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Main - ROM Hacking Related Releases - ZII Game Editor 1.14 | New thread | New reply |
Trax |
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Yellow Stalfos Level: 71 Posts: 59/1145 EXP: 3035803 Next: 131311 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Well, ZII Game Editor is an editor for Zelda II on the NES...
And version 1.14 is OUT! And the version history: The most significant change is the key areas, of course. You can change their location and pretty much any flags for which we know the use: world number (example: 4 means towns), map number (0-62) and a bunch of other flags for various options... Now when you level up, the two-bytes number in data form is used to modify the regular character form displayed in the level-up menu. The remaining changes are details... Yet, the app doesn't take care of the palace pointers, mainly because I still think there is unknown data related to them, like the palaces vertical order and the number of palaces present in each world. So even if you change the map slightly, you will likely get weird results if one or more palaces turn to stone. You have to do it by hand... Questions and comments are welcome... |
Raccoon Sam |
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Cobrat Level: 56 Posts: 292/672 EXP: 1380029 Next: 18147 Since: 02-19-07 From: Hi Last post: 3467 days Last view: 2699 days |
What happened? I thought you made this thread already.
Great job nonetheless. You should do some changes to the dialog editor. You can't edit the intro text, which is probably the longest and most important stringbunch in the game. Also, you can still input cuhraazy characters such as Ä, Ö, @ and Ç in which will result glitches. You should have the font CHR bank to be displayed for reference (I'm going to implement Ä and Ö, probably by overwriting some tiles near the font for my Translation hack.) ____________________ |
Trax |
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Yellow Stalfos Level: 71 Posts: 63/1145 EXP: 3035803 Next: 131311 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
The forum "rolled back", so messages were deleted...
Yeah, that would be a good idea. I've been thinking about a kind of escape character style of implementation for a while, where you could enter any tile code preceded by a backslash "\", and the prog would use that code as is. This would make any translation much easier if you happen to swap characters around or squeeze extra characters somewhere in the corresponding CHR bank... |
Ice Penguin |
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Popo Level: 51 Posts: 327/539 EXP: 991244 Next: 22694 Since: 02-20-07 From: Kasuto Last post: 4788 days Last view: 4788 days |
Posted by Trax Not sure if you knew this, but if you change that value, the Thunderbird Boss fight will glitch. I can't test it with your editor, so I thought I would let you know. |
Trax |
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Yellow Stalfos Level: 71 Posts: 73/1145 EXP: 3035803 Next: 131311 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Yeah, I knew it, you added this detail to Data Crystal. But since the data was available, I added the field anyway, along with some others. Programmatically speaking, it was not a big deal...
Right now, I'm focusing on Side Scrolling Areas editing and Enemy AI variables... |
Raccoon Sam |
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Cobrat Level: 56 Posts: 302/672 EXP: 1380029 Next: 18147 Since: 02-19-07 From: Hi Last post: 3467 days Last view: 2699 days |
Posted by Trax Which reminds me, the Side Scrolling Area Viewer window can be located within the NIB files. Did you leave that in intentionally to tease us? ____________________ |
Trax |
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Yellow Stalfos Level: 71 Posts: 87/1145 EXP: 3035803 Next: 131311 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Huh oh, my app was infiltrated...
But hey! You're not supposed to open packages without permission! Heheh, anyway yes, I started working on the scroll view editor before releasing version 1.14, and since I only use one NIB file, I didn't go through the trouble of removing the window just for the release. Take it as part of "mysterious dummied data" that lurks in the prog's bundle... Wooo... |
Main - ROM Hacking Related Releases - ZII Game Editor 1.14 | New thread | New reply |
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