spawn coins and move tiles!! How cool is that? :)
Thanks for posting these sprites.
I will add them to the translated version of joietyfull64's spritedatabase.xml.

Code: Select all
<sprite id="11" name="Treetop Leaves (like around the tower in 1-Tower)"/>
<sprite id="169" name="Magic Platform" notes="Can make tiles move.">
    <value nybble="3-4" title="Triggering Event ID"/>
    <value nybble="8" title="Distance" comment="Value + 1 Blocks"/>
    <list nybble="9" title="Moving Direction">
      <entry value="1">Left</entry>
      <entry value="2">Up</entry>
      <entry value="3">Down</entry>
      <entry value="4">Right</entry>
    </list>
    <value nybble="10" title="Speed"/>
    <value nybble="11-12" title="Location ID" comment="Tiles in this location will be moved"/>
  </sprite>
<sprite id="191" name="Tile God Event">
    <value nybble="3-4" title="Triggering Event ID" comment="When this event ID is activated, the tiles affected by the sprite's area will be created/destroyed (depending on the mode)."/>
    <checkbox nybble="5" title="Never Expires" comment="If this option is checked, the effect of the sprite (creation/destruction) will remain even after the event is deactivated."/>
    <list nybble="6-7" title="Newer Tile" comment="Only works when Block Type is set to Use Newer Tile">
      <entry value="0">Nothing</entry>
      <entry value="29">Invisible Slope</entry>
      <entry value="30">Coins</entry>
      <entry value="31">Coin Outlines</entry>
    </list>
    <list nybble="8" title="Pattern">
      <entry value="0">Fills Area with Tiles</entry>
      <entry value="1">Checkerboard</entry>
      <entry value="2">Inverted Checkerboard</entry>
    </list>
    <list nybble="9" title="Block Type">
      <entry value="0">Red Block</entry>
      <entry value="1">Brick Block</entry>
      <entry value="3">Stone Block</entry>
      <entry value="4">Wooden Block</entry>
      <entry value="6">Pa0 Tile 0x45</entry>
      <entry value="8">Use Newer Tile</entry>
      <entry value="12">Pa3 Tile 0x67</entry>
      <entry value="14">Ground Corner</entry>
    </list>
    <list nybble="10" title="Effect">
      <entry value="0">Destroys Tiles</entry>
      <entry value="1">Spawns Tiles</entry>
    </list>
    <value nybble="11" title="Width"/>
    <value nybble="12" title="Height"/>
  </sprite>
<sprite id="283" name="Boss - Fuzzy" notes="Don't know how this one works"/>
<sprite id="319" name="Flipblock"/>
<sprite id="350" name="Fireball Generator" notes="The sprite that makes the Bowser statues in the final level spit fireballs at Mario">
    <value nybble="7-8" title="Triggering Event ID"/>
    <value nybble="12" title="Angle"/>
  </sprite>
<sprite id="351" name="Shy Guy">
<sprite id="410" name="Very Giant Goomba" notes="The giant goomba on Mini-Mega Island which makes you stun when it hits the ground"/>


Edit: Sprite 11 now looks like this:
Code: Select all
<sprite id="11" name="Treetop Leaves (Newer Sprite)" notes="Like around W1-Tower.&lt;br&gt;&lt;br&gt;&lt;font color=&quot;red&quot;&gt;Attention: Newer code involved. Only works if an empty Newer Level is used as a base/template.&lt;/font&gt;"/>


Edit2: This looks wrong:
Code: Select all
      <entry value="1">Left</entry>
      <entry value="2">Up</entry>
      <entry value="3">Down</entry>
      <entry value="4">Right</entry>


Should probably be (untested):
Code: Select all
      <entry value="0">Left</entry>
      <entry value="1">Up</entry>
      <entry value="2">Down</entry>
      <entry value="3">Right</entry>

or
Code: Select all
      <entry value="0">No Movement?</entry>
      <entry value="1">Left</entry>
      <entry value="2">Up</entry>
      <entry value="3">Down</entry>
      <entry value="4">Right</entry>
Download an up-to-date spritedata.xml for Reggie! (including Newer Sprites)
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Re: Reggie! Level Editor: Newer Sprites

Postby Kamek64 on Mon Jun 24, 2013 8:27 pm

Every time I get a new sprite, I'll update the zip file in the main post (added angry sun).
There won't be some release versions or something similar, just a new sprite in the list and an updated zip file. You'll have to redownload it if you want to use them.

Value zero in the movement direction of the magic platform is either left or right (can't remember).
1 = Left
2 = Up
3 = Down
4 = Right
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Re: Reggie! Level Editor: Newer Sprites

Postby Ganjagrinda on Mon Jun 24, 2013 9:44 pm

Thanks. That's absolutely sufficient. :)
I added "???" as value 0 until direction is confirmed. Looks strange in Reggie! without a value 0.
Download an up-to-date spritedata.xml for Reggie! (including Newer Sprites)
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Re: Reggie! Level Editor: Newer Sprites

Postby Tempus on Tue Jun 25, 2013 1:42 am

Here you go.

http://newerteam.com/ReggieXMLs.zip
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Re: Reggie! Level Editor: Newer Sprites

Postby JasonP27 on Tue Jun 25, 2013 2:43 am

Don't expect any support from them for the sprites or settings just yet though. Be aware you must edit Newer to use these, and some of Newer's stuff is hard-coded so you may get black-screens/freezing, odd behavior or glitching, or things just won't do anything (if something is hard-coded to be turned on/off in a level for example).

