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05-08-24 05:40 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Burai Fighter DLX - Support New poll | |
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hackDLX
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Since: 05-11-06

Last post: 6571 days
Last view: 6571 days
Posted on 05-11-06 04:33 PM Link | Quote
Hi everyone,

This is the first time I post something on this board, so I hope this is the right place to be

At the moment (allready a few months and many many hours) I'm programming an editor for the NES game Burai Fighter. I took this game because there aren''t any other editors for this game as far as I know and I have played it for ages when I was young, because the stress and fun. There is another reasen I took this game; I found the password offsets and wanted to write a simpe password editor! At the moment it's much more then only a simple password editor; I wrote a realy stable base and source to use it for (maybe) other editors.

I think it's realy important to write an editor which you can control with mouse and/or keyboard. Yes I realy think it's possible to write an editor which you can use with only keypresses (or key combinations) on the keyboard, and yes with using the Windows environment

Some other points that I find important are the way you use it. Let me explain; I see to many editors around the net that don't have good error handling (or got error handling at all). I hate it when am editor don't fixes the input from the user. An example; then only characters you can use are the letter A to Z, what's the reasen the user can input anu other characters? If you can have only max 9 lives in game X, why can you enter a value like 20?

At the moment the GUI and the error handling of the editor is realy good, but there aren't many things you van edit yet. Text and Password works fine, the palette offsets I know, so I need to program it, but that's all. I realy need some help for editing the stages, because I don't have the experience to find out the way it's coded in the ROM.

I've added some shots of the editor as attachment, but I want to release it when I think most of the features work correctly.

Thanks

Attachments

HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6289 days
Last view: 6289 days
Posted on 05-11-06 05:30 PM Link | Quote
Alright, nice to see someone else who realizes the importance of good error handling. It's quite annoying to make a cool level, then have the editor crash because you clicked Cancel in the Save dialog or moved your mouse too far to the left.

Interesting idea using the keyboard to navigate an editor, but what's the point? I guess it could be fun if nothing else.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6292 days
Last view: 6291 days
Posted on 05-11-06 05:48 PM Link | Quote
Burai Fighter...

I never believed that anyone would have bothered with that game.
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

Last post: 6288 days
Last view: 6288 days
Posted on 05-13-06 05:00 PM Link | Quote
Originally posted by HyperMackerel

Interesting idea using the keyboard to navigate an editor, but what's the point? I guess it could be fun if nothing else.
...My fighting game engine's sprite editor was keyboard-only...

Weak punch + left/right to switch loops, WP + up/down to switch frames.
Hard punch + any dir to move offset point...
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6289 days
Last view: 6289 days
Posted on 05-13-06 05:14 PM Link | Quote
Well yeah, it makes sense with an in-game editor. I can see it being a neat feature for any other editor too, something you might add out of boredom, but unless you don't have a mouse it probably wouldn't be very useful.
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