Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,482,870
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-25-24 06:45 PM
Guest: Register | Login

0 users currently in ROM Hacking Related Releases | 1 guest

Main - ROM Hacking Related Releases - Black Magic version 0.09 alpha release New thread | New reply


MathOnNapkins
Posted on 07-15-09 10:40 PM Link | Quote | ID: 110590


Super Koopa
Level: 62

Posts: 692/842
EXP: 1935405
Next: 49281

Since: 02-19-07
From: durff

Last post: 4487 days
Last view: 4011 days


Finally!

Black Magic is an editor for The Legend of Zelda: A Link to the Past, on the Super Nintendo Entertainment System. Its philosophy is to provide data expansion whenever realistically possible, circumventing the limits of the original game through expansion of the size of the ROM image. It seeks to provide ways to avoid arbitrary, hard to spot ROM corruption by making most data changes visible as text files. It seeks to provide intuitive ways to import and export different types of data between different ROM images.

This is the first major release of Black Magic, and while it is still missing quite a few features, it represents a large step forward from previous builds.

v0.09a changes:

1. Fixed sprite loading and item loading.
2. Changed overworld editing mode buttons to bitmapped checkboxes that stay down to indicate which mode is active.
3. Right click menus for the select objects and handling thereof (hflip, vflip, palette changes).
4. Sprites and Items numbers can now be changed. (Enter two consecutive hex digits to see a change)
5. Graphics exporting has been corrected.
6. Overworld Map navigation by holding Ctrl and clicking near the edge of the map to go to other areas.
7. Everything I've ever coded for Black Magic b/c this is the first readme file I've done for it.

v0.09a stuff that is known to not work

1. Don't bother messing with the overworld exits (the white markers), changes to those won't save in the ROM or the assembler files (hooks.asm and owData.asm).
2. The tile drawing mode only supports tiles that are already found on the map. Be patient, I'll have support for arbitrary tiles in the next release.

v0.10a planned changes:

1. 8x8 tile palette and hflip / vflip / palette controls for draw tile mode.
2. Investigate switching Text and Dungeon editing changes to use assembler rather than raw binary writing.
3. Graphics Importing
4. Minimap Navigation for Overworld
5. Custom Object editor
6. Additional stock objects - whatever's feasible, but entrances primarily

If it all sounds good, give it a look and download.

Download



____________________
Zelda Hacking Forum
hobbies: delectatio morosa

koala_knight
Posted on 07-16-09 12:17 AM Link | Quote | ID: 110591


Buzzy Beetle
Level: 44

Posts: 308/384
EXP: 591207
Next: 20078

Since: 06-01-07
From: Miami

Last post: 4125 days
Last view: 4112 days
Looks very promising! I look forward to seeing the development of this tool!

Kawa
Posted on 07-16-09 05:11 PM (rev. 2 of 07-16-09 05:41 PM) Link | Quote | ID: 110678


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 138

Posts: 2085/5344
EXP: 30943209
Next: 719772

Since: 02-20-07
From: The Netherlands

Last post: 4497 days
Last view: 2632 days
I just downloaded this and a rom to test it on. I feel... curious.

In the overworld edit mode, I find it humorous to see that hovering over the map shows a screenshot in the overworld toolbar window (which isn't really a "toolbar" at all, is it?), which includes the menu bar and parts of my desktop. Oops?

____________________
Wife make lunch - Shampoo
Opera - give it a spin
Spare some of your free time?
<GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered
Kawa rocks — byuu

MathOnNapkins
Posted on 07-16-09 06:09 PM Link | Quote | ID: 110681


Super Koopa
Level: 62

Posts: 693/842
EXP: 1935405
Next: 49281

Since: 02-19-07
From: durff

Last post: 4487 days
Last view: 4011 days
It's supposed to show the current 32x32 tile, but yeah, if the tool window is nearby it will pick up some of that. Never seen parts of the desktop get into it though... In any case, I never really understood why this happens, but I haven't bothered to try to fix it yet. I wouldn't think that the device context for the map window would contain graphical data from windows that hover above it.

Here's the code in the WM_MOUSEMOVE handler that updates that little window.



HWND zoomWnd = GetDlgItem(game->toolDlg, IDC_MAPTILES);
HDC srcDC = GetDC(game->pictWin); // the main map window
HDC destDC = GetDC(zoomWnd);

// ---------------------------------------

// magnifies the current map32 tile by 4x and sends it to a view window
StretchBlt(destDC,
0, 0,
128, 128,
srcDC,
x32 , y32,
32, 32,
SRCCOPY);

ReleaseDC(game->pictWin, srcDC);
ReleaseDC(zoomWnd, destDC);



____________________
Zelda Hacking Forum
hobbies: delectatio morosa

Kawa
Posted on 07-16-09 06:13 PM Link | Quote | ID: 110682


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 138

Posts: 2086/5344
EXP: 30943209
Next: 719772

Since: 02-20-07
From: The Netherlands

Last post: 4497 days
Last view: 2632 days
Yeah, point is, that's how screenshots are made.

The toolwindow is in this case not overlapping the main window. I point at a tile near any edge of the client area, and it'll blit that entire rectangle, even though it covers out-of-map areas.

It's really more of an on-screen magnifier as it is now.

What I'd do, personally, is check which tile you're pointing at, then use that info to draw it in the toolwindow. As a tile, not a screenshot.

Doing it as a screenshot also looks weird in that animated tiles aren't animated in the toolwindow -- you take a snapshot of the current frame, after all.

____________________
Wife make lunch - Shampoo
Opera - give it a spin
Spare some of your free time?
<GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered
Kawa rocks — byuu

Main - ROM Hacking Related Releases - Black Magic version 0.09 alpha release New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.019 seconds. (327KB of memory used)
MySQL - queries: 47, rows: 62/63, time: 0.015 seconds.