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Main - ROM Hacking Related Releases - Monster Rapist (new utility) New thread | New reply

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Jomb
Posted on 08-10-10 12:10 PM Link | Quote | ID: 134164


Shyguy
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Hell yea! This is exactly the sort of information I can use.

Master Higgins - I believe the slow loading times when editing levels has to do with filling in all the graphical data for all possible things all at once, with the inability to use directx or any sort of API (directx fails to work for me in my version of C++ ever since my xp computer died and i had to get a vista one). I could possibly speed up very slightly by only loading the column options which are currently viewable, but then you'd get this slowdown as you scrolled through them instead.
The editor reads the entire ROM into RAM and holds it there, only writing it back to disk when you tell it to save.
Hitting toggle pallette caused it to have to redraw everything again, which is why there is a delay.

I'm working on doorways at the moment, and i have an unofficial version of this editor built which will allow doorways to be shown and moved around. I have the info figured out for how to change where each doorway leads to, i just havent programmed it in yet. Enemy data like this is exactly the thing i had on my wishlist for what to do next. I may move slightly slow due to things coming up in my regular life which i must attend to, but this will definitely be added into the editor.

Stifu
Posted on 08-10-10 02:18 PM Link | Quote | ID: 134165


Cobrat
Level: 56

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What is the editor written in, out of curiosity?

Jomb
Posted on 08-10-10 02:37 PM Link | Quote | ID: 134166


Shyguy
Level: 22

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C++

Jomb
Posted on 08-16-10 03:31 PM Link | Quote | ID: 134474


Shyguy
Level: 22

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Since: 05-03-07
From: Purgatory

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Just to let everyone know, I've updated this editor to version 1.3.
This version allows for editing of doorways, both the ability to move them on the map, and to change where/what they lead to.

get the new editor and details about how it works here: Monster Rapist 1.3

CKY-9K
Posted on 08-26-10 09:40 PM Link | Quote | ID: 134890


Pokey
Level: 57

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Since: 06-27-07
From: cKy

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Is he a dinosaur or a dragon? Cause it's a dinosaur, then I'm guessing he must be a megasoreass!

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Jomb
Posted on 09-02-10 05:35 AM Link | Quote | ID: 135218


Shyguy
Level: 22

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Since: 05-03-07
From: Purgatory

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Unfortunately i think its a monster...

I worked on this some more and about broke my brain, but i got it now so that you can edit the sprites in the game, you can rearrange them however you want, you can change teh draw mode of each tile, the pallette of each tile, which tiles comprise the sprite...
And the other thing i added in was the ability to actually remove tiles from one sprite and add new tiles to another with the space you saved. It broke my brain but it seems to actually work. I figure people can use this to make a sprite larger obviously, or to layer tiles to get the effect of using extra colors.
Also there are a few odd sprites that show up which i dont remember seeing in the game. For example, on round 6 there is a large lemon sprite. Why i dont know.

Jomb
Posted on 10-15-10 06:42 PM Link | Quote | ID: 136958


Shyguy
Level: 22

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EXP: 57381
Next: 969

Since: 05-03-07
From: Purgatory

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To keep everyone updated, I'm still hard at work raping monsters.

I now have lots of game mechanic changes which can be made to the game within the editor, and i have bosses editable in many ways (for example, you can change their starting location, life, how they animate, how fast they animate, how fast they move, alter the size/shape of their collision detection field, etc.). I'm working on making regular enemies equally editable at the moment, and will likely incorporate the findings Master Higgins had about regular enemies integrated into the editor at some point in the future.

At this point i would say that, besides the music/sound (with a couple odd exceptions, i know how to change the music that plays after you change into bert), this editor will be able to allow a relative ROM-hacking novice to make a complete game make-over of Monster Party.

Kiokuffiib11
Posted on 10-16-10 04:47 PM Link | Quote | ID: 137005


Porcupo
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Since: 07-10-09
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Nice work. And I'm sure there's stuff in there that they didn't put into the game. It happens all the time. They plan on putting something into it, then don't.

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Celice
Posted on 10-19-10 10:54 PM Link | Quote | ID: 137142


Buzz Blob
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Since: 04-06-07
From: Oroville, CA

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Yeah, it sure is sounding like this editor is gonna basically turn the game into a game-engine Which is what I always liked about romhacking--making something new out of something old.

Cool work.

Jomb
Posted on 11-20-10 09:28 AM Link | Quote | ID: 138020


Shyguy
Level: 22

Posts: 78/81
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Since: 05-03-07
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Status update:

I have enemies placable on the rounds now. MasterHiggins work was not the whole story. As it turns out what he found was where you place a pre-defined enemy down. These definitions are put together elsewhere in the ROM. Basically you make a preset list of enemy type/item/Y coord, then you place these down on the levels. It is possible to place an enemy down on a round it dont belong on. It will have jumbled sprites, but this is very fixable if you are determined to do it. There is one enemy in the game which isnt actually used by the game anywhere. This mystery enemy just paces back and forth and is generally very easy to kill. I'm not sure what sprites it was meant to use. Perhaps it was the lemon of round 6?

I also have found out how to set the properties for each level block. For example, you can make a block act as a platform, water, spikes, etc. This will allow us to place these kinds of blocks on levels they dont usually belong on.

I've also been able to change how some of the enemies behave. I'm still looking into this.

I should be ready to put out a new public version soonish. Definitely this editor can be used to make a game completely unrecognizable from Monster Party out of Monster Party.

Kiokuffiib11
Posted on 11-20-10 05:53 PM Link | Quote | ID: 138028


Porcupo
Level: 40

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Since: 07-10-09
From: Marquette, Michigan

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Posted by Jomb
Status update:

I have enemies placable on the rounds now. MasterHiggins work was not the whole story. As it turns out what he found was where you place a pre-defined enemy down. These definitions are put together elsewhere in the ROM. Basically you make a preset list of enemy type/item/Y coord, then you place these down on the levels. It is possible to place an enemy down on a round it dont belong on. It will have jumbled sprites, but this is very fixable if you are determined to do it. There is one enemy in the game which isnt actually used by the game anywhere. This mystery enemy just paces back and forth and is generally very easy to kill. I'm not sure what sprites it was meant to use. Perhaps it was the lemon of round 6?

I also have found out how to set the properties for each level block. For example, you can make a block act as a platform, water, spikes, etc. This will allow us to place these kinds of blocks on levels they dont usually belong on.

I've also been able to change how some of the enemies behave. I'm still looking into this.

I should be ready to put out a new public version soonish. Definitely this editor can be used to make a game completely unrecognizable from Monster Party out of Monster Party.


You're maing awesome progress. I'm sorry I fell through on the title graphics thing.

I think at least you can change a few of them, just not all of them with the info I gave.


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Jomb
Posted on 11-20-10 07:27 PM (rev. 4 of 11-20-10 08:23 PM) Link | Quote | ID: 138030


Shyguy
Level: 22

Posts: 79/81
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Since: 05-03-07
From: Purgatory

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Oh, about the title screen. When i figured out how to change the sprites that includes the ones which walk across the title screen, so you can pretty much do whatever you want with them that way.

Additionally i found out how to adjust the delay between monsters walking across the title screen and thats already included in the editor.

If anyone wants to see how it is now, here is a link to the latest unofficial build:

Monster Rapist 1.92

Kiokuffiib11
Posted on 11-20-10 08:20 PM Link | Quote | ID: 138032


Porcupo
Level: 40

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Since: 07-10-09
From: Marquette, Michigan

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Last view: 1927 days
Posted by Jomb
Oh, about the title screen. When i figured out how to change the sprites that includes the ones which walk across the title screen, so you can pretty much do whatever you want with them that way.

Additionally i found out how to adjust the delay between monsters walking across the title screen and thats already included in the editor.

If anyone wants to see how it is now, here is a link to the latest unofficial build:

Monster Rapist 1.92


Nice! yay!

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Jomb
Posted on 08-22-11 12:56 PM (rev. 2 of 08-22-11 12:57 PM) Link | Quote | ID: 146450


Shyguy
Level: 22

Posts: 81/81
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Since: 05-03-07
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It's been many months since I said anything about this here. I was hard at work, and now it's up to version 2.0, which I think is likely to be the final version.

The changes are too numerous for me to even remember them all, but here are some of the major ones since last time I posted a new version here:

-Now there it has a sprite editor. You can rearrange all the sprites in the game, you can change which palette each tile uses and what it's draw style is. Furthermore, you can remove a tile from one sprite, then add it to another sprite as a new tile.

-All the enemies and bosses in the game can be edited, you change practically everything about them from where they start at, how much life they have, how fast they animate, what item they are carrying, you can change their collision detection information making them larger or smaller, how many points they are worth if defeated, what type of projectile they have if they have one and how it behaves.

-You can now view where enemies are on the round maps, and move them around. You can even place enemies on rounds they dont normally belong on (though this will require some sprite work to make them look right)

-There is now a place in the editor to arrange the tiles for the static screens of the game (such as the title screen), and most of them can also have their palette arrangements changed.

-You can now edit how any block on the level maps behaves by changing it's perceived type. For example, you can make any block be a platform, a spike, water, a doorway, etc.

-There are now thousands of gameplay hacks you can apply to the game which do anything from making Mark jump higher, have a longer bat, crawl or walk faster or slower. These hacks can also be used to make bizarre and crazy behavior in the game, for example its possible to make the imp on round 7 telekinetically throw mark around the screen, or the minotaur boss on round 3 pull you to him to attack.

-basically this is now a platform to make a new game based on Monster Party engine instead of just being a level editor.

some new screenshots:






Get Monster Rapist 2.0 here: http://badderhacksnet.ipage.com/badderhacks/index.php?option=com_content&view=article&id=233:monster-rapist-10&catid=25:game-editors&Itemid=14
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Main - ROM Hacking Related Releases - Monster Rapist (new utility) New thread | New reply

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