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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 - Not really rom hacking but still... | |
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Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Posted on 04-15-05 11:14 PM Link | Quote
Meanwhile, I've started a small hack of my own, including extra facial expressions for Human Sue, at the expense of Mimiga Sue, oh well.<NOD<CLO

Blackhole, he doesn't NEED to decode the object thingy stuff. I'm doing it as I type. Just can't seem to tie it to the TSC files.
blackhole89

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Posted on 04-16-05 01:31 AM Link | Quote
...like, OMFG.

I just have taken a look at the music data... and ... I must say ... I had a terrible feeling of dej
Kyoufu Kawa
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Posted on 04-16-05 04:02 PM Link | Quote
Miza - Cave Story editor in progress

Features:
Not much, can basically edit the maps, but also shows locations of entities. Hover over an entity to see it's data.

Object list - gets parsed by Miza to be more clear about entities.
Dwedit

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Posted on 04-16-05 11:14 PM Link | Quote
I tested it out, and I'm already longing for some of the features of my DWxEditor engine.
Feature requests:
* Right drag to pick up tiles, sorta like RPG Maker. Also right drag on the tile palette.
* Maybe middle click/4th button click to pop up a tile palette
* Resizalbe window
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Posted on 04-16-05 11:19 PM Link | Quote
Right drag to pick up tiles, sorta like RPG Maker. Also right drag on the tile palette.
Denied.

Maybe middle click/4th button click to pop up a tile palette
Doable, please elaborate.

Resizalbe window
Doable, but only after I replace the sloppily-coded scrollers with more stable versions.

Edit: Next time, I'll have...
* More named entities
* Cleaner interface
* More data spy windows
* Maybe a built-in TSC codec?
* Map resizing
* Entity editing?

Also, I made this within mere hours last night. From scratch. No framework from older/other projects.


(edited by Kawa-oneechan on 04-16-05 06:21 AM)
(edited by Kawa-oneechan on 04-16-05 06:24 AM)
(edited by Kawa-oneechan on 04-16-05 06:25 AM)
turtleman

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Posted on 04-18-05 05:38 AM Link | Quote
2 questoins:

1.When do u plan releasing your first demo of this editor.

2.Can you also edit messages with this?
Dwedit

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Posted on 04-18-05 06:13 AM Link | Quote
You can edit the messages with notepad after decoding the tsc files.
Kyoufu Kawa
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Posted on 04-18-05 06:28 PM Link | Quote
I don't know about Dwedit, but I'm ready for a full 1.0 release

Miza 1.0

Warning: directly edits doukutsu.exe, cos that's where the map DB is in.

Dwedit, source is available if you want it.
Dwedit

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Posted on 04-18-05 09:03 PM Link | Quote
Maybe be a tad more consistent, and not require two copies of doukutsu.exe, one in \data and one in the base path.

Any idea what's up with "Main Artery"?


(edited by Dwedit on 04-18-05 04:04 AM)
turtleman

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Posted on 04-18-05 11:17 PM Link | Quote
I got a cant find main executable error o.O
Kyoufu Kawa
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Posted on 04-18-05 11:21 PM Link | Quote
Sorry, my bad.

It searched for "data\doukutsu.exe", and checked for Button = 0, aka nothing pressed at all. Both are fixed now. Please redownload, same link as earlier today.


As for Main Artery... that's the fish fight right?
turtleman

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Posted on 04-18-05 11:33 PM Link | Quote
waaah it still doesnt work

EDIT:woops my bad, I got it workin

but I got another error,

When I try to do anything like exit,Save,ect. I get an error 75 or 15

And,How do i edit the map? Whenever I try to click somthing it just selects that tile not changes it


(edited by turtleman on 04-18-05 06:33 AM)
(edited by turtleman on 04-18-05 06:50 AM)
Dwedit

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Posted on 04-18-05 11:52 PM Link | Quote
You need more bounds checking. Move the mouse over the borders outside the main map area, and you get Subscript out of range.
blackhole89

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Posted on 04-18-05 11:54 PM Link | Quote
Originally posted by Kawa-oneechan
Sorry, my bad.

It searched for "data\doukutsu.exe", and checked for Button = 0, aka nothing pressed at all. Both are fixed now. Please redownload, same link as earlier today.


As for Main Artery... that's the fish fight right?

Yeah.
That isn't a glitch... it could be contained with the boss battles in SMW, only that you try to display them as levels... apparently, the map data for that level remains unused because the actual boss fight is hardcoded.
Notice how the tiles are arranged on that "dummy" map. They form an icon that looks a little like the blobber from SMB1, or generally a squid. A more detailed version of the same figure appears when you beat the iron head fish in that level without getting hit a single time , thus receiving the Alien Badge. Evidently, this is a reference to one of Pixel's earlier works, which had a similar graphics engine, but quite different gameplay - "Ika-chan", where you play a similar-named squid who explores some underwater world portion by portion (and looks exactly the same as the squids that appear when getting alien badge).
Kyoufu Kawa
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Posted on 04-19-05 12:03 AM Link | Quote
Bounds checking... noted.

So what's the status? What does Miza have that "DWxEdit" doesn't, and vice versa? Which would you rather use?


As for that second question:
* reads level settings from exe, including level name
* has full entity support (aside from adding/removing, can't find a nice spot to put the button)
* can edit any known aspect of both maps and entities.
turtleman

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Posted on 04-19-05 12:12 AM Link | Quote
question numuro tres (3)

How come all the teleporting spots(doors) say "Nothing"
Kyoufu Kawa
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Posted on 04-19-05 12:22 AM Link | Quote
That's because "Nothing" means they have no actual image. The door opening and frame are in the map. It's the TSC code that makes them work as doors. There's a "Door" type too, it's sprite fits right over the opening.
turtleman

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Posted on 04-19-05 12:28 AM Link | Quote
how does moving to another map work?
Kyoufu Kawa
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Posted on 04-19-05 06:24 PM Link | Quote
Check any doorway's TSC script for half the answer:

FAI and FAO fade the screen in and out respectively with the effect specified, TRA does the actual move to another map, but good luck decoding the parameters.


BTW: new build up.

Edit: A start on documenting the game files, and Miza usage.


(edited by Kawa-oneechan on 04-19-05 01:48 AM)
blackhole89

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Posted on 04-19-05 09:51 PM Link | Quote
I took myself some time and added a couple of entries to the INI file:

http://a3o.attrib.org/miza.ini

It is still very far away from complete, but I managed to add a couple of key objects as telepods as well as some normal area monsters (Plantation, Outer Wall and Last Cave should be completely tagged now).

btw... [offtopic] the TV says the just elected Ratzinger as the new pope.... yikes.
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