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09-25-17 07:35:12 AM

Jul - Game Research/Hacking/Modding - KALE (Kirby's Adventure Level Editor) New poll - New thread - New reply
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devin

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Posted on 01-30-14 01:24:30 PM (last edited by devin at 12-31-14 12:48:39 AM) Link | Quote


Download KALE v0.92 (15 MB)
Download KALE v0.92 (update only) (257 KB)

Something I've been working on very slowly since the beginning of the year is starting to shape up. (And now it's actually usable!) Can you guess what it does?

v0.92 fixes a few small bugs and includes a couple of optional limit-removing ASM hacks. See CHANGES.txt and the docs for more info.

Please post feedback, suggestions, bug reports, etc. I've been slowly testing this over time, but of course the more eyes, the better.

I've already been pushing source updates to github here, for whoever has Qt 5 (or possibly also Qt 4, but I haven't tried it) and wants to build whatever exists so far (or just keep up with the status of the project )

KALE FAQs

Which versions of the ROM does this thing support?
All of them! Isn't that nice?

Is this program named after food?
I have it on good authority that Kirby loves leafy greens. Just doing a favor for a friend here, people.

Enjoy guys~
Raccoon Sam
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Posted on 01-31-14 01:44:31 AM Link | Quote
As long as I remember, the ROM Hacking community has wanted this made so bad. Well done, devin. Well done!

I'm a mac user and couldn't compile the Dream Course editor so I doubt I can do anything with this either. But still, looks and sounds amazing and ambitious. Keep up the fantastic work!
||3
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Posted on 02-01-14 10:07:56 PM Link | Quote
Well I'm impressed- I actually wanted to hack around in Kirby ages ago but the lack of a decent level editor made it impossible to do so.
Sogun
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Posted on 02-18-14 10:52:56 AM Link | Quote
I just found out about this. Nice work!

Kirby's Adventure was my favourite NES game back in the day and I'd love to hack it someday.
devin

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Posted on 02-26-14 12:17:39 PM Link | Quote
Just a "checking in" post - I know I was hoping to get a beta release out earlier this month, though I ended up having a lot of real-life stuff happening earlier than I was expecting it to, so progress has been pretty slow. It's fairly close to being releasable now, and I'm still working on it a little bit at a time when I can, but I'm sorry that it's not going quite as quickly as I was hoping. I promise I'm not dead or anything
devin

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Posted on 03-20-14 12:22:41 AM Link | Quote
Version 0.80 is up (finally). Check it out and lay that sweet sweet feedback on me (because I probably left something broken without realizing it!!!)
Yoshimaster96

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Posted on 03-25-14 07:12:41 PM (last edited by Yoshimaster96 at 03-28-14 08:01:58 AM) Link | Quote
I was thinking of the name KAL Labs (Kirbys Adventure Level Laboratory)
sofi

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Posted on 03-26-14 11:22:27 PM Link | Quote
Originally posted by Yoshimaster96
I was thinking of the name KAL Labs (Kirbys Adventure Level Laboratory)

Are you kidding? I think KALE is a great name, especially considering it's so trendy right now.

I think you should eat more kale.
devin

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Posted on 03-27-14 12:11:07 AM Link | Quote
Version 0.81 is out. It fixes a couple of stupid sprite bugs, one of which was caused by HAL apparently not being able to make up their minds about coordinate systems...


v0.81 [2014-03-26]
- fixed saved sprite data occasionally being incorrect
- fixed some sprite positions being wrong when a level was more than one screen tall
(due to the game treating sprite position data as if screens were 16 tiles tall,
instead of the usual 12)
(thanks to Reimu for pointing out both of the above)
- destroyable block translucency now affects more types when enabled

devin

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Posted on 03-29-14 02:45:35 AM Link | Quote
Another minor update this time, just to fix a stupid bug with the double sized view that I thought I had taken care of a while ago (I'm a great software tester, aren't I...)


v0.82 [2014-03-29]
- fixed double size mode leaving sprites/exits in the wrong place
(thanks Darkdata)



I uploaded both the full release as well as the update by itself, for people who already downloaded it and didn't feel like downloading all the dependencies again.

