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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Working on a YI Editor | |
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knuck

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Posted on 07-23-04 11:56 AM Link | Quote
Funny how 3 other YI editors pops out of nowhere when people start to bug ChaosFlare.
Kitten Yiffer

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Posted on 07-23-04 04:29 PM Link | Quote
For awhile I was planning to make a Delphi based YI editor. But I got never around even making the GUI.

And I thought that I rather make a editor for a NES game first.

Squash monster have a promising editor there, I want to beta test it. But Chaosflare maybe makes up something good. What do I know?
Parasyte

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Posted on 07-23-04 07:36 PM Link | Quote
I'll have to jump onboard and tell the story of my Yoshi's Island exploits, as well.
Back in December 2003, I figured I could probably start working on an editor for the game. I already had the code I needed to draw SNES tiles and whatnot, it would just be a matter of decompressing data, and discover all of the proper formatting. (IE, I would strip the MegaMan 7-related code from Syndrome and use that as a base)

But I never really bothered with it. I briefly looked into the level header and object formats, but that was just about it. I suppose I lost interest rather quickly because the game did not draw me in. Now, something like Donkey Kong Country 2...


(edited by Parasyte on 07-23-04 10:36 AM)
(edited by Parasyte on 07-23-04 10:37 AM)
JJ64

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Posted on 07-23-04 09:27 PM Link | Quote
You know, I'd like to beta test Squash Monster's also, if that's okay. It looks like a good editor.

Not that ChaosFlare's isn't...
Squash Monster

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Posted on 07-23-04 10:59 PM Link | Quote
I was planning on using a beta tester. My time is getting tight though; I'm leaving for a week on Sunday. If I can get loading working, I'll pick a tester. Ideally, I'll pick a tester who is willing to help me out with the data files that go along with the editor.

These files currently specify only the object numbers and their descriptions. I plan to add a padding property for each side plus two properties that determine the slope (specifically, which side of the object and how much to slope per tile). These would be used when drawing the objects to make them more similar to the ones in the actual game. This is especially important for 4byte special objects, which, having predefined sizes, will get their sizes entirely from the file.
dan

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Posted on 07-23-04 11:27 PM Link | Quote
Originally posted by HyperHacker
Alright, well first of all, VB6 > VB.NET.


That statement is wrong on so many levels. The only "advantage" that I can see to using VB6 is that the runtime is smaller. OOP > spaghetti code. I'll be glad when VB6 dies.

I'd pretty much agree with the order of tasks that you put though.
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Sesshomaru
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Posted on 07-24-04 09:49 AM Link | Quote
Originally posted by Yoghurt Duck
Funny how 3 other YI editors pops out of nowhere when people start to bug ChaosFlare.

I had this one going for a while, actually, just haven't worked on it much. I should steal use Squash's idea of reading the object IDs from Iggy's Notes, at least temporarily.

I still say VB6 is better. .net is like a runtime on top of a runtime. Plus it adds another layer of obscurity between hardware and software. I would actually rather use C, but I don't know it well enough.
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Posted on 07-24-04 09:53 AM Link | Quote
Originally posted by dan
I'll be glad when VB6 dies.
HEY!

Come over here and say "that again"!
RoboticParanoia

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Posted on 07-24-04 11:39 PM Link | Quote
I read a list of removed functions in VB6 to VB.Net and it says that the MsgBox function was removed. . So, I'll stick with VB6 for now, which I'm just mediocre in.

Even if Chaosflare doesn't succeed, at least we might actually have a few editors to edit YI with.
JJ64

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Posted on 07-25-04 01:09 AM Link | Quote
Will one of the editors have the ability to "copy" levels? For example, I'd like a duplicate of level 27, could I copy everything to level 28?
Rain Man

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Posted on 07-25-04 01:25 AM Link | Quote
Originally posted by JJ64
Will one of the editors have the ability to "copy" levels? For example, I'd like a duplicate of level 27, could I copy everything to level 28?


I hope so, because that would be cool.
dan

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Posted on 07-25-04 01:30 AM Link | Quote
Originally posted by RoboticParanoia
I read a list of removed functions in VB6 to VB.Net and it says that the MsgBox function was removed. . So, I'll stick with VB6 for now, which I'm just mediocre in.


Messagebox hasn't been removed. It's been renamed (because of the fact that everything is a class in .NET). I believe it's messagebox.show now.

There's barely any removed functions from VB .net, and tons more added. (God, I sound like a .NET evangelist or something with my recent posts. Much prefer Java, if I had to choose a virtual machine type framework/language thing )

Kawa-oneechan:

I hope VB rots in hell.
Squash Monster

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Posted on 07-25-04 02:15 AM Link | Quote
Originally posted by JJ64
Will one of the editors have the ability to "copy" levels? For example, I'd like a duplicate of level 27, could I copy everything to level 28?
I wouldn't make a function specifically for that. However, with the way I've been programming things, it's very likely that I'll code the ability to save to external level files. Copying a level would be as simple as saving one and loading it into the other level. It's also rather simple to have the option to save a level to a different area from where it was opened, which would have the same effect. However, both of these features would have to come after it becomes possible to change the size of levels, and I'm not at that point yet.

I'm leaving tommorow and won't have time to finish, so there won't be anything to say about my editor for a week. I wanted to show a screen of my editor loading 1-3, which it had done very well, but when I was cleaning my code up for when I return, I messed something up. I might have something to show by the end of the day, it's hard to tell.

Does anyone know how to tell where the ends of levels are?

