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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Introducing Nightmare: dynamic all-purpose table editor
  
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spoondiddly
Posts: 16/22
There's one other thing you may want to add.

Since there seem to be a lot of notes in some of these modules, such as:
# 0x01 = Stun
# 0x02 = Bane
# 0x04 = Dark
# 0x08 = Conf
# 0x10 = Fire
# 0x20 = Ice
# 0x40 = Lit
# 0x80 = Earth
in FF1
it might be beneficial to create a 6th parameter that would pop up a dialog with notes if you click the parameter.

Okay, maybe two thoughts...
The ability to limit input to a certain range of values. ie: 0-63 for percentages or item values.

I'm a jerk and double posting.

[edit - ogre 64 modules]
Here's a few modules for Ogre Battle 64. Your rom has to be 16 bit byteswapped, which it may already be depending on what was used to dump it.
http://www.geocities.com/nefariousdogooder/downloads/OgreBattle64-Nightmare.zip

The most useful one would be the class attribute modifier. That will let you modify class stats, base equipment, fixed equipment slots, number and type of attacks, and other random things like resistance. The only feature you can't fiddle with are the class name pointers.
There's also something to change the magic used when elemental weapons are equipped, and some ditties that mess with magic/weapon effects and item costs.
HyperLamer
Posts: 6877/8210
Hell, go all the way and make a script editor.
GuyInSummers
Posts: 7/8
I've uploaded a quick fix that might be important - dropboxes used to edit stuff didn't have scrollbars when they needed to, and now they do. New zip's at the same URL.

Heh, if you're giving me a medal, don't forget to give Alchemic one too for thinking of all this. And for putting up with my change requests (demands) every day.

I'll definately do the binary stuff for next release. Format's ready, in fact, just needs to be implemented which I'll do at some point. The text stuff... perhaps if it seems that that many people are actually using this, particularly for games that would need it.
spoondiddly
Posts: 13/22
This only comes up in later consoles, but there must be an easier way to handle actual text strings stored in tables.

The key-and-table method will work for that, but something like "string value" + max size would be more convienent. Then, if a game (esspecially a forien one) uses a table seperate from ANSII, a .char table can be associated with it or something as well. Well, that might be a bit of a hassle come to think of it, but just a thought.
Xenesis Xenon
Posts: 40/44
Whoa....

Once I figure out how to make my own modules and stuff I can basically build myself an Advance Wars 2 CO editor...

This is awesome. You deserve a medal. Seriously.
BMF98567
Posts: 1123/1261
An editor for a table file used by an editor...

I'm sorry, I just had to point out how silly that sounds.

As for the binary editing idea, VERY YES.
dan
Posts: 713/782
Originally posted by Cat Lover
How about an editor for your table file type? I don't know how to make one.


It comes with a text file explaining the format of the files. Just use notepad, and follow the format described.
Cat Lover
Posts: 32/50
How about an editor for your table file type? I don't know how to make one.
Kyoufu Kawa
Posts: 2262/2481
Originally posted by GuyInSummers

One idea is a dialog of checkboxes to individually set bits of binary values, which might be nice. But I dunno' if I'd bump the spec up to version 2 just for that.
I would.
GuyInSummers
Posts: 6/8
Nifty, I never noticed the commons before. It's a shame there aren't a few hundred more files there. Documentation and whatnot.

If anybody has suggestions for a second version, let me know. One idea is a dialog of checkboxes to individually set bits of binary values, which might be nice. But I dunno' if I'd bump the spec up to version 2 just for that.
Kyoufu Kawa
Posts: 2255/2481
Hmmm... a Pokemon Base Stat Editor, maybe?

Edit: Got one. I'll plop it into the Commons...
Celice
Posts: 86/128
So this is kinda like Excel where in one setting you could be adding up stocks and in another count the days left till christmas? If so, this can REALLY help me in changing the small things with out having to search out things over and over for small modifications.

In other words, say this address is Health, then in another say this one is map coordinates.
BMF98567
Posts: 1120/1261
Hey, spiffy! So, I could create a module to quickly enable or disable Super Mario World's various debugging features (amongst other things)?

Ooooh, or maybe a module that contains all sorts of settings for enemy projectiles, jump heights, sound effects, and the like. It would be much easier to update with new data than an ordinary executable...
GuyInSummers
Posts: 5/8
Hey, glad everybody's enjoying Nightmare. If anybody writes an Nightmare modules, feel free to post them here or something; Alchemic or I could post them in that modules folder. We should probably divide that into one folder per game at some point. Oh, and though the help file does says to email me bugs, I'll probably see them sooner if you post them here, so I request that you use this forum as the means of bug reporting so long as this topic is alive.

And yeah, that fourth button is UltraMon's move-to-other-monitor button.
spoondiddly
Posts: 12/22
Excellent idea! The best part is that it can edit any file really, not just roms. Savestates, eeproms, you name it. This could be extraodinarily fun.
MathOnNapkins
Posts: 2153/2189
Cool program... I might have a use for such thing. In fact, I was thinking of something like this a while ago, but didn't have the initiative.

UltraMON

Hey that could be my new nick!
Kyoufu Kawa
Posts: 2243/2481
Hohohooooh... this be interesting...
Gideon Zhi
Posts: 68/79
Unless I miss my guess, that extra button is generated by a multi-monitor program like UltraMon or similar, and is a shortcut for "Move to Other Monitor." I'm pretty sure I had those on my laptop before I disabled most of UltraMon's extra features.
HyperLamer
Posts: 6780/8210
Nice! I can see this being quite useful for those insignificant things I don't feel like writing an editor for.

Say, what's that leftmost button on the titlebar?
Gideon Zhi
Posts: 67/79
Ah.

Oh well, I was hoping for a magic bullet of sort, but I can always do it the old-fashioned way with Romjuice and Atlas Atlas takes all of six seconds to insert the 750K Rudra dialogue file, heh.
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Acmlm's Board - I2 Archive - Rom Hacking - Introducing Nightmare: dynamic all-purpose table editor


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