Rule 1: Any sprite in which you spawn something (i.e. Actor spawner) or an enemy spawns something they didn't used to (Hammer Bros throwing Bob-ombs)... you MUST place the object being spawned into the level somewhere or the game will freeze. It does not have to be placed inside the zone anywhere, just in a blank area so that the brres is loaded when the level is loaded.

Rule 2: The texture hack names are specific to Newer's sprites. If you want to edit them you must either edit Newer's sprites directly or create them yourself using the same naming convention for the brres files inside the arc files. Each can have 16 different models/textures, but note that each will increase the size of the file and can cause memory issues if you add too many large arc files.
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Re: Reggie! Level Editor: Newer Sprites

Postby Ganjagrinda on Tue Jun 25, 2013 3:28 am

Thanks very much Tempus and JasonP27. After merging, spritedata.xml probably surpasses 1mb. :)
Btw: Is there a way to put images into notes/comments? I managed to put them in using base64 encoding, but that bloats up the file. Absolute or relative paths don't seem to work...

Code: Select all
<sprite id="0" name="Picture Test" notes="&lt;img src=&quot;data:image/png;base64,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&quot;&gt;"/>
Download an up-to-date spritedata.xml for Reggie! (including Newer Sprites)
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Re: Reggie! Level Editor: Newer Sprites

Postby Tempus on Tue Jun 25, 2013 3:50 am

No, there is no way to put images into the spritedata xmls. And putting them into the notes/comments seems like a generally bad idea.
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Re: Reggie! Level Editor: Newer Sprites

Postby JasonP27 on Tue Jun 25, 2013 3:57 am

No. I'll add sprite images eventually, if someone else doesn't do it first. (0.000012% chance of that happening lol)

also, fixed the spritedata.xml to include the Target Layer for the Tile God Event 191. You can actually destroy/create on all 3 layers (individually).

spritedata.xml
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Re: Reggie! Level Editor: Newer Sprites

Postby Kamek64 on Tue Jun 25, 2013 5:41 am

Tempus wrote:Here you go.

http://newerteam.com/ReggieXMLs.zip


Thanks a lot Tempus and Jason.
Last edited by Kamek64 on Tue Jun 25, 2013 6:21 am, edited 1 time in total.
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Re: Reggie! Level Editor: Newer Sprites

Postby JasonP27 on Tue Jun 25, 2013 6:10 am

Kamek64 wrote:Thanks a lot Tempus.


What, no love for my help? :cry:
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Re: Reggie! Level Editor: Newer Sprites

Postby Kamek64 on Tue Jun 25, 2013 7:24 am

Of course there is love for your help Image
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Re: Reggie! Level Editor: Newer Sprites

Postby Ganjagrinda on Wed Jun 26, 2013 1:23 am

Tempus wrote:No, there is no way to put images into the spritedata xmls. And putting them into the notes/comments seems like a generally bad idea.

I partially agree. I think it would improve the work-flow, if the user could see a picture of the selected sprite without having to place it first (especially useful for inexperienced users). I agree it's not a good idea at all to put those pictures in the comments section, especially base64 encoded. A better place would be somewhere in the "Sprite Properties" section. :)
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Re: Reggie! Level Editor: Newer Sprites

Postby Kamek64 on Wed Jun 26, 2013 12:36 pm

Deleted post by Karihomo wrote:What is that ?? :b
*German image without Newer sprites*


I always mess up downloads, fixed.
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Re: Reggie! Level Editor: Newer Sprites

Postby Karihomo on Wed Jun 26, 2013 12:39 pm

How I can edit .arc.LH files ?
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Re: Reggie! Level Editor: Newer Sprites

Postby JasonP27 on Wed Jun 26, 2013 12:45 pm

Karihomo wrote:How I can edit .arc.LH files ?


You can't. You can only edit .arc files.
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Re: Reggie! Level Editor: Newer Sprites

Postby Kamek64 on Wed Jun 26, 2013 12:52 pm

Karihomo wrote:How I can edit .arc.LH files ?

You can't edit .arc.LH files, but you can convert them to .arc files with ntcompress.
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Re: Reggie! Level Editor: Newer Sprites

Postby joietyfull64 on Wed Jun 26, 2013 2:18 pm

Well, speaking about images I actually had a nice idea how I can use images for the spritecategories.xml. And as well I had the idea to give every enemy an image but I came to the same thought like Tempus. Well, I still have an idea similar to Ganjagrinda's one ;) .

Concerning the German xmls I've updated them already but I didn't use Jason's XML file so far. I will do the rest another time.
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German Reggie! + revised English Reggie! xmls
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Re: Reggie! Level Editor: Newer Sprites

Postby Karihomo on Wed Jun 26, 2013 7:28 pm

How I can change enemies size ?
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