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DahrkDaiz Member Level: 16 Posts: 11/41 EXP: 19176 For next: 1080 Since: 09-23-07 Since last post: 9.0 years Last activity: 8.8 years |
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Release 11/19/09 Last release until 1.0 Warning: NONE OF YOUR OLD PROJECTS ARE GOING TO WORK ANYMORE, USE THIS WITH CAUTION! As of 11/19/09: -Project is now open source -Settings are saved per level so when you reload a level -You can set block property display transparency -You can set special icon property display transparency -You can change guide line colors -Maps are now editable As of 11/11/09: -There are 2 modes for the right mouse click. Selector Mode Tile Placement Mode Selector Mode: Right clicking and drawing draws a rectangle in a region on the level. The area selected can be cut, copied and pasted or deleted from the level itself. When you paste, if selection area is a single block, it will paste the exact shape you copied. If the selection paste area is not the same, the editor will do a sort of "pattern". For example, if your copy region is [1][2][3] and your paste region is 5 squares long, it would look like this: [1][2][3][1][2]. If any of your copied region contained an erase tile, when that's pasted, it's treated as a "transparent" tile and will not paste over the existing data. Tile Placement Mode: The right click can have it's own tile to draw using all the same tools as the left click. You will see 2 blocks below the block selector, a left and right one. Guess what they indicate?! lol To change modes, double click the mode display or hit Ctrl + D -At any rate, the middle mouse button is now the eraser click. I also changed it so if you want to edit a specific block, double clicking it in the block selector will bring it up in the Map 16 editor, rather than having to do it in the level viewer. -I've also touched a lot of things. Such as when you bring up various editors (palette editor, graphics editor, etc) it will automatically set the graphics, definitions and palettes to what your current level is using. Convenient eh? I've also finally added the ability to reload a level, removing previous changes and to reload the graphics, so if you're using another editor to change graphics, you can see what it looks like in your editor without having to reload the entire project. *pant pant* -Fixed an issue where the scroll type was not saving -Added a cut/copy/paste -New Key Bindings Control + G: Toggle Grid Control + W: Toggle Special Tile View Control + E: Toggle Special Sprite View Control + R: Toggle Start Position Display Control + D: Toggle Right click mode Control + S: Save current level Control + F: Place Mario's starting position -All sprites that are displayable are now able to be rendered. If you're using an old project, after loading the project, go to File->Reload->Default Sprites before opening any levels. This will update your sprites file. -Guide panels! You now have 2 horizontal and vertical guides located on the left and right extremities of the level area. Double click on a guide (red or blue) to toggle its display. You can click and drag the mouse to move the guide. You can also set guide presets on either guide by right clicking the panel area and choosing a preset snap option. -Modified Map 16 editor a bit. If you want to edit a block's TSA without having to find it, double click it in the Block Selector on the left. (shift + double click from the previous version no longer works) -In the TSA/Map 16 editor I've added two features that makes setting your definitions easier. If you click on a definition and hit Control + C then you will copy it's definition. You can then paste the definition with Control + V to another block. You can also globally apply a tile definition by clicking the Apply Definition Globally button (useful for common blocks such as coins and ? blocks). As of 11/06/09: -Fixed some sprite drawing bugs -Added a lot more sprite support -Added some keyboard short cuts for the draw mode: A = pencil S = line D = Rectangle F = Outline G = Fill These are basically the home row keys for your left hand. -Added keyboard short cuts for edit mode: Z = Tiles X = Sprites C = Pointers -Added an enlarged icon view above the tile selector for easier distinguishing -fixed the layout manager menu, it will show up now -modified the grid to be viewable in dark and light colors -heavily modified the gui positions -fixed the graphics importer menu, it will show up now -fixed level to png exporter -When editing a level, project view and level info panels will minimize by default -Added new guide lines. To make a guide show/hide, double click it (left and bottom bars, red/blue lines) If you right click a guide bar, you can set different guide snaps for references -Nothing saves automatically anymore. Save buttons have been added to all editors and to the level editor. If you close without saving, you lose your data -Compressed level function has been fixed. Was broken on data over 1KB As of 10/31/09 in the morning: -Fixed an issue where moving a project from the original folders wouldn't allow anything to be loaded. Changed it to use relative directories rather than absolute paths. My bad! (this should fix your issue KP9000) As of 10/31/09: -Added coin information. -Added the ability to either let the editor decide where to save a level or let you decide. -Fixed sprite deletion -Added 2x zoom support -Added a diagonal line tool (great for slopes) -Added an image export for levels -Changed the set start position a bit to make it clear what to do next -Added a help status bar below the level status bar -Shift + Click on a tile in-level will bring that tile into selection -Shift + DoubleClick will bring up the Map16 editor for the tile As of 10/28/09: -Added pointer support and unused bytes editing -Sped up drawing code. Added a lot of aesthetic features including the ability to delete levels and import levels from other projects -Vertical levels supported -Start anywhere on the map supported -Modified UI layout -Can remove levels and change what world they're categorized in -Select active windows in the MDI area Ok so we've always wanted the "ultimate" SMB3 editor. I kind of got started on this back a year ago and the SMB3 engine really started to piss me off, so I abandoned the project, sadly. Then I got the urge to hack again, but did not want to be constrained by the SMB3 object based format for level data. So after about5 days of strenuous coding, I got this to show:
This will be my last hoorah in rom hacking (after a hack using this editor, of course). Basically, this editor goes about rom hacking a bit different. Most editors save the data straight to the rom and treats editing on a per-file basis. In this editor, your hack is put into a project. A project has its own set of graphics, Map16( or TSA) data, graphics data, levels and worlds. Most things can be given a name for references, since names are usually easier to remember than hex values. Once you create a project and give it a name, you can either create a level or edit gfx, blocks or what have you. When you save a project, it's all saved outside of your rom. Only when you're ready to test is any data written to the rom. If your rom gets corrupt, your levels and gfx are safe. Now, here's the real kicker. I will make saving to a rom convert that rom into using MMC5 and extend the PRG-ROM to maximum size: 1MB. The levels are no longer made up by objects, but a compressed tile map. This way, you can create SMB3 levels in any format that you want. Since I was over hauling the level data, I decided to allow levels to choose any gfx they want, rather than from a table, along with other new nifty features for levels. Pointers are going to work much different. They will be able to have a range set to any x value, not just a "x0-xF" format. And each pointer can point to a different level. Pretty sweet, eh? As for saving level data, the rom patch I am creating will make the game load data cross-bank boundaries. Levels will exist side by side, so no more worrying about overwriting another level's data. Progress is going smooth and I hope to have basic level editing done by next week. So far the editor has very primitive graphics editing, tsa/map16 editing and you can draw out levels with a tile map. |





I've been directed to your thread on it at board2.






