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Main - ROM Hacking Related Releases - Pit Stop v0.1 Release! [Kid Icarus Editor] New thread | New reply

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DahrkDaiz
Posted on 04-17-07 07:44 AM (rev. 2 of 04-17-07 07:45 AM) Link | Quote | ID: 27565


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Here is my first released version of Pit Stop, a Kid Icarus Editor for the Windows platform. Please refer to the readme and offer suggestions, comments and bug reports!

Lets start hacking Kid Icarus!

Raccoon Sam
Posted on 04-17-07 08:28 AM (rev. 2 of 04-17-07 08:32 AM) Link | Quote | ID: 27571


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That's a rather dandy pun.
I'd tyr the editor out immediately, but I'm on a school computer :X

Perhaps you could fill us up with some screenshots?
EDIT: Shouldn't this (also...?) be in Rom Hacking-related releases forum?

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DahrkDaiz
Posted on 04-17-07 06:26 PM Link | Quote | ID: 27634


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Not much else to show off

iamstillhiro1112
Posted on 04-18-07 01:41 AM Link | Quote | ID: 27701


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Congratulations. I submited your utility to Romhacking.net. Now your utility will live forever!

Googie
Posted on 04-18-07 02:01 AM Link | Quote | ID: 27706


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Nice, the levels are still in my head on what I wanna edit. I'll see what I can chef up, since the editor doesn't have enemy support I'm not worried about that. Hell, if I worked around Astyanax without enemy support I can work Kid Icarus.

Thanks for making the editor DahrkDaiz.

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DahrkDaiz
Posted on 04-18-07 04:07 AM Link | Quote | ID: 27738


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Remember, this is not complete! This is only the first release. Expect much more in the future

DahrkDaiz
Posted on 04-19-07 06:57 AM Link | Quote | ID: 27947


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New Update! My current version how has TSA editing in!





You can go to Tools->TSA Editor to view the TSA Editor. Left/right changes the current TSA block, up/down changes palette (just for viewing conveniences).

Alternatively, you may right click a tile in the editing area and edit the visible tile's TSA.

Changes in the TSA editor are reflected in the editor area, changes in the editor area (palette values) are reflected in the TSA Editor.

Drag
Posted on 04-19-07 09:18 PM Link | Quote | ID: 28051


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While you're at it, you'd might as well add a tile editor too.

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DahrkDaiz
Posted on 04-20-07 07:00 AM Link | Quote | ID: 28199


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New update!

Add Cut/Copy/Paste of single objects! Soon to come, CCP of object "areas". I've also found door data that leads to "bonus" areas. Editing of that will be come next.

blackhole89
Posted on 04-20-07 03:39 PM Link | Quote | ID: 28261


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*waves the magical MySQL console wand*

Moved this into the Releases section, where it belongs.

We really need to implement "Edit thread", now that I think of it...

(To say at least one thing on topic, nice work)

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Xkeeper
Posted on 04-20-07 05:10 PM Link | Quote | ID: 28268


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Posted by blackhole89
*waves the magical MySQL console wand*

Moved this into the Releases section, where it belongs.
But did you actually update everything else (forum/post counts, etc)?

That's one of the reasons I've been kind of refusing to move threads right now (I don't like dealing with all that manual crap and making a page dedicated to one-time moving for me is silly)



Anyway, a lot of this still seems unfinished (to me, at least)... right now the windows have a lot of "empty space" around the edges, and there's little detail given in the editor windows.

Then again, this is v0.1...

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Arbe
Posted on 04-20-07 07:15 PM Link | Quote | ID: 28292

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What's it written in?

DahrkDaiz
Posted on 04-21-07 12:39 AM (rev. 2 of 04-21-07 12:53 AM) Link | Quote | ID: 28330


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good ole C++ using Window's API

As for all the white space: well what would you guys like to see in this editor? Gimme ideas!

Googie
Posted on 04-21-07 01:06 AM Link | Quote | ID: 28335


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Lesse... How about a text editing option, like in SMBU? That's the only idea I can come up with for now.

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HyperHacker
Posted on 04-21-07 06:14 AM Link | Quote | ID: 28426

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Posted by Xkeeper
Anyway, a lot of this still seems unfinished (to me, at least)... right now the windows have a lot of "empty space" around the edges, and there's little detail given in the editor windows.

Then again, this is v0.1...
Yeah, I was going to mention that too. The actual level area doesn't need so much empty space around it. The tile at the top of the TSA editor has this problem too.

DahrkDaiz
Posted on 04-24-07 07:15 AM Link | Quote | ID: 29443


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Not much else to show at the moment but I've added special door editing, that is, doors that lead you special rooms (endurance training, ? bag room, shops, etc). A new release is coming soon!

Raccoon Sam
Posted on 04-25-07 08:13 PM Link | Quote | ID: 30068


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Posted by DahrkDaiz
As for all the white space: well what would you guys like to see in this editor? Gimme ideas!


Uuuh, text editor comes first to my mind.
Then maybe a bigger area to be viewable. The default 15 x 16 blocks makes it look pretty wonky. Either that or Zooming.

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DahrkDaiz
Posted on 04-26-07 01:17 AM (rev. 2 of 04-26-07 01:19 AM) Link | Quote | ID: 30146


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I've FINALLY figured out the enemy data! Im working on that right now. Once I get that puppy out of the way. v.7 will come out. For now, a screen:


Shadic
Posted on 04-27-07 02:18 AM Link | Quote | ID: 30476


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DahrkDaiz
Posted on 04-27-07 07:16 AM (rev. 2 of 04-28-07 06:02 AM) Link | Quote | ID: 30585


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Of course a butt load of misc data editing will be in, no doubt about that. If I can come up with some hot-swappable asm hacks I'll throw that in there.

Things left to do before next release:

finish loading enemy generators for world 3.
fix grim reaper data
edit data

for now a screen!



This is a screen from level 2-1. You can see the two types of enemies will be seen when you reach this screen. I edited the ground gfx and modified the TSA of one of the squares as shown here. Also edited the palette of this level as you can see. Pretty awesome, yes?

Edit:

Update! Enemy generator editing is NOW IN! I just have to figure out how the placement of the Grim Reapers work. I'm getting very close to a v.8 release!
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Main - ROM Hacking Related Releases - Pit Stop v0.1 Release! [Kid Icarus Editor] New thread | New reply

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