Barring any other stupid oversights on my part, the next major update will probably introduce some other stuff like tileset/palette editing. I've also been experimenting with a MMC3->MMC5 mapper hack to address the very small amount of free ROM space in the game as it is (and the complete lack of unused CHR-ROM banks); if I can get that working without any issues I may either build it in to the editor or add support for ROMs that are patched with it separately or something.
devin

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Posted on 04-18-14 05:16:12 PM Link | Quote
Tile and palette editing are still in progress, since I haven't had a lot of free time to work on this in the past week or so, but here is a mostly-bugfix release which also adds to the exit editor (which can be used in case something got messed up by the bug that this release fixes; see the changes for details)


v0.83 [2014-04-18]
- fixed the limit on # of exits being too high, easily leading to corruption
(due to some incorrect info on datacrystal)
this was capable of affecting boss battle info (for the "next world" doors) which
can now be edited as part of the normal exit data, as well as part of the tileset
data, which the editor will now repair automatically until the actual tileset editor
is added (soon, hopefully.)
- added the ability to change boss battle locations when editing a door with type 0x1F
(the "next" overworld doors)
- fixed a bug where the music track and "no return on death" settings in the level
properties dialog didn't take effect unless other settings were also changed
(thanks J^P)
- new "edit exits" and "level properties" menu/window icons (made by Reimu)

devin

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Posted on 04-20-14 12:11:30 AM Link | Quote
In my haste to release the v0.83 bug fix, I broke something else. Please forgive my idiocy and enjoy v0.83b.


v0.83b [2014-04-19]
- only write some tileset info for ingame tilesets, not every single one.
this was causing crashes as of v0.83 (thanks again J^P)
once again, this update will automatically repair any ROM damage caused by v0.83

devin

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Posted on 06-12-14 01:32:28 AM Link | Quote
I got lazy for a few weeks, then I suddenly got productive for some reason after that. Then this happened.

Almost everything I wanted to be in this editor is now done. There are a few things left (mostly UI polish) but this is quite nearly a finished product now until someone finds some crazy showstopping bugs or whatever. Have fun!


v0.90 [2014-06-12]
- new HTML documentation
- full tileset, BG palette, and sprite palette editing
- editing of "stage clear" and star switch reveal areas on overworlds
- some text changes ("level" replaced with "room" or "stage" when appropriate)
- allow pasting beyond 64 tiles in either direction; this was a limitation that managed
to survive being copied from KDCEditor without being updated for the real maximum
height/width of Kirby's Adventure maps (thanks DarkMatt)
- more new icons (by Reimu)
- sprites and exits outside of level bounds are no longer shown, saved, or editable
- tile edit window displays tile numbers in hex
- opening non-Kirby's Adventure ROMs now displays an error instead of continuing

Sogun
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Posted on 06-22-14 08:20:48 AM Link | Quote
Very cool!

I'm looking forward to try it and do at least one custom level soon.

HALE has already been useful to me finding some secrets I didn't know about the game after almost 20 years playing it !
I didn't know you could get an UFO in the first level (room 02E). And I didn't remember getting to room 126 back in the day (I guess I always took the alternative route). Heh, I didn't know about the secret boss tower until some years ago thanks to a youtube video.

There are some rooms you can see with KALE that I don't know how to get to. They are probably unreacheable beta content. These are Room 007 (looks like a beta Warp Star room) and rooms starting from 139 onward (these look like discarded boss rooms). Room 145 is interesting because I don't remember those icy mushroom-like things from anywhere else in the game. And Room 146 looks like a discarded level area too.


I'll report some feedback when I'm done.
devin

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Posted on 06-22-14 11:08:41 AM Link | Quote
Originally posted by Sogun
There are some rooms you can see with KALE that I don't know how to get to. They are probably unreacheable beta content

They are

http://tcrf.net/Kirby%27s_Adventure/Debug_Rooms
http://tcrf.net/Kirby%27s_Adventure/Unused_Rooms
devin

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Posted on 07-18-14 02:29:26 AM Link | Quote
0.91 is out, and adds some helpful pointers to the sprite select window for a few of the more touchy (but important) sprites. I'll probably add more helpful stuff later on as well.

