Points of Required Attention™
Friendly reminder: Please don't respond to spammers! Their posts inevitably get memory-holed when staff get around to, leaving behind an inexplicable tableau of you shouting at nothing and (if they otherwise would have been alone in a thread) dangling posts and wrong postcounts.
Views: 45,754,754
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 09-24-17 09:26 PM
Guest: Register | Login

0 users currently in ROM Hacking Related Releases | 1 guest

Main - ROM Hacking Related Releases - "Groen" - Bionic Commando editor (V4 release) New thread | New reply

Pages: 1 2

Matrixz
Posted on 07-11-11 07:10 PM (rev. 7 of 12-03-12 09:31 PM) Link | Quote | ID: 144844


Ninji
Level: 33

Posts: 178/225
EXP: 208697
Next: 20482

Since: 04-07-07
From: Norway

Last post: 700 days
Last view: 49 days
** Download V4 **

edit: V4 release.

The editor has been updated, and a lot of improvements has been done everywhere. This will most likely be the last update of Groen.. because i want to move on and prioritize other projects and hobbies. If there's critical bugs, i will probably do updates with fixes.

Here is the long list of updates:
  • Added Main Map editor (access by menu: Tools/Main Map Editor)
  • Added Area Editor (allows changing a couple of Area-specific variables. access by menu: Tools/Area Editor.)
  • Added Tile editor in Tile allocation mode.
  • Heavily improved "Data management" mode. The functionality of it is complete (for the data types featured), and it has been tested a good deal.
  • Added an editor in Miscellaneous mode for changing items in Neutral Area chambers (including Flare Bomb, Machine Gun, communicators Beta, Gamma and Delta.)
  • Added a Menu, along with some new file functions ("Open ROM", "Revert" and "Save As".)
  • Changed the base GUI, removed the "Room Selector" / "SAVE" buttons and placed those features in the menu instead.
  • Made it so the Map Layout editing mode synchronize Rooms which use the same Pointer, Height and Width. This way, when a Room's Width or Height is changed,
    the Rooms that shares pointer (BG graphics look identical) becomes synchronized to the changes. (This should remove frustrations with using
    those functions for certain Rooms, which would pretty much make every Room that shared its pointer, un-editable/corrupt).
    The synchronized Room Ids (if any) are displayed in a Edit control in the Map Layout GUI.
  • Fixed a bug with pointer table handling, which would (among other possible things) cause pointers to become wrong/off when increasing
    Room Height in Map Layout mode. (in other words, a Room besides the one you incresed Height for would become corrupted in earlier versions.)
  • Enhanced the Map editing mode GUI:
    • Changed the selection grid functionality and looks.
    • Made new bitmaps for "Physics" properties selector.
    • Added a graphical representation of the Tile32 blocks generated, which is updated as you edit the map. If there isn't enough space to
      generate Tile32 blocks for the whole map, the display is shaded in red.
    • Added a list showing the Room Ids that shares Tile32 data with the current Room.
    • The editor displays a status message (under "Editing status:") when Tile32 block limit (146) has been exceeded.
    • Added an option to show sprite of Rad below mouse when you press Shift. Only his "aim bionic arm diagonally" sprite is programmed in though.

  • Transformed the editor's setup of hard-coded data, and list text files in the base folder, to a new module system where it loads all
    those things from a YAML file + the text files, from a chosen folder in the "modules" subfolder of the editor.
    This gives hackers the means to change the ROM offsets that the editor uses, and other kinds of datas.
  • Added a auto-scrolling function in Unit placement mode for when a Unit is being moved, where it scrolls when you move the mousepointer to or
    outside the border of the Room display.
  • Changed Unit moving with mouse so that the relative difference between the point of button-click and the unit's coordinates are taken into
    account when units are moved.
  • Reprogrammed Room Selector to not cause memory usage spikes when the room previews are drawn.
  • For the sprites that have NES sprite simulation, fixed the addresses for those for the Top Secret module, so sprites don't look corrupted anymore
    for the Japanese ROM.
  • Finished Room Id name list, and improved Unit Id name list.
  • Various bug-fixes.
  • Various corruption-prevention / safety mechanisms implemented. For example, Room Ids with "00" as Height and Width values can't be used in
    Map Layout / Map editing modes (without fixing them in Data Management). Also, when the Map Layout data refers to screen indexes past the
    allocation list size, the Map editing mode will show them as faded and you won't be able to (accidently or not) edit those screens.


