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Author Topic: Beginning a level editor  (Read 1 times)
Lumaga
Guest
« on: December 27, 2008, 08:51:11 pm »

Hi.  I've been playing around with the ROM for Solomon's Key (NES) and wanted to make a level editor for this game.  I've already gone through a lot of the research on how and where levels are stored, so all I need is an interface to manipulate the data.

The problem is actually getting this UI started.  At first I was going to have a grid of images in a C# form to display the tiles, but then it was recommended that I use the actual graphics from the ROM instead.  I've already found the location of the image data, so theoretically it should be as simple as copying it over.  Can anybody recommend any tutorials or documents on displaying the graphics from the ROM in a form?  What have people used in the past? C++ and MFC?  C#?  Something else?

Would it really be so bad to go down the path I was on and just use an array of images in my C# form?

Having all this knowledge about the ROM is useless if I can't get this part of the project off the ground  Sad

Any help would be appreciated.
InVerse
Guest
« Reply #1 on: December 27, 2008, 09:05:18 pm »

The only reason I can think of that it would be necessary to load the graphics from the ROM itself is that if someone were to do a graphics hack of the game, they could then see their new graphics in your level editor.

Is there any reason why you couldn't start coding the editor the way you had planned and then add support for loading the actual graphics later?
Lindblum
Guest
« Reply #2 on: December 27, 2008, 09:17:20 pm »

If you're going to load the graphics from the ROM, you should also have it look up the tile reference bytes for each map block, as well as their palette references.  If you don't want to go all the way with that then use prepared image files.
Lumaga
Guest
« Reply #3 on: December 27, 2008, 09:27:41 pm »

InVerse, that exact reason was given when I was told to use the ROM's graphics.  No, there is no reason not to do what you suggested.

Lindblum, researching all of that would have been my next step if I were to use the ROM graphics.

Thanks, both of you.  It sounds like my first solution was fine enough.
DarthNemesis
Guest
« Reply #4 on: December 27, 2008, 09:57:11 pm »

I recommend using a Bitmap as a drawing buffer and copying each of the images to it. That should be a lot more efficient than a grid of images.

Edit: Here's some C# source for an image converter I wrote for Soma Bringer:
http://www.mediafire.com/?zryd3egmwg3
« Last Edit: December 27, 2008, 10:25:24 pm by DarthNemesis »
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