(Final note on the subject of VB6 vs. VB.Net. From what I've heard, VB.Net has a lot more overhead involved in doing things. VB, to me, is a language of convenience, as I'd finish learning C++ if I needed more than I could perform with VB. Thus, since VB6 is more convenient to use, as far as I know, it is the superior version.)


(edited by Squash Monster on 07-24-04 05:18 PM)
Cellar Dweller

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Posted on 07-25-04 09:05 AM Link | Quote
I'm not reading the object sizes from a file. I have two arrays of object information structures that specifies each object's record size and description, one for standard objects and another for extended objects. I will probably need to add more fields to said structure, such as function pointers to functions that select the correct tiles needed to render the object.

The way YI is programmed object and sprite lists can be used multiple times by setting multiple entries in the level pointer table to the same value. It is even possible reuse a list of sprites in two levels that have different objects.

The object data is terminated by a 0xFF and is followed by the exit data which is also terminated by a 0xFF. Sprite data seems to be terminated by two 0xFFs.

As for VB, I'll be glad when the whole product line dies!
Squash Monster

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Posted on 07-25-04 09:58 AM Link | Quote
Ah, thanks Cellar Dweller. I was using that as the end of level before, but missed part of the description when I re-read the notes and then took it out .

I also fixed my bug. Somehow, I accidentally removed the line N = N + 1 from the level data loader. This caused every level except "Welcome" to have the pointer 0, which means the editor attempted to load from the 11th byte of the ROM.

Here are the screenshots I said I'd get.




I would have resized the form for it, but I simply have not added support for the debug info and byte counter for it, and thus it doesn't look too good. And, as long as I'm pointing out errors, here's a list of what I feel I need to do before a release.

- Find a good way to display special four byte objects (ones with blue numbers), as only their number shows at the moment.
- Replace debug info with info about selected object.
- Add ability to add/delete objects.
- Find exactly what is wrong with the loader code at some places.
- Add support for exits.
- Add saving.
- Make menus work (currently, only View-Transparent Wireblocks works. It makes the blocks not have a filling, which makes it possible to see objects that may be obscured).


(edited by Squash Monster on 07-25-04 01:55 AM)
elixirnova

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Posted on 07-25-04 10:35 AM Link | Quote
Very nice Squash O_o if you would like any help do ask me... though i have limited knowlege id be glad to try :-P somthing that might also be nice is displaying object names where the hex-adress list is which isnt too important but would help progress
Squash Monster

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Posted on 07-25-04 10:54 AM Link | Quote
That list is actually just a debug thing (if something doesn't work, I try to find it there and see if it's a GUI glitch), otherwise I'd try a bit harder for it to make sense. If I get around to making that panel an option for actual use, though, I'll use that suggestion.

As for help, if you'd like to make the first release more usable, you could see if there's anything you can add to these files.

Here are copies of my data files.
LevelOffsets.txt
O4Data.txt
O5Data.txt
O4Sdata.txt
It'd be nice to have any data those are missing. The formats are pretty self explanitory, except for O4SData.txt. This one, on top of the usual object number and description, has a width and height feild, since each of these objects has that fixed. These are all set to 1, temporarily.

Anyone else programing an editor can feel free to use these files. Just give credit to the folks who brought us the Yoshi Island Data Thread for all that info, and Cellar Dweller, for mentioning a few misslabled objects.
Cellar Dweller

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Posted on 07-25-04 12:03 PM Link | Quote
You can get level locations from the table that starts at 0x7EA22 in the smc file. Each record in the table consists of two 24 bit little endian SNES addresses. The first is a pointer to the header/objects and the second is a pointer to the sprite list. The level numbers listed in the section on exits in Iggy's docs should be indices into this table.
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Posted on 07-26-04 06:26 AM Link | Quote
Originally posted by Squash Monster
I was planning on using a beta tester. My time is getting tight though; I'm leaving for a week on Sunday. If I can get loading working, I'll pick a tester. Ideally, I'll pick a tester who is willing to help me out with the data files that go along with the editor.
It's probably a better idea having more than one tester.

Well, have you planned any "public" relase. Or is it doen "when it's done"?

The data files are quite self explonatry. You don't have to be a rocket scientist to figure it out. Just basic ROM hacking knowledges.
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Posted on 07-26-04 12:29 PM Link | Quote
Squash Monster or whoever it is, I would like to try the editor too.

Where do you get Visual Basic though or do you have to buy it at a store somewhere? I thought this was a thread about chaosflare making a YI editor,and it said he was using Visual Basic,and that seems easier than C or C++. I tried to look for the Visual Basic 6.0 in the files (I have a book that I used for it),but I wasn't able to find it to d/load it so I found something called Liberty Basic and I also tried doing something and all I found out how to do was make it so you load a ROM file,but it doesn't always say .SMC at the end. Also,I made it have the menus that say "Open ROM" and "Open Level" and those things.


He says,"Does anyone know how to tell where the ends of levels are?"

Well, I think that's why I'm confused b/c I don't know how you know how to load a level at all. Then, you would have to know where the levels are in the ROM so the end of a level would probably be after the last enemy or if you know where the Goal is. I thought there was a list somewhere in the threads,is that there? I think it had like the addresses of the enemies and where the levels were.
I'm not sure if that's right though,I'm just saying it seems like it would be obvious if there was an enemy or something next to the Goal. I'm not sure if I really know,but once I was trying to change something in a level like the one in World 1 that had those Shyguys on stilts right before the level that those koosh ball things that make Yoshi get dizzy,and it turned something at the end of the level into a frog.
I hope that helps a little bit.

Lespna1
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