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05-02-24 09:43 AM
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Acmlm's Board - I3 Archive - ROM Hacking - ZII Map Editor 1.0 - Released New poll | |
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Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6282 days
Last view: 6282 days
Posted on 08-09-06 02:29 AM Link | Quote
I just released my first version of ZII Map Editor for Mac OS X. It's a very old projet that was resurrected from the abyss, and I decided to bring it back in the public some time ago...

It's no big deal, since it's only an overworld map editor, but it's better than nothing. It's compiled on Panther, but I think it should work on older versions of Mac OS X. It's not overly tested, so it's probably buggy, yet I invite anyone to report anything that goes wrong...

Right now, my efforts are going mostly into ZII Game Editor, which will be fusionned to the other soon...

Download ZII Map Editor 1.0 here ...
KeiiChi Kun

Leever
Learn some manners.
Password changed to gibberish and IP banned.


 





Since: 01-01-06
From: Sushi Bar

Last post: 6295 days
Last view: 6295 days
Posted on 08-09-06 05:41 AM Link | Quote
Nice, I'll check this out when my Mac comes back from the repair people :p
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6282 days
Last view: 6282 days
Posted on 08-09-06 09:12 AM Link | Quote
YOU ARE MY TRUE HERO OF ROM HACKING.
I DREAM ABOUT MAC OS X EDITORS TO COME OUT EVERY NIGHT, AND YOU, SIR, JUST ANSWERED TO MY CALL!

Your awesomeness is beyond understanding.
I love you.
Kiwi









Since: 08-08-06

Last post: 6475 days
Last view: 6475 days
Posted on 08-09-06 09:47 AM Link | Quote
Originally posted by Trax
I just released my first version of ZII Map Editor for Mac OS X. It's a very old projet that was resurrected from the abyss, and I decided to bring it back in the public some time ago...

It's no big deal, since it's only an overworld map editor, but it's better than nothing. It's compiled on Panther, but I think it should work on older versions of Mac OS X. It's not overly tested, so it's probably buggy, yet I invite anyone to report anything that goes wrong...

Right now, my efforts are going mostly into ZII Game Editor, which will be fusionned to the other soon...

Download ZII Map Editor 1.0 here ...


do u have plans on porting it to either Windows or Linux?
KeiiChi Kun

Leever
Learn some manners.
Password changed to gibberish and IP banned.


 





Since: 01-01-06
From: Sushi Bar

Last post: 6295 days
Last view: 6295 days
Posted on 08-09-06 01:03 PM Link | Quote
There's already a Zelda II editor for windows, unless this one is vastly better then I don't think it's neccessary to waste time porting one.
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6282 days
Last view: 6282 days
Posted on 08-09-06 03:51 PM Link | Quote
Are you refering to Arthus' "Sword" ? He started a thread some time ago, but it's been some time since I heard from him. Either than that, I can't recall anything else on Windows... Dwedit's is DOS-based...

At this point, it would be not very useful to port it, because the functionalities are limited, but I'm ready to lend a hand to anyone who needs help with algorithms. I'm thinking about buying a Mactel (Mac with Intel chip) anyway, and with it, I can compile what is called a "Universal Binary". I don't know exactly how it works, but it's supposed to make porting easier...
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6282 days
Last view: 6282 days
Posted on 08-27-06 03:33 AM Link | Quote
Good news !

ZII Map Editor and ZII Game Editor are now merged, and I kept the latter name. The overworld editor now uses the graphics data from the ROM, and key areas are displayed. The Game Data window lets you change magic, levels, text, beginning values and some other stuff...



Download ZII Game Editor here ...
Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6289 days
Last view: 6285 days
Skype
Posted on 08-28-06 03:52 PM Link | Quote
Originally posted by KeiiChi Kun
There's already a Zelda II editor for windows, unless this one is vastly better then I don't think it's neccessary to waste time porting one.


It is vastly better, the Windows one if for DOS, and seems terribly glitchy.
the_icepenguin

Bit








Since: 05-28-06

Last post: 6282 days
Last view: 6282 days
Posted on 08-28-06 04:07 PM Link | Quote
I think Dwedit's editor works fine... It is buggy, but it's still great!


I will have a mac soon so I can't wait to see what your editor can REALLY do!!

hehe...
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6282 days
Last view: 6282 days
Posted on 08-28-06 04:57 PM Link | Quote
Yeah, but DWEdit's takes care of towns and palaces also...

But, Shadic, be assured I understand what you mean. When I started NES hacking a few years ago, I was somewhat isolated because there was almost nothing available for Mac (Mac OS 9 at that time). While there were lots of editors for DOS/Windows, I had to do everything using a simple Hex Editor...

