Acmlm's Board - I2 Archive - Rom Hacking - SKedit 2.1
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Sokarhacd
Posts: 1428/1757 |
ah, never thought of it that way...ill see what I can do in the next few hours. |
King_Killa
Posts: 106/117 |
you owuldn't have to add them all in manually if you had it read the pointers. And pointers don't lie, so, you can load up about 5 random levels to make sure they place enemies in the correct spot, and you should be good. |
Sokarhacd
Posts: 1425/1757 |
yeah, I read that, but the problem is, if I have to calculate them all, and then add them all in, and verify each one by myself, then I dont think ill be able to get it done by tomorrow morning, if I had help, then it would go faster, and its possible I could get it done before I leave tomorrow. |
King_Killa
Posts: 102/117 |
in INFO.txt I give the pointer address. it is in order of level, subtract 8000 from the combined bytes, and you should have your address for each level.
if that becomes a problem, also keep in mind that a level ends with 00 as the enemy type. |
Sokarhacd
Posts: 1423/1757 |
well, as soon as I get, and input all the offsets for the enemies, emeny loading will be done, and then ill work on enemy editing.
edit: if anyone wants to help with the enemy offsets, it would be appreciated, and would help me get enemy placement editing done before I got out of town on monday or tuesday..also if anyone has any other data to share, that would be awesome also. and since there are a numerous amount of different enemies, they will only be represented by one image for now, until a later date, or until I get the time to rip all the enemy gfx, or load it from the rom. |
iamhiro1112
Posts: 479/487 |
Solomons key was a great little game. That is one reason I love that there is a editor. I also love to see abandoned nearly complete projects picked up and completed. Kudos for helping along the editor. |
Sokarhacd
Posts: 1421/1757 |
as long as I can figure most of it out, and as long as I have enough time today, and tomorrow, ill see if I can get it in before I go out of town for 3 days, if not, ill try to get it done by thursday or friday depending on when I get back. |
Googie
Posts: 430/624 |
No enemy editing yet? NoOoOoOoOoOoO! Seriously, nice update you did on the editor. When the enemy editing feature is in, I got a new game to my hack list, thanks for finishing the editor, btw. |
Sokarhacd
Posts: 1420/1757 |
got a couple more touch ups to do, ill make a help file and put it under the help menu, although not really much to help with as its pretty straight forward.
is there any palette data or anything, if I knew the data, I might be able to get palette editing..but im not sure.
edit: oops, made a mistake, I accidently mixed up the top 2 corner boxes in the level editing, so they were switched around...so if you downloaded it before I posted this, please redownload, sorry about that...didnt notice until now. use the same link, I just reuploaded it. |
King_Killa
Posts: 99/117 |
I'm really glad to see this being done. Nice touch ups. |
Vurano
Posts: 33/42 |
Nice change Dcahrakos, I can't wait for enemy editing. |
Sokarhacd
Posts: 1413/1757 |
Hey, since today basically, ive taken over Skedit for King_Killa. ive decided to keep it in vb6, and since ive only had the source for a couple hours, havent done much to it feature wise, but I have cleaned up some of the code, and changed the layout a little bit, before I go out of town on monday or tuesday, I will try to get enemy editing implemented... heres the new version 2.1
http://dcah.us.to/skedit2.1.zip
not much is changed, but I didnt like how when you opened the program, you had to open the rom then, so I changed that, and added a menu, so you open the rom from there, then the level gets loaded. ive also added currently selected box, so you know what block you are using. |
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