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Romhacking => Personal Projects => Topic started by: spiiin on October 11, 2013, 06:25:11 am

Title: Capcom Games Editor (NES)
Post by: spiiin on October 11, 2013, 06:25:11 am
Level editor for most Disney Capcom games  for NES.
http://www.romhacking.net/utilities/967/

Supports the level form editing, screens, blocks & macroblock and placement objects for Chip & Dale, Darkwing Duck, Duck Tales, Duck Tales 2 (with some limitations).
Supports editing of screens, blocks & macroblock for  Megaman 4 (first 8 levels), Tale Spin and Little Mermaid.

The editor has been developed for one and a half years.
The hacks developed using the editor:
Darkwing Duck New Levels (http://www.romhacking.net/hacks/1382/),
Chip & Dale Alternative (http://www.romhacking.net/hacks/1384/),
Chip & Dale Lomax Attack (http://www.romhacking.net/hacks/1374/, it's an incomplete version, full version video http://www.youtube.com/watch?v=Sb2muDobK5c).

Some features of the editor are not very comfortable to use, they will be improved over time. Stages of editor development will be posted in the topic (if it will be interesting for users).
Title: Re: Capcom Games Editor (NES)
Post by: MathUser2929 on October 11, 2013, 08:08:03 am
That's alot of hacks for a level editor that hasn't been out for too long. I hope you continue working on and releasing versions of the editor.
Title: Re: Capcom Games Editor (NES)
Post by: Celice on October 11, 2013, 03:09:28 pm
Capcom games on the NES were the shit--if I ever get back into ROMhacking, it'll definitely be messing around with this tool. Thanks!~
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on October 17, 2013, 11:27:26 am
Added support for "Tiny Toon Adventures", levels 1.1 - 1.4.
(http://img826.imageshack.us/img826/9092/lmhi.png) (http://imageshack.us/photo/my-images/826/lmhi.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Capcom Games Editor (NES)
Post by: MathUser2929 on October 17, 2013, 12:54:43 pm
I think Tiny Toon Adventures was a Konami game, wasn't it? Anyway, it's one of my favorite NES games. Good to see a editor made for it. I hope you add support for all the levels.
Title: Re: Capcom Games Editor (NES)
Post by: RetroHelix on October 17, 2013, 01:45:19 pm
Added support for "Tiny Toon Adventures", levels 1.1 - 1.4.
(http://img826.imageshack.us/img826/9092/lmhi.png) (http://imageshack.us/photo/my-images/826/lmhi.png/)

Uploaded with ImageShack.us (http://imageshack.us)

Wow, go for "everygameeditor"  :laugh:

Well done :thumbsup:
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on October 19, 2013, 12:34:34 pm
Quote
Wow, go for "everygameeditor"  :laugh:
I think about it, but will anyone use it for making games?

And some new screens:
(http://img41.imageshack.us/img41/664/nkrg.png) (http://imageshack.us/photo/my-images/41/nkrg.png/)
Uploaded with ImageShack.us (http://imageshack.us)

(http://img547.imageshack.us/img547/2247/mjcu.png) (http://imageshack.us/photo/my-images/547/mjcu.png/)

Uploaded with ImageShack.us (http://imageshack.us)

btw, how can I attach files to the post, if it's possible?

Title: Re: Capcom Games Editor (NES)
Post by: MathUser2929 on October 19, 2013, 09:01:07 pm
They had that option here I think. But it was disabled as it ate up too much disk space.
Title: Re: Capcom Games Editor (NES)
Post by: KingMike on October 20, 2013, 01:08:20 am
Yes, way too much space for what our large userbase could reasonably share.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on October 26, 2013, 10:56:35 am
Project based on the CadEditor's sources:
http://www.romhacking.net/utilities/1005/ (http://www.romhacking.net/utilities/1005/)
Thunder Force 3 Editor (SMD)
(http://romhacking.net.ru/_nw/23/s94255792.jpg)

Title: Re: Capcom Games Editor (NES)
Post by: azoreseuropa on October 26, 2013, 08:20:13 pm
Megaman series, perhaps ?
Title: Re: Capcom Games Editor (NES)
Post by: MarkGrass on October 26, 2013, 10:40:51 pm
Megaman series, perhaps ?

