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Topic: RoboWarrior hack (NES) (Read 2671 times)
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jwurmz
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« Reply #15 on: September 11, 2006, 12:15:42 am » |
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well i haven't got the 'randomness' locked down, but i can do you 1 better. there are certain bombable tiles that have predetermined items underneath. one could easily place a bush next to a downstairs that has a candle/lantern underneathe and get this, there are alot of unused tiles that have predictable behavior (e.g. some act like item pickups, some are solid, some you drown in, etc.) when i use these tiles they show up as their written hex value and behave exactly like all other game tiles. this screams customizations! (maybe i'll learn asm hacking before it's over with...)
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jwurmz
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« Reply #16 on: October 09, 2006, 09:08:35 pm » |
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ok so i got sick of level editing in a hex editor and built a graphical one. it's about 95% complete and makes editing levels very quick and painless. i'm going to toss in a cheat patcher (all items, super slow health drain, bomb detonation speed, etc.) and it'll be finished; when it's 100% i'll toss it up in downloads made it in darkBASIC pro.
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« Last Edit: October 10, 2006, 12:05:08 am by jwurmz »
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Jedi QuestMaster
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« Reply #17 on: October 11, 2006, 02:51:44 pm » |
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I was wondering what happened to this...
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jwurmz
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« Reply #18 on: October 13, 2006, 06:59:04 pm » |
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yeah it was just sitting on the back burner for a bit. i've uploaded a beta of the level editor here: http://jwurmz.cinnamonpirate.com/pub/RoboWarriorEditor.zip. i made a few changes to the way tiles are laid out - now there are thumbnails of what each tile should look like in-game (for the most part ). YOU HAVE TO PUT YOUR ROBOWARRIOR ROM IN THE SAME FOLDER AS THE EXE RIGHT NOW, AND NAME IT "RoboWarrior.nes"here are the keyboard controls: F2 - save current stage up,down - switch the stage that you're currently editing (doesn't save changes automatically!!!) left,right - pan through the current stage if it's more than 1 screen wide <,> - scroll the tile palette and mouse controls: left click in editing space - assign brush tile to grid square left click when over tile palette (in-between big and small grid) - chooses a different current tile. right click in editing space - choose a new brush tile in an eye-dropper fashion try it out and let me know what you think or report back bugs!
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« Last Edit: October 13, 2006, 08:21:59 pm by jwurmz »
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Googie
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« Reply #19 on: October 13, 2006, 09:28:47 pm » |
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Aw yeah, another game to put on my hack list. It looks pretty cool, I'm gonna have to check this out.
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D
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« Reply #20 on: October 14, 2006, 10:01:02 am » |
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How are enemy appearances controlled?
I'm really anxious to see some finished hacks for this game. I love RoboWarrior.
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jwurmz
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« Reply #21 on: October 14, 2006, 01:14:37 pm » |
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i'm pretty sure enemy appearances are totally random; i'll look into it further though.
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Googie
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« Reply #22 on: October 16, 2006, 10:24:16 am » |
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If the enemies come out at random, I can work around that mos def. I'm really anxious to see some finished hacks for this game. I love RoboWarrior.
Then you'll be happy to know that I've started poking at the game, this editor is pretty cool and easy to use, so here's a pic of the starting point in level 1. [attachment deleted by admin]
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Aerdan
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« Reply #23 on: October 16, 2006, 12:42:02 pm » |
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That'd look better if you switched the ^^ and the powerups...
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jwurmz
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« Reply #24 on: October 17, 2006, 02:00:25 pm » |
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i've updated the editor a little, mostly cosmetic. now instead of a general representation of what tiles you're using i've actually put real thumbnails in. all stages are in the same palette though, i'm not going to make THAT many thumbnails! here's the link: http://jwurmz.cinnamonpirate.com/pub/RoboWarriorEditor.zipenjoy!
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Googie
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« Reply #25 on: October 17, 2006, 05:27:17 pm » |
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I like this new update, it's more smoother now, gracias. Aerdan: Now with the editor being update, I'll throw different powerups when I get some free time this weekend, I'll show some more pics soon too.
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jwurmz
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« Reply #26 on: October 17, 2006, 06:34:17 pm » |
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de nada, i'm glad you are making use of it. there will be more updates soon.
any suggestions on what to change?
anyone else using it?
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D
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« Reply #27 on: October 18, 2006, 07:34:34 am » |
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Suggestion: If you were to actually read the graphics out of the ROM and convert them to BMP (not so tough, I can do that in PHP in 12 lines so it can't be too much worse in C) you could show the actual graphics in the ROM. This would open the door for people doing graphics hacks of the game.
Also, if you were to support palette dumps, it would reflect graphic hacks too.
Of course, that's if you want to go all-out and make this a seriously kickass level editor.
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jwurmz
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« Reply #28 on: October 18, 2006, 08:54:30 am » |
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Suggestion: If you were to actually read the graphics out of the ROM and convert them to BMP (not so tough, I can do that in PHP in 12 lines so it can't be too much worse in C) you could show the actual graphics in the ROM. This would open the door for people doing graphics hacks of the game.
Also, if you were to support palette dumps, it would reflect graphic hacks too.
Of course, that's if you want to go all-out and make this a seriously kickass level editor. i'd certainly like to make it an everything-editor; i just need to know the offset for the beginning of the graphics and the structure therein. i'll start looking into it, but if you can get me that info i'll dust off a high-five for ya
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D
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« Reply #29 on: October 18, 2006, 09:30:04 am » |
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They are all uncompressed NES mode graphics from 0x10 - 0x8010.
A NES tile is made of up 16 bytes composing two planes. Bytes 0-7 are plane 1, 8-F are plane 2. The two planes are layered on top of each other. To determine the color of each pixel, just add the values for each plane.
e.g. 00 = color 1 01 = color 2 10 = color 3 11 = color 4
Now you have your NES graphic as an 8x8 tile.
To be honest, I don't care about graphic editing support in your tool. I would just like to be able to see changes people make in the graphics reflected in the editor.
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