- Screenshots (click on them to see full image) -

Improved Map Layout mode.

Improved Map editing mode.

Improved Data management mode.

Main Map editor, as it looks finished.

Tile Allocation mode, now with tile editor.




Initial release:
** Download V1 **

Screens:


Currently, there is a map editor, a palette editor, and a map screen allocation editor. The map editor uses a system that allows you to edit the map as a grid of 16x16 pixel units (Tsa). In the actual rom, the map is made up of 32x32 units, like with Mega Man 1 and other Capcom games. The map editor works similar to the "SBD Editor" i did in MegaFLE. The editor is not really ready for making complex hacks yet.

When making changes with the map editor ("Map" tab), please note that to save changes, you must first click "WRITE DATA", the button in the lower-left corner, then "SAVE".

It is being written in Visual C++. This is the first project in a C language that im releasing publically, so.. i hope it runs? The source code is included.

As for the name.. Groen is Dutch for Green, which is a color i just associate with "Bionic", plus green is the hero's colors.

mickevincent
Posted on 07-16-11 05:07 PM Link | Quote | ID: 145043


Leever
Level: 30

Posts: 131/193
EXP: 158577
Next: 7292

Since: 02-26-08

Last post: 952 days
Last view: 177 days
This is very nice, makes me wanna make a future bionic commando hack will a tile editor/viewer come in a future update?

Kawa
Posted on 07-16-11 05:10 PM Link | Quote | ID: 145044


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 128

Posts: 4934/5344
EXP: 24299349
Next: 82351

Since: 02-20-07
From: The Netherlands

Last post: 2092 days
Last view: 228 days
I must be one of few people here who can pronounce this editor's name correctly, then. Looking good though, good job.

____________________
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

Matrixz
Posted on 07-17-11 12:00 PM Link | Quote | ID: 145122


Ninji
Level: 33

Posts: 179/225
EXP: 208697
Next: 20482

Since: 04-07-07
From: Norway

Last post: 700 days
Last view: 49 days

will a tile editor/viewer come in a future update?

would a tile editor help hacking? if so, then yes.
This is what i have in progress: http://matrixz127.comoj.com/share/tilealloc.jpg
I will add a tile editor there.

mickevincent
Posted on 07-17-11 01:07 PM Link | Quote | ID: 145123


Leever
Level: 30

Posts: 132/193
EXP: 158577
Next: 7292

Since: 02-26-08

Last post: 952 days
Last view: 177 days
alright, cool

Googie
Posted on 08-08-11 04:18 AM Link | Quote | ID: 145753


Giant Red Koopa
ROM Hacking is life!
Level: 70

Posts: 730/1308
EXP: 2943094
Next: 72717

Since: 02-19-07
From: The Boogie Down Bronx

Last post: 13 days
Last view: 5 days
Looks pretty cool, gonna have to give this a spin to see if I can get my gears working.

Matrixz
Posted on 11-28-11 01:29 PM Link | Quote | ID: 148598


Ninji
Level: 33

Posts: 197/225
EXP: 208697
Next: 20482

Since: 04-07-07
From: Norway

Last post: 700 days
Last view: 49 days
Bump.. Time for a new release.

Groen V2 download: http://matrixz127.comoj.com/share/Groen_V2.zip

You can now fully edit a Room's physical layout. You can also move entrance doors, and change where exit doors lead to, but not where the exit doors are placed. You can edit the level's palette and change how background tiles are loaded (but not edit them).



Have fun.

Googie
Posted on 11-30-11 01:06 AM Link | Quote | ID: 148610


Giant Red Koopa
ROM Hacking is life!
Level: 70

Posts: 780/1308
EXP: 2943094
Next: 72717

Since: 02-19-07
From: The Boogie Down Bronx

Last post: 13 days
Last view: 5 days
An update cool, thanks for the heads up!

