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Main - Posts by DahrkDaiz

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DahrkDaiz
Posted on 04-09-07 05:32 AM, in Introducing Kid Icarus Level Editing Link | Quote | ID: 25015


Nipper Plant
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Of course I'm gonna release it. Source and all

More Screen goodness

DahrkDaiz
Posted on 04-12-07 01:35 AM, in Introducing Kid Icarus Level Editing Link | Quote | ID: 25897


Nipper Plant
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Well I'm having a really difficult time making heads of tails of this enemy data. If anybody wants to take a stab at it, be my guest!

0x1A691: This value affects the snakes on the first screen of the first level. Changing it to 01 changes the enemies into monsters the rise out of the ground. Other than that, I can't figure out what the other values do, how to change it to something else (like the flying eyeballs).

DahrkDaiz
Posted on 04-12-07 03:32 AM, in Introducing Kid Icarus Level Editing Link | Quote | ID: 25929


Nipper Plant
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It's not right after it, screens are placed side by side after each other, linearly. The enemy data is located elsewhere.

DahrkDaiz
Posted on 04-14-07 03:47 AM, in Introducing Kid Icarus Level Editing Link | Quote | ID: 26447


Nipper Plant
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I noticed the 3 seperate tables but I never played with them. I found the code that loads the values, but I cannot seem to generate other enemies other than snakes and those lava-like rise from the ground creatutes.

DahrkDaiz
Posted on 04-17-07 07:44 AM, in Pit Stop v0.1 Release! [Kid Icarus Editor] (rev. 2 of 04-17-07 07:45 AM) Link | Quote | ID: 27565


Nipper Plant
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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!

DahrkDaiz
Posted on 04-17-07 06:26 PM, in Pit Stop v0.1 Release! [Kid Icarus Editor] Link | Quote | ID: 27634


Nipper Plant
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Not much else to show off

DahrkDaiz
Posted on 04-18-07 04:07 AM, in Pit Stop v0.1 Release! [Kid Icarus Editor] Link | Quote | ID: 27738


Nipper Plant
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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, in Pit Stop v0.1 Release! [Kid Icarus Editor] Link | Quote | ID: 27947


Nipper Plant
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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.

DahrkDaiz
Posted on 04-20-07 07:00 AM, in Pit Stop v0.1 Release! [Kid Icarus Editor] Link | Quote | ID: 28199


Nipper Plant
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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.

DahrkDaiz
Posted on 04-21-07 12:39 AM, in Pit Stop v0.1 Release! [Kid Icarus Editor] (rev. 2 of 04-21-07 12:53 AM) Link | Quote | ID: 28330


Nipper Plant
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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!

DahrkDaiz
Posted on 04-21-07 02:58 PM, in How do you pronounce your username? Link | Quote | ID: 28507


Nipper Plant
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DahrkDaiz = Dark Days. That's right, it's D.a.y.s, not Diaz

DahrkDaiz
Posted on 04-24-07 07:15 AM, in Pit Stop v0.1 Release! [Kid Icarus Editor] Link | Quote | ID: 29443


Nipper Plant
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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!

DahrkDaiz
Posted on 04-24-07 07:11 PM, in Windows Toolbars Questions (C/WinAPI) Link | Quote | ID: 29529


Nipper Plant
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Ok I've got a basic tool bar created and working just fine. However, I'm having trouble with a few things.

First: How exactly does grouping buttons work? How does the program know what group a button might belong to? (by defining a button's style with TBSTYLE_GROUPCHECK)

Second: How can I force a button's state? I've set a buton's style to TBSTYLE_CHECK and it check/unchecks fine, but I can't seem to force the buttons into a checked or unchecked state, even by sending TBSTATE_CHECK to the button, it does nothing. Any suggestions help will greatly be appreciated.

DahrkDaiz
Posted on 04-24-07 08:49 PM, in Windows Toolbars Questions (C/WinAPI) Link | Quote | ID: 29551


Nipper Plant
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Yeah I got the group buttons right, it's the consecutive buttons that have that group set, if you do that, then use a button without the style, I believe that cuts that group off and would start another one if you used it again.

I also got the check thing working, I was setting TBSTYLE_CHECK in the state property of the TBBUTTON structure, rather than the style lol.

Well, I just now need to figure out the deal with transparency.

DahrkDaiz
Posted on 04-26-07 01:17 AM, in Pit Stop v0.1 Release! [Kid Icarus Editor] (rev. 2 of 04-26-07 01:19 AM) Link | Quote | ID: 30146


Nipper Plant
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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:


DahrkDaiz
Posted on 04-27-07 03:23 AM, in Injuries from Games Link | Quote | ID: 30511


Nipper Plant
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I got sore thumbs when I first got an NES. And I've injured my foot/toe/legs from too much DDR

DahrkDaiz
Posted on 04-27-07 07:16 AM, in Pit Stop v0.1 Release! [Kid Icarus Editor] (rev. 2 of 04-28-07 06:02 AM) Link | Quote | ID: 30585


Nipper Plant
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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!

DahrkDaiz
Posted on 05-04-07 06:48 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 32797


Nipper Plant
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Preview my new Kid Icarus hack. Notice, this is an ASM hack so far. Notice the lava animation, you cannot shoot arrows because you have arrow ammo! Without arrows, you must use the sword. Small hearts now go towards HP (5 hearts = 1HP). You must kill certain enemies to get arrow bundles, which are 10 arrows each.

DahrkDaiz
Posted on 05-04-07 02:00 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 32840


Nipper Plant
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Actually, the sword isn't weak and is actually pretty nifty. It's not hard to survive with it at all. But, remember, you can earn arrows fairly easily. That's kind of the point though. If you go around wasting arrows, you're gonna pay for it by being forced to use the sword.

DahrkDaiz
Posted on 05-05-07 12:33 AM, in Pit Stop v0.7.3 Link | Quote | ID: 32945


Nipper Plant
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Well I was hoping someone could have locked the other thread but that was a no go. Here is the 2nd release of Pit Stop.

In this version you can now edit SOME of the enemy data, that is, enemy generators. I've figured out the format for other enemies but displaying them on the right position is proving more difficult than I thought, but that editing is garunteed. Also in this version is a TSA editor, special room door editor, enemy palette editing and a lot of user interface changes.



Pit Stop v0.7.3 Feedback/bug reports greatly welcomed!
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Main - Posts by DahrkDaiz

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