Being the definitive series for the NES, by CAPCOM, I second this notion.

...and to answer your question, spiiin, yes - I'm sure people will use this application to create some new stuff.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on October 28, 2013, 08:00:55 am
All megamen already has editors, as I know.
I can port configs ripped from sources of MegaFle X (http://www.romhacking.net/utilities/333/) to my editor, but it has more features, so you can use it for new hacks of megaman (there are almost 200 of it...)
But there are many other good games on the NES without any hacks :)
Title: Re: Capcom Games Editor (NES)
Post by: Zynk on October 28, 2013, 09:04:10 am
All megamen already has editors, as I know.
I can port configs ripped from sources of MegaFle X (http://www.romhacking.net/utilities/333/) to my editor, but it has more features, so you can use it for new hacks of megaman (there are almost 200 of it...)
But there are many other good games on the NES without any hacks :)

Heys, spiiin! Is your editor for levels only? Is it possible for you to fix sprite editors such as this (http://www.romhacking.net/utilities/983/) too?  :D
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on October 28, 2013, 09:14:48 am
Yes, it's for levels & objects lists only. But I have simple test sprite editor for darkwing duck & chip&dale 1 too :)
(http://img5.imageshack.us/img5/1325/iyr1.png) (http://imageshack.us/photo/my-images/5/iyr1.png/)
Uploaded with ImageShack.us (http://imageshack.us)
c&d version:
https://dl.dropboxusercontent.com/u/852723/cad_editor/cad_enemy_editor_v2.zip
dwd version:
https://dl.dropboxusercontent.com/u/852723/cad_editor/cad_enemy_editor_dwd_v2.zip


November 02, 2013, 08:11:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
support level 1 for Flintstones: Rescue Dino & Hoppy and Mitsume ga Tooru (3 eyes).
(http://img59.imageshack.us/img59/5937/gned.png) (http://imageshack.us/photo/my-images/59/gned.png/)

Uploaded with ImageShack.us (http://imageshack.us)
(http://img826.imageshack.us/img826/9201/scui.png) (http://imageshack.us/photo/my-images/826/scui.png/)

Uploaded with ImageShack.us (http://imageshack.us)

version 1.9 available on Github https://github.com/spiiin/CadEditor/ (https://github.com/spiiin/CadEditor/)
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on November 25, 2013, 12:43:19 pm
Added support for many games (one level for each as demo).
Full list of supported games:

«Chip&Dale» (all levels)
«Darkwing Duck» (all levels)
«Duck Tales» (all levels)
«Duck Tales 2» (all levels)
«Little Mermaid» (all levels)
«Tale Spin»  (all levels)
«Tiny Toon» (all levels)
«Mega Man 4» (8 levels)
«Three Eyes Story» (1)
«Jungle Book» (1-9)
«Ninja Cat» («Cattou Ninden Teyandee»), (1-3)
«Battletoads & Double Dragon - The Ultimate Team» (5)
«Battletoads» (1)
«Tom & Jerry» (1)
«Chip & Dale 2» (1)
«Flintstones: The Rescue of Dino & Hoppy» (1)
«Flintstones: The Surprise at Dinosaur Peak!» (1)
«New Ghostbusters 2» (1)
«Power Blade 2» (1)
«Rockin' Kats» (1)
«Teenage Mutant Ninja Turtles» (1)
«Shatterhand» («Tokkyuu Shirei Solbrain») (1)
«Contra Force» (1)
«Little Nemo» (1)
http://www.romhacking.net/utilities/967/ (http://www.romhacking.net/utilities/967/)

There are 8 more configs at github:

