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05-03-22 05:11:39 AM
Jul - General Game/ROM Hacking - Metroid Fusion/Zero Mission hacking New poll - New thread - New reply
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interdpth
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Posted on 01-12-13 08:22:35 PM (last edited by interdpth at 01-12-13 08:28:29 PM) Link | Quote
Hello!

Long ago I had released a tool for hacking Metroid Zero Mission and Metroid Fusion. Originally it was called Zero Fission and written in VB6. It was then recoded in C/C++ and called Double Helix, since then it's had bugs and occasional updates.

So today I am proud to announce it will have a coming re-release hopefully to get people hacking these two amazing games. I wanted to show off it's features and hopefully get some sort of fanbase excited to start hacking it. So..without further adue.


This is the basic level editor

IMG]http://i.imgur.com/bxChd.png[/IMG]
Here's out text editor

Minimap editor with room location as the colored rectangle.

Tile editor.

Header Editor(Totally aware of the bug)

Possible Sprite Editor

Tileset importer(Yup)


There's also a room import, export feature and a spriteset editor and a door editor.

I'm hoping for the release before the end of the month. People with strong QA skills that want to test out and give me bug reports is very welcome.

So, I hope this can get some new GBAtroid hackers started!
Rena
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Posted on 01-12-13 10:17:33 PM Link | Quote
Post #4957 · Sat 130112 181733
That all looks really cool... except the minimap editor, trying to pick near-identical tiles out of that tiny compact grid. Can't you generate the maps automatically, and/or come up with a more intelligent UI? Say, click to toggle different room types, drag between two rooms to connect them, and only use the tile selector (with more space between tiles, in some lightish colour) for special cases.

This also looks like the kind of game where you'd really want some kind of "tile clipboard" on which you could draw objects and copy/drag them into your level. Building entire levels tile by tile would be super painful.

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Posted on 01-12-13 10:27:31 PM (last edited by Lunaria at 01-12-13 10:36:08 PM) Link | Quote
But it's a tile based game, not an object based one IIRC. As someone who has worked with a tile based game and editor in the past (SMILE/Super metroid) as well as an object based one (LM/Super mario world) I must say I prefer to the former. Either way, I don't really think you have much choice unless you rewrite part of the game engine! :V

Edit: I might have misunderstood what you meant, reading your post again.

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interdpth
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Posted on 01-12-13 10:33:31 PM Link | Quote
Originally posted by Rena
That all looks really cool... except the minimap editor, trying to pick near-identical tiles out of that tiny compact grid. Can't you generate the maps automatically, and/or come up with a more intelligent UI? Say, click to toggle different room types, drag between two rooms to connect them, and only use the tile selector (with more space between tiles, in some lightish colour) for special cases.

This also looks like the kind of game where you'd really want some kind of "tile clipboard" on which you could draw objects and copy/drag them into your level. Building entire levels tile by tile would be super painful.




No, the Minimap system is really cool though. Tiles change based just on their color. It's sadly a Tile8 only zone, so those are the best they'll get. I could feasibly add a magnify tool in the future though.


It has one of those you can even save it. The code hasn't been updated yet for the recent engine change so I need to get it working again.
Rena
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Posted on 01-13-13 12:23:00 AM Link | Quote
Post #4960 · Sat 130112 202300
...how the tiles are stored in the game shouldn't be any reason you can't improve the UI, and generate maps based on the room layout. Just drawing the tiles a few pixels apart from eachother in the tile list with a gray background would be a huge improvement already.

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Posted on 01-13-13 07:20:57 AM Link | Quote
Trying to force me back into Fusion hacking? maybe, maybe...

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interdpth
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Posted on 01-13-13 05:02:48 PM (last edited by interdpth at 01-13-13 09:15:49 PM) Link | Quote
Originally posted by Rena
...how the tiles are stored in the game shouldn't be any reason you can't improve the UI, and generate maps based on the room layout. Just drawing the tiles a few pixels apart from eachother in the tile list with a gray background would be a huge improvement already.

Design the code that will find all the save rooms, all the map rooms, any bosses. Design for me the code that will detect hot rooms, regular rooms and hidden rooms....Then sure.

Edit:

Actually, I can have it generate a outline...

WHAT DID YOU DO TO ME?
IIMarckus
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Posted on 01-13-13 05:08:18 PM Link | Quote

Looks neat.

Any chance of getting this to work with Wario Land 4?

Will you release the source code?

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interdpth
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Posted on 01-13-13 05:22:36 PM Link | Quote
Originally posted by IIMarckus

Looks neat.

Any chance of getting this to work with Wario Land 4?

Will you release the source code?



No, for Wario Land. But yeah, it has a google code. But the code on there isn't currently very out of date. I'll be updating it when I release this new one.
Rena
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Posted on 01-14-13 07:43:16 AM (last edited by Rena at 01-14-13 07:45:14 AM) Link | Quote
Post #4961 · Mon 130114 034316
Originally posted by interdpth
Originally posted by Rena
...how the tiles are stored in the game shouldn't be any reason you can't improve the UI, and generate maps based on the room layout. Just drawing the tiles a few pixels apart from eachother in the tile list with a gray background would be a huge improvement already.

Design the code that will find all the save rooms, all the map rooms, any bosses. Design for me the code that will detect hot rooms, regular rooms and hidden rooms....Then sure.

Edit:

Actually, I can have it generate a outline...

WHAT DID YOU DO TO ME?


That's an annoyingly lazy response, but sure. How to generate the map:
Start at the current room
Plot a room on the map there. Use the room's settings and contents to determine what kind (is there a save point? lava? doors? bosses? etc)
e.g. if there's a door on the left of the room, then draw a tile with a door on the left.
What's to the left?
Is it more of the same large room? Then draw a "partial room" tile
Is it another room? Then move there and repeat this process
Repeat for the other three directions (think recursion)
Let the user touch up anything they like, such as erasing tiles to make hidden rooms.

How to make drawing the map by hand sane:
Draw a room tile where the user clicked
Is there a room tile to the left? Then replace these two tiles with ones that "connect" to eachother (i.e. change this one to one with a door on the left, the other to one with a door on the right).
Repeat for each direction for each tile the user drags over.

Or, if the user clicks on a room tile and drags over another room tile, connect them using similar logic.

Have an erase mode that does the opposite (draw blank tiles, change neighbouring tiles to ones that don't connect to this one).

If the user holds, say, shift and drags between two tiles, draw a large rectangular room between those two points, and connect the neighbouring tiles as described. (You can even be clever here and see if there are doors leading into the neighbouring rooms!)

How to make the tile selector sane:
Instead of doing: for y = 0 to 16
for x = 0 to 16
draw tile #(y*16+x) at position (x*8, y*8)
end
end


Do:
fill the tile area with a background
colour easily distinguished from
the tiles, such as gray
for y = 0 to 16
for x = 0 to 16
draw tile #(y*16+x) at position (x*10, y*10)
end
end


or some other number, to leave a nice gap between them, so you can actually tell them apart.


Anything else you need done for you?

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interdpth
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Posted on 01-21-13 08:22:18 PM Link | Quote
Originally posted by Rena
Originally posted by interdpth
Originally posted by Rena
...how the tiles are stored in the game shouldn't be any reason you can't improve the UI, and generate maps based on the room layout. Just drawing the tiles a few pixels apart from eachoth

Anything else you need done for you?

I had edited my post stating I'd do it :p


Anywho,

UI is reverting to the one Zero Fission had



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Jul - General Game/ROM Hacking - Metroid Fusion/Zero Mission hacking New poll - New thread - New reply


Rusted Logic

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