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Author Topic: "Blank Template" rom hacks?  (Read 2 times)
Nerd42
Guest
« on: January 09, 2009, 05:13:50 pm »

You know .... it would be really useful for games like Chrono Trigger and Super Mario World that have those nice GUI editors like Temporal Flux and Lunar Magic to have standard "blank template" IPS patches that basically remove all the game-specific data (level layouts, item locations, anything to do with story) so people can start making new games with the engines and characters without each new person having to re-invent the wheel.

If we had that, Temporal Flux would be like, the greatest RPG Maker tool ever. Smiley

One of these days, when I've got some time on my hands (school starts next week so who knows when this will be) I might try and work on this. Any ideas/suggestions? Anyone else want to give it a try? Has anyone already done it? Is this even making sense to anyone?
MathOnNapkins
Guest
« Reply #1 on: January 09, 2009, 05:21:29 pm »

Don't those editors both have "clear all" data features? I could have sworn that Lunar Magic did, at the very least.

Anyways, blanking out data can unexpectedly have negative impacts and cause you hassle later. I'll give you a quick example from my own experience with Zelda LTTP. If you delete all the exits (indoors to outdoors pointers), the game crashes when you beat Ganon. You wouldn't expect this, but the ending sequence uses the exit data many times. I will soon have the displeasure of trying to put all that data back together b/c of a rom hack that is close to release.

Long story short - you better know what you're doing before you set a delete a bunch of data.
Celice
Guest
« Reply #2 on: January 09, 2009, 06:57:35 pm »

FFhackster had somethign sorta like this.  Users could export a map they made empty, and import it for maps they wished to be "blanked out."

I'd assume a few more editors with similar features could work the same :/
Lenophis
Guest
« Reply #3 on: January 09, 2009, 07:36:39 pm »

Quote from: Celice on January 09, 2009, 06:57:35 pm
I'd assume a few more editors with similar features could work the same :/



JCE3000GT and Dragonsbrethren (or was it just JCE? I forget...) pitched this idea to me a long time ago, and it has been a very nice addition to Jade. Unfortunately, Final Fantasy 2 is a game nobody wants to hack. Still, I wish the idea would be implemented in other editors.
Aerdan
Guest
« Reply #4 on: January 09, 2009, 09:01:15 pm »

Dear god. That dialog makes Baby Jesus cry tears of blood.
Celice
Guest
« Reply #5 on: January 10, 2009, 02:12:51 pm »

Quote
Unfortunately, Final Fantasy 2 is a game nobody wants to hack. Still, I wish the idea would be implemented in other editors.
I was.  But I never remember a map editor ever being included in a public release, which is what I was looking for most--since to me, levels are arguably the strongest part in any game.  In fact, I think FF2, aside from its leveling system, would work far better for my recent Dragon Quest hack than FF1 would.

it would take some getting used to, after only really playing FF2 once even
Lleu
Guest
« Reply #6 on: January 13, 2009, 05:00:32 am »

Quote from: Lenophis on January 09, 2009, 07:36:39 pm
Quote from: Celice on January 09, 2009, 06:57:35 pm
I'd assume a few more editors with similar features could work the same :/



Might I suggest a TreeView, sir?  It would make this form much less confusing.  Also, it'd be rather easy to transition, since most languages support boolean values for the individual nodes.  TreeViews, while not perfect, can also be keyboard-navigable.  You could even add logic to (de)select child nodes when the parent nodes are (de)selected.  This would result in far less clicks if they don't need to clear everything.  Finally, adding nodes to a Treeview is generally less involved than scoping out a new area for a checkbox and text.  The whole thing scrolls vertically and is hierarchical, after all.

Not trying to rag on you here.  I just think it better suits your particular application and is easier on the eyes.
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