Ninja sword (Ninja gaiden) (1-1)
Batman (1-1)
Teenage Mutant Ninja Turtles (1)
Monster in my pocket (1-1)
Captain America (1)
Super C (1)
Adventure Island 2 (1)
Adventure Island 3 (1)
Title: Re: Capcom Games Editor (NES)
Post by: Celice on November 25, 2013, 03:20:39 pm
Wow! I loved Flintstones on the NES when I was growing up, and the sheer amount of games that are supported is really amazing. Maybe I should get back into romhacking  :beer:
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on January 31, 2014, 07:36:16 am
Project update, now supports some sega games (1 levels for each):
    Zombies Ate My Neighbors
    Contra Hard Corps
    Tiny Toon Adventures: Buster's Hidden Treasure
    QuackShot

(http://imagizer.imageshack.us/v2/xq90/534/juqu.png) (https://imageshack.com/i/eujuqup)

Latest releases: https://github.com/spiiin/CadEditor/tree/master/Release
Link to all supported games: https://github.com/spiiin/CadEditor/blob/master/CadEditor/cad_editor_supported_games.txt (russian)
Link to sources: https://github.com/spiiin/CadEditor

Project page (update): http://www.romhacking.net/utilities/967/
Title: Re: Capcom Games Editor (NES)
Post by: tomaitheous on January 31, 2014, 10:40:34 pm
How about support for Bonk 1 and 2, for PC-Engine?
Title: Re: Capcom Games Editor (NES)
Post by: schtolteheim on February 01, 2014, 09:36:50 am
I would wish for an inclusion of The Lost Vikings, preferably the MD/GEN version. That game still offers so many possibilities for smarter unrealised puzzles, as the original ones are rather basic.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on February 02, 2014, 02:12:29 pm
If you describe level format (start addresses for screens' descriptions and/or format of the objects (adresses of the xs,ys and types for 1st object for example), in ROM or in RAM, if compression used), I can connect this games to the editor easy.

For Lost Vikings I can do research by myself.
Title: Re: Capcom Games Editor (NES)
Post by: RetroHelix on February 02, 2014, 03:32:43 pm
For Lost Vikings I can do research by myself.
:o Keep us up to date with your progress please.
Title: Re: Capcom Games Editor (NES)
Post by: azoreseuropa on February 02, 2014, 06:51:54 pm
What about Rockman Mega World aka Mega Man: The Wily Wars ?
Title: Re: Capcom Games Editor (NES)
Post by: Drakon on February 02, 2014, 09:57:02 pm
How about support for Bonk 1 and 2, for PC-Engine?

Bonk level hacks would rule.

I like the idea of a universal editor that you can create a file for a specific game and it allows you to edit the game with the appropriate information.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on February 03, 2014, 10:32:57 am
First step, dump editor, is ready (with small bug around start point). But I have no compressor for insert dump back into the rom
(http://imagizer.imageshack.us/v2/xq90/401/6e2f.png) (https://imageshack.com/i/b56e2fp)
Title: Re: Capcom Games Editor (NES)
Post by: Celice on February 03, 2014, 06:32:43 pm
I like the idea of a universal editor that you can create a file for a specific game and it allows you to edit the game with the appropriate information.
Years ago on an early version of acmlm, someone released a program called Nightmare. It was similar in idea, and was essentially a GUI frontend for a hex editor. You could  create text modules which would explain at range data could be found and what that data was, and then Nightmare would simplify the process for the user by making a makeshift editor with dropboxes and other neat stuff. I ended up sharing this program with the Fire Emblem community around 2005, and now it's the main tool used by English-speaking fans to edit versions of Fire Emblem and Advance Wars. I haven't seen it adopted anywhere else, so I guess it sort of died off except where I shared it :o

A universal map editor also seems really snazzy. I'm seriously impressed with the amount of games this program already supports  :beer:
Title: Re: Capcom Games Editor (NES)
Post by: Drakon on February 03, 2014, 09:56:52 pm
Years ago on an early version of acmlm, someone released a program called Nightmare. