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Please chime in on a proposed restructuring of the ROM hacking sections.
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Moppy
Posted on 10-25-08 01:16 AM, in Secret of Mana Editor (Again...) (rev. 3 of 10-25-08 01:52 AM) Link | Quote | ID: 92767


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Some of you may remember this project from a few years ago. After a while I sort of set it aside and went on to other things, but I've been trying to bring it back lately.

http://somedit.blogspot.com/ Is the new public page/blog/whatever for it; a few screenshots etc are posted there. Somewhere around this board there's an old thread with a bunch of dead links to other screenshots, too =p

What I could use mostly is people who can research, find & decode the stuff I'm missing, since I don't have a lot of time lately.. preferably hand me pseudocode / C# code / basic description and I'd be implementing the editor for it in due time (soon hopefully!). I have a bunch of data that isn't listed on the page yet, including some that others have sent me, and I'll probably be updating it soon.

Reply/post/etc if you are interested. A good portion of the work on this is already done and I'd like to finally see it released :3


By request: screenshots in the thread!


Music editor playing the boss theme. The editing shit at the bottom will be cleaner eventually; it's a temporary view to test playback/loading/writing.


SPC700 sample editor with zoom & loop point marker (vertical white line).


Map viewer, showing one of the maps from the intro, with event location for where you fall. Again, the edit stuff is for debugging and won't look like that in the release =p


Editor view with tile collision types viewable.


World map editor; full view on left with resizable zoomed view on right for editing. Supports copying and pasting of regions.


Tileset editor for 16x16 tiles.


MIDI importer for music. I have the GUI pretty much the way I want it for this but the translation could use some work. I've only gotten it to work well for a couple songs so far; the major issue is song speed/note size translation.

That's it for now I guess. :3

Mop

Moppy
Posted on 10-25-08 02:18 AM, in Secret of Mana Editor (Again...) (rev. 2 of 10-25-08 02:21 AM) Link | Quote | ID: 92774


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Posted by InvisibleCoinBlock
Awesome!

I can't wait to try this out when it's done.

Is the Assembly tab for inserting ASM hacks? I suppose you could use xkas for that, but I know editors like Hyrule Magic have one built in, which is kind of nice.

Also, will there be any way to edit player and NPC dialogue?



The event/dialogue editor exists but needs some work.

Yeah, that's basically what the assembly tab was intended for. In time I might provide a way to view/edit a (commented?) disassembly of the code itself. A general patch system might also end up in the release. Stuff like this may or may not show up in the initial release though =p

I also plan on having most editables (music, samples, tilesets, maps) exportable to a somedit-importable format so you can easily swap data between ROMs.

Moppy
Posted on 10-25-08 03:14 AM, in Secret of Mana Editor (Again...) (rev. 4 of 10-25-08 03:24 AM) Link | Quote | ID: 92778


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Posted by InvisibleCoinBlock
Nice.

So I assume it will support code for custom sprites and the like? Or will we at least be able to tweak the existing sprites in some manner?


All tiles will be fully editable. As for "Sprites" I've found the way they construct player character tiles into layer 5 objects (which, by the way, is a peculiar format), and that will be editable, so that you are not constrained by the 16x32ish dimensions of SoM's original characters. The Sprite character however is generally wider than the other two so I suppose they had to make a generic-ish sprite format like this, which is pretty convenient for editing. I'd imagine more exist in the same format for enemies, spell graphics, and other shit that comes up on layer 5. Those have yet to be located.

What really remains to be done relative to sprites is finding how they are strung together as animations, and making those editable also. I had poked at it at one point but never settled on a sensible decoding for them.

Oddly, the boy has casting animations that are never used since he doesn't get any spells.





Come to think of it though, these might share with the glove weapon's charge attacks. I think there's one where you do a little kame-hame-ha-like attack with a little energy burst thing.

Moppy
Posted on 10-25-08 03:43 AM, in Secret of Mana Editor (Again...) Link | Quote | ID: 92784


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At one point I had found a little table of AI data for enemies. I used it to make rabites split like green drops and weird shit like that. I forgot where it was but I probably have it written down somewhere. I'd want that editable, too.


Here's a screen I took of a rabite spawning spell trigger orbs.

Moppy
Posted on 10-25-08 11:02 PM, in Secret of Mana Editor (Again...) Link | Quote | ID: 92800


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SMK has significantly fewer things available to be edited, though =p

I screwed around with the GUI a little today and the map view is now resizable. Here's just about all of Pandora town.



For some reason it's in the wrong palette (roof tiles should be blue in pandora) but otherwise it looks OK. The white transparent squares are objects (mostly NPCs) and the dark ones are doors.

Moppy
Posted on 01-04-12 06:49 AM, in Secret of Mana Editor.. part.. 3? (rev. 3 of 01-04-12 08:30 PM) Link | Quote | ID: 149040


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After quite a bit of downtime, this thing is finally being worked on again. (See original acmlm thread: http://acmlm.kafuka.org/board/thread.php?id=4161 ). I currently have a less-than-stable pre-release up on my board. Major bugs and missing features and probably already well-known, but bug reports and suggestions are always appreciated.

Current edit-ables include:
Maps
Music
Music samples
Tilesets
Tiles
Font
Dialogue/Events
World Map

Blog: http://somedit.blogspot.com

Board: http://somedit.proboards.com/index.cgi (Free board; I recommend having adblock plus)

Build 0105, the latest as of today: http://somedit.proboards.com/index.cgi?board=releases&action=display&thread=77&page=1

A lot of the GUIs are still not very pretty and many of the controls don't work yet. It's mostly still just something to play with, but more functional builds will continue to be posted on the message board.


Moppy
Posted on 01-05-12 11:52 PM, in Secret of Mana Editor.. part.. 3? Link | Quote | ID: 149127


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Ah! Thanks for fixing my links :3

I suppose I should post some updated screenshots. Here goes...

Map editor


Map pieces editor


"Tileset16" editor. This modifies how the 8x8 tiles are assembled into 16x16 tiles.


"Tileset8" editor. This modifies which 8x8 tiles are loaded for use on a map.


Tile editor. Editor for raw tile data.


World map editor


World map tiles editor


World map palettes editor


World map landable regions editor


Music sample editor


Music editor


MIDI importer (still experimental)


Font importer


Events/Dialogue editor


Events search panel


That's it for now. A lot of these things are still in a developmental state, have debug crap all over, and don't quite work right. But some things do actually work now :3

Moppy
Posted on 01-06-12 12:49 AM, in Secret of Mana Editor.. part.. 3? Link | Quote | ID: 149145


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http://acmlm.kafuka.org/uploader/get.php?id=4115 There you go. If you're running x64, replace fmod.dll with fmod64.dll; the existing fmod.dll is x86-only.

Not sure what's up with the board, but it doesn't list you as a user. Maybe they're just having temporary issues.

Enjoy~

Moppy
Posted on 01-06-12 01:11 AM, in Secret of Mana Editor.. part.. 3? (rev. 2 of 01-06-12 01:11 AM) Link | Quote | ID: 149157


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Nice! Somehow I'm surprised a C# app works.

Also, I forgot I had dropbox. From now on I think I'm going to start posting builds there: http://dl.dropbox.com/u/19968993/som/FileListing.html

Moppy
Posted on 01-06-12 01:35 AM, in Secret of Mana Editor.. part.. 3? Link | Quote | ID: 149169


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Nice to know there are people who will use it :3 I've certainly waited long enough to put out a release.. for a long time I didn't really have the spare time to work on it.

Masterflow has actually already helped me with a bunch of stuff, most notably the boss graphic compression (which isn't in the editor yet)

Moppy
Posted on 01-06-12 02:12 AM, in Secret of Mana Editor.. part.. 3? (rev. 2 of 01-06-12 02:13 AM) Link | Quote | ID: 149173


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The "composite maps" are composed of any number of those placed at different locations, on different layers, and assigned a tileset. They have no tileset, palette, etc settings themselves, so if you view them by themselves, they tend to just look like garbage.

They look better if you rightclick on a map, and "Edit piece ###" since it will set the tileset and palette settings on the map piece editor.

Edit: right-click is also currently broken for a few maps, like 445, the one you posted a screenshot of :3 it's set to be fixed for the next build.

Moppy
Posted on 01-06-12 04:04 AM, in Secret of Mana Editor.. part.. 3? Link | Quote | ID: 149183


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After some conversation, that has been fixed for the next build :3 it was something I had fixed for the tileset view but neglected for the map piece view.

Moppy
Posted on 01-07-12 03:57 AM, in Welcome to Secret of Mana Hacking (rev. 2 of 01-07-12 10:57 PM) Link | Quote | ID: 149268


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Hi! This board is for discussion, hacks, and notes related to the Secret of Mana Editor. This is an editor still in development, so releases and bugfixes will be posted here as they happen.