Also, fixed two bugs; one is mine and an even bigger one was HAL's. Now a room can be the maximum size possible without the entire last screen (and a small part of the next-to-last-screen) having no tile-collision detection at all. This fix will be applied to the ROM automatically on saving.


v0.91 [2014-07-18]
- added usage info to some sprites on the sprite editor
(currently only for warp stars, cannons, and switches; maybe more in the future)
- fixed two minor UI bugs with the tileset editor
(subtract from tile # box works correctly now)
- removed a limitation in the game where all of screen 15 (and part of screen 14)
had no collision due to the tile collison detection code refusing to read that far
into the currently loaded map data for some reason
(thanks to CornetTheory for finding this issue)

devin

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Posted on 12-31-14 12:40:17 AM Link | Quote
0.92 is in the OP now, with some things that were mostly done a while ago but not released until now.

Aside from a couple more silly bug fixes, I also wrote a couple of limit-removing ASM hacks that allow you to specify more things in a room's header (mostly related to miniboss fights), and also allows star switches (0xFE / 0xFF) to be placed anywhere you want. The patch can be applied via the "Extra" menu.


v0.92 [2014-12-30]
- added "extra room info" patch which does three things (so far):
- allows wind effects to be used in any room
- allows miniboss encounters in any room
- allows star switches to be placed on any screen
- added option to allow adding unknown/unused sprite types
- added missing sfx/jingles to music selection (for the sake of completeness)
- fixed exits from rotating tower rooms (0CD, 0D4, 0DF, 0E6) not working
- fixed copy-pasting more than 4 screens wide/tall not working correctly
(due to old static buffer sizes from KDCEditor and because I am an idiot)
- fixed rare instances of corruption where map data chunks would be saved at bad
locations if no other suitable free space was available



and a bit of a blurb copied from the readme:

This program has now been in on-and-off development for at least a whole year now. The KALE repo on GitHub was created on New Year's Day 2014, consisting of a single experimental Lua script for FCEUX, and slowly grew from there. I didn't do as much with it in the later half of the year, due mostly to gaining a full-time job as a C++/Qt developer and other real-life nonsense, but I'm happy with the editor nonetheless.

Now I'm writing this in the very first minutes of New Year's Eve, 364 days after the first commit, and getting ready to push what might be the final ROM hacking utility release of the year. It's been a bit exciting to see a few people actually putting it to use in that time; maybe Kirby hacking will finally become a Big Thing one of these days.

Some minor things are still indefinitely unfinished due mostly to lack of free time, but I hope you still find this pet project useful. Happy new year.
gridatttack

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Posted on 07-10-15 05:49:01 PM Link | Quote
So I finally decided to try this, and I must say im impressed.

Just A question though.

Is there a faster way to make a level?

Right now I need to go and change block by block by opening a window. Or I am missing something?

Would perhaps be possible for a pencil tool in which we can draw tiles over the level?
devin

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Posted on 07-11-15 06:04:25 PM Link | Quote
You can also click and drag to select multiple tiles for editing at the same time.
gridatttack

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Posted on 07-13-15 01:52:51 AM Link | Quote
Originally posted by devin
You can also click and drag to select multiple tiles for editing at the same time.


Yes, I found out about that.

Though its still takes time making a background.

I suppose my gripe with this its the process it takes to open a windows, select it. Close window, move to next tile, open it again...etc

Though I dont know how plausible would be to add the pencil and keep the window open.

I'm thinking mainly something like the SMK editor Epic Edit, where you have the available tiles in a window to the right, and you select one and then draw on the level.

Still, thanks for making a KA editor
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Jul - Game Research/Hacking/Modding - KALE (Kirby's Adventure Level Editor) New poll - New thread - New reply




Rusted Logic

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