That said, I think there are plenty of talented Windows programmers out there, but it's true that Zelda II is not the most popular game, let alone the most popular Zelda game. I program in Objective-C, so anyone doing C (or any derivative) could translate my code relatively easily...

Arthus was working on Sword, but it seems like he suspended his work. He told me he couldn't find a way to load the tiles from the ROM. Many people tried to solve his problem, but to no avail. I tried too, but I'm not very familiar with Visual Basic...

I think he started a topic about this on the Programming section of the board...

If I can find the time to learn Windows programming in the future, I may try to make a port of my editor eventually...
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6282 days
Last view: 6282 days
Posted on 08-29-06 06:38 PM Link | Quote
All right people...
New version, 1.11, is out !

I added a prompt that asks if you want to save, so you don't lose your work if you quit the prog (thanks to Raccoon Sam). I also added an option that lets you export the current region as a TIFF image file. The export doesn't include purple squares...

Download ZII Map Editor 1.11 here ...
the_icepenguin

Bit








Since: 05-28-06

Last post: 6282 days
Last view: 6282 days
Posted on 08-29-06 10:33 PM Link | Quote
Trax,

Have you found a way to relocate Palace 6 and Hidden Kasuto?

I'm still searching.
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6297 days
Last view: 6283 days
Posted on 08-29-06 10:57 PM Link | Quote
Okay, this is nice and all... *drums fingers* But seriously, will you be porting this to Linux, or do we poor Linux hackers have to be shafted yet again?
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6282 days
Last view: 6282 days
Posted on 08-30-06 12:47 AM Link | Quote
Originally posted by Trax
All right people...
New version, 1.11, is out !

I added a prompt that asks if you want to save, so you don't lose your work if you quit the prog (thanks to Raccoon Sam). I also added an option that lets you export the current region as a TIFF image file. The export doesn't include purple squares...

Download ZII Map Editor 1.11 here ...



Great job!
But why TIFF? PNG is many times better...
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6282 days
Last view: 6282 days
Posted on 08-30-06 05:33 PM Link | Quote

Have you found a way to relocate Palace 6 and Hidden Kasuto?

I did a little search when I was testing palace pointers, but I did not find anything good. I tried to replace the 6th palace's desert unit by another kind of terrain. The palace appears, but no chime. Nothing more. As for Kasuto, I did not search this way...


Okay, this is nice and all... *drums fingers* But seriously, will you be porting this to Linux, or do we poor Linux hackers have to be shafted yet again?

To be frank, I don't know Linux at all. So I guess if you want a Linux version, it'd be better to ask someone else for a port. I know it's disappointing, but I can't do much about it. I'm ready to share and explain my source code with anyone who does C. I used to wait for Mac ports in the past, with few results. So I decided to do it myself...


But why TIFF? PNG is many times better...

I'd say it's not necessarily better, but just for different use. PNG is made for sharing and has a very good compression ratio, indeed. TIFF is more adapted to printing purposes and resolution-independant display.

I use TIFF because it's a natural format for the Cocoa framework. Actually, I think it has no included support for PNG. Of course, I could integrate a PNG library. But ZII is not a picture processing software. Photoshop is. For a function that was made in less than 30 minutes, I think it's a good bonus feature. If you want a PNG, throw the file in Graphic Converter or Preview and do the conversion yourself...

Anyway, for the next versions, you can expect to be able to move key areas, maybe some more game data, and I'll begin coding a scrolling area editor...
the_icepenguin

Bit








Since: 05-28-06

Last post: 6282 days
Last view: 6282 days
Posted on 08-30-06 05:44 PM Link | Quote
Originally posted by Trax
I did a little search when I was testing palace pointers, but I did not find anything good. I tried to replace the 6th palace's desert unit by another kind of terrain. The palace appears, but no chime. Nothing more. As for Kasuto, I did not search this way...



That's weird. When I replaced the 6th palace with another type of terrain, it didn't even work!

I will continue to search for the area pointers for Palace 6 and New Kasuto...
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6282 days
Last view: 6282 days
Posted on 08-31-06 02:36 AM Link | Quote
After some testing, I got these results :

Forest : the palace appears, no chime, but can't enter the palace...
Spider : the palace appears with a chime, can be entered, but if you get caught by a demon when stepping on the tile, you enter an action area (which is not normal)...

Then, I realized that Forest and Spider (besides Desert) are the two other terrains that transform to something else in some way. The Spider transforms into Desert when you blow the flute, and Forest transforms into Town when you cut it... Ah yeah, I just remembered that Rocks turn into Desert too...
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