The Secret of Mana Editor is an all-around editor for the multi-player SNES RPG Secret of Mana. I hope to develop this thing into somewhat of an RPG-maker-like tool that is capable of editing most aspects of the game. Hopefully this thing eventually generates some new multi-player SNES games for SNES enthusiasts and their friends to play online together.

Here is some info and history if you are curious about this editor:

http://somedit.blogspot.com - Secret of Mana Editor development blog. Significant developments and release notices are posted here.

http://dl.dropbox.com/u/19968993/som/FileListing.html Dropbox hosting for Secret of Mana Editor files. All builds, an updated revision history, and other info will be posted here.

http://acmlm.kafuka.org/board/thread.php?id=7186 Original thread about the editor posted in Releases section. Included screenshots and some basic info.

http://somedit.proboards.com Original message board set up for the editor. This should no longer be used for discussion, but I will continue using it as a bug tracking system, so feel free to check out whether the bug you found has been documented.

The editor is still in a very preliminary stage and many things do not work! Before asking why something doesn't work, please check other threads, the blog, or the bug listing to see if your problem is a known bug or something that hasn't been implemented yet.

Also, if you so desire, you may contact me personally about specifics, helping out, or with questions; however, posting here is generally preferred so that others with similar questions may see them answered.

To keep updated on builds, I'd recommend following the blog, as I'll post notices of new builds there for now.

Email: umokumok@gmail.com
MSN: umokumok@hotmail.com

Moppy
Posted on 01-07-12 05:16 PM, in Secret of Mana Editor.. part.. 3? Link | Quote | ID: 149307


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It should be mentioned that the proboards location is largely being discontinued and there is now a section on Acmlm for SOM hacking. Please see that board for details!

As far as my own hacks go.. i've always sort of wanted to do a remake of SD1. It was always my favorite in the series and unfortunately Sword of Mana was a pretty disappointing remake.

Moppy
Posted on 01-07-12 06:04 PM, in Welcome to Secret of Mana Hacking Link | Quote | ID: 149308


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Thanks - I fixed that for the next build.

There are things here and there that need research done still. One in particular is decompression of the title screen background - the image of the mana tree with the three characters. I haven't had much luck figuring that one out yet.

Moppy
Posted on 01-09-12 02:45 AM, in Welcome to Secret of Mana Hacking (rev. 2 of 01-09-12 03:56 AM) Link | Quote | ID: 149344


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MathOnNapkins is making an editor? For what game?

Moppy
Posted on 02-02-12 01:06 AM, in Welcome to Secret of Mana Hacking Link | Quote | ID: 149750


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I didn't have any plans to import resources from other games--particularly SD3, given that nearly everything is compressed.

You could, however, re-design them from scratch/screenshots.

As for class changing, I'm not sure how well that would work as an automated, customizable feature. I've been trying to think of a good way for more complex things like this to be do-able with an editor. For now, I have a list of pre-defined hacks that do more complex things, like bug-fixes in their code. For now, these are hardcoded, but I suppose it would be possible to script/import them if you knew where to make your changes.

Moppy
Posted on 05-19-12 05:53 AM, in Welcome to Secret of Mana Hacking Link | Quote | ID: 150947


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The project is always on, it's just not always.. active. :3

Apologies for the spans of silence, as it tends to happen with me. I get distracted easily.

SOM things will probably pick up soon, as other things in my life are cooling down a bit for a while.

Moppy
Posted on 05-19-12 06:00 AM, in Some basic instructions Link | Quote | ID: 150948


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The editor will have (and does have, if I recall correctly) a basic editor for background tiles and such. I'll also allow exporting/importing other formats (probably 24-bit BMPs/PNGs, and match the colors to the closest I can find in the palette upon import)

There is a section called "Raw Tiles" that lets you edit these at the moment if I recall correctly. I'm sort of out of the loop with my own editor lately. But the way I have it set up for most things, you can rightclick on stuff you want to edit to bring up a menu, and it will let you edit it. I added a lot of little things like this to avoid having to search by eye, since that's a giant pain in the ass.


Moppy
Posted on 06-02-12 07:44 PM, in Title screen background now loading! Link | Quote | ID: 151184


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Never thought I'd get this to work.

It's stored as a JPEG, of all things. The game takes like twenty seconds to fully decompress and palette it. One of many remaining mysteries solved...


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