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Acmlm's Board - I3 Archive - ROM Hacking - Burai Fighter DLX - Support | New poll | | |
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hackDLX Newcomer Since: 05-11-06 Last post: 6713 days Last view: 6713 days |
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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 |
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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: 6431 days Last view: 6431 days |
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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. |
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optomon Rat Since: 02-12-06 From: California Last post: 6434 days Last view: 6433 days |
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Burai Fighter...
I never believed that anyone would have bothered with that game. |
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Kyoufu Kawa Intends to keep Rom Hacking in one piece until the end Since: 11-18-05 From: Catgirl Central Station Last post: 6430 days Last view: 6430 days |
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Originally posted by HyperMackerel...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... |
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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: 6431 days Last view: 6431 days |
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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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