The fzvs thread reminded me I never made a topic about this here.
This project is currently on ice because it's no longer one of my primary interests, but I told myslef I'd complete it sometime. It's a work in progress editor for the SNES version of F-Zero with a decent number of features I think. I was putting together some notes for the game because it's not really documented and along the way I committed to an editor which required rewriting all of the game's track loading code to get around some hot fixes (lots of track specific stuff was hardcoded) and allow for expansion in the way Lunar Magic does for example. Then I picked up C# and started this (it's a .net 2.0 application)
What it does:
-track layout
-the metatiles that the tracks are built out of (64x32 of 256x256 blocks)
-palettes and palette cycling
-names
it can view but not edit:
-bg tileset
-track tileset
-mini maps
-AI paths / starting position (this was absolute hell)
It CANNOT edit AI or positions, this is the most limiting part of it and the first priority when I work on it. It can export images to a full size bitmap, though these are 8192x4096 in size.
Some pics, linked because of the size.
general stuff:
http://img228.imageshack.us/img228/3144/fz1io0.pnghttp://img228.imageshack.us/img228/8896/fz2md1.pnghttp://img135.imageshack.us/img135/3868/fz3gq7.pnghttp://img149.imageshack.us/img149/3125/mineser8.pnghttp://img221.imageshack.us/img221/6113/interfacetestyk7.pnghttp://img150.imageshack.us/img150/7999/aibrjq6.pnghttp://img228.imageshack.us/img228/6767/namesze7.pnghttp://img135.imageshack.us/img135/2318/dragndropop5.pngmeta tiles:
http://img239.imageshack.us/img239/8568/yaypegl8.pnghttp://img86.imageshack.us/img86/5195/mapilu5.pnghttp://img86.imageshack.us/img86/8126/fzpe0000eq4.pnga track capture:
http://img84.imageshack.us/img84/7025/whiteland2tj9.pngdownload for the current version:
http://smkdan.eludevisibility.org/other/fze.zipI'll update this thread when I bring some updates in, but any comments on what I have now?