Matrixz
Posted on 03-07-12 07:59 PM Link | Quote | ID: 150377


Ninji
Level: 33

Posts: 203/225
EXP: 208697
Next: 20482

Since: 04-07-07
From: Norway

Last post: 700 days
Last view: 49 days
Hello Board2. Groen (Bionic Commando editor) is ready for a new release. The most significant addition is a working Unit editor. Take a peek..

Unit editor screenshot 1
Unit editor screenshot 2
Unit editor screenshot 3
Updated Palette view
Data management view
Music tuner.

You can now also change what music is loaded for each Room as shown above.

Download: http://matrixz127.comoj.com/share/Groen_V3.zip

There are two binaries, one for Bionic Commando and another one for Top Secret (Japanese version).

Source code is included, like last time.

snarfblam
Posted on 03-11-12 06:00 PM (rev. 3 of 03-12-12 01:47 AM) Link | Quote | ID: 150413


Tektite
Level: 16

Posts: 2/54
EXP: 17855
Next: 2401

Since: 03-10-12

Last post: 1464 days
Last view: 414 days
This looks pretty sweet. I actually had a BC editor coming along until my HD failed.

I'm having a problem, though.



That happens when I select a ROM. I don't see a suggested ROM version/revision/CRC/MD5, but I tried (E), (U), and (U)[!], with both Groen 2 and 3. The error message isn't very informative. Maybe I'm missing runtime libraries? I'm running Xp x64, in case that matters.

Matrixz
Posted on 03-11-12 07:07 PM Link | Quote | ID: 150415


Ninji
Level: 33

Posts: 205/225
EXP: 208697
Next: 20482

Since: 04-07-07
From: Norway

Last post: 700 days
Last view: 49 days
If you are missing run-time files, this should install the latest ones for Visual C++ 6.0:
http://download.microsoft.com/download/vc60pro/Update/1/W9XNT4/EN-US/VC6RedistSetup_enu.exe

Im surprised there's been yet another attempt at a BC editor. I know of two others,"Bionic Commando editor" by TheAlmightyGuru and another one that was named "GraouBC". The latter had some map editing, but it has disapeared from the net.

snarfblam
Posted on 03-11-12 08:06 PM Link | Quote | ID: 150420


Tektite
Level: 16

Posts: 4/54
EXP: 17855
Next: 2401

Since: 03-10-12

Last post: 1464 days
Last view: 414 days
I'm not sure that the redistributable is installing correctly. It unpackages a self-extracting archive which I then tried to run and nothing seemed to happen. I checked and I seem to have the relevant DLLs installed anyways, so I don't think that's the issue. So I have no idea.

My editor got as far as showing whole areas with sprites. It couldn't actually edit, but all the data was loaded and organized, so all I had to do was connect the mouse clicks to the code. You would think I've learned my lesson, but I'm still terrible about backing up important things.

Mike-Tech
Posted on 03-11-12 08:20 PM Link | Quote | ID: 150421

Banned until further notice.
Backseat moderation, picking fights with staff and users and general unpleasantness.
Level: 61

Posts: 159/971
EXP: 1866467
Next: 10129

Since: 04-25-07
From: 90 degrees of north bridge

Last post: 583 days
Last view: 98 days
Posted by snarfblam
I'm not sure that the redistributable is installing correctly. It unpackages a self-extracting archive which I then tried to run and nothing seemed to happen. I checked and I seem to have the relevant DLLs installed anyways, so I don't think that's the issue. So I have no idea.

My editor got as far as showing whole areas with sprites. It couldn't actually edit, but all the data was loaded and organized, so all I had to do was connect the mouse clicks to the code. You would think I've learned my lesson, but I'm still terrible about backing up important things.


Which version are you using by chance and what os are using to run the editor ?
http://www.microsoft.com/download/en/details.aspx?id=8328
If your running 2005 version of c++ redistributable give 2008 sp1 or 2010 version a run and see if will run more smoothly.



____________________

snarfblam
Posted on 03-12-12 12:58 AM Link | Quote | ID: 150430


Tektite
Level: 16

Posts: 5/54
EXP: 17855
Next: 2401

Since: 03-10-12

Last post: 1464 days
Last view: 414 days
Tried it. No luck! I'm not so sure the issue is the dependencies. I wish the error was a little more informative. I really can't make sense of it.

I'm running XP x64. I'd try running it on a more "normal" OS, except this is all I have handy.

Mike-Tech
Posted on 03-12-12 04:19 AM Link | Quote | ID: 150432

Banned until further notice.
Backseat moderation, picking fights with staff and users and general unpleasantness.
Level: 61

Posts: 160/971
EXP: 1866467
Next: 10129

Since: 04-25-07
From: 90 degrees of north bridge

Last post: 583 days
Last view: 98 days
Hmm, there is a way to run it, but we can't discuss torrents here.
If you can grab a windows 7 home oem disk somewhere, run the installtion and use 30 day trial mode without key.
Install the visual basic package again and see what happens, if it still does this, the author might want to check the editor and see why it won't open the rom. :|

____________________

snarfblam
Posted on 03-12-12 11:06 PM Link | Quote | ID: 150435


Tektite
Level: 16

Posts: 6/54
EXP: 17855
Next: 2401

Since: 03-10-12

Last post: 1464 days
Last view: 414 days
To be honest, I'm not exactly dying to edit Bionic Commando. I'd like to take the editor for a whirl, just to check it out, but I'm not about to install a new OS just to run the editor. I tried multiple compatibility modes, which didn't help. If I had VS6 I'd try to compile it and run it myself, but I don't.

I've tried three ROMs with each version of the editor, one of which matches NesCartDB's CRC32 (for a headerless ROM).

So if it's not the DLLs, and it's not the ROM, my only guess is there's a compatibility issue with XP x64. If it works on XP and it works on 7 it should work on XP x64, but things don't always happen the way they should. I'm over it.

Matrixz
Posted on 03-14-12 01:37 AM Link | Quote | ID: 150451


Ninji
Level: 33

Posts: 206/225
EXP: 208697
Next: 20482

Since: 04-07-07
From: Norway

Last post: 700 days
Last view: 49 days
I've found a bug that might be what caused the error, it breaks if the ROM you try to open is in a different path than the editor. I have fixed it and updated the zip. You could also just use the old files and copy the ROM to the same location as the EXE.

Link, again: http://matrixz127.comoj.com/share/Groen_V3.zip

The cause was that when you browse, it changes path to where it usually looks for the .pal file. It fails to load the palette file and breaks.

snarfblam
Posted on 03-14-12 03:19 AM Link | Quote | ID: 150452


Tektite
Level: 16

Posts: 7/54
EXP: 17855
Next: 2401

Since: 03-10-12

Last post: 1464 days
Last view: 414 days
Looks like that was the problem.

Glad to see you got it sorted out so quickly. It's nice to see a solid editor for Bionic Commando!

Googie
Posted on 04-16-12 02:37 AM Link | Quote | ID: 150700


Giant Red Koopa
ROM Hacking is life!
Level: 70

Posts: 825/1308
EXP: 2943094
Next: 72717

Since: 02-19-07
From: The Boogie Down Bronx

Last post: 13 days
Last view: 5 days
I missed another update? Lemme get on this... Thanks Matrixz!

Matrixz
Posted on 04-16-12 07:35 PM Link | Quote | ID: 150704


Ninji
Level: 33

Posts: 207/225
EXP: 208697
Next: 20482

Since: 04-07-07
From: Norway

Last post: 700 days
Last view: 49 days
Enjoy the editor Googie.
Pages: 1 2


Main - ROM Hacking Related Releases - "Groen" - Bionic Commando editor (V4 release) New thread | New reply

Acmlmboard 2.1+3δ (2016-01-08)
© 2005-2016 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.147 seconds. (326KB of memory used)
MySQL - queries: 117, rows: 148/0, time: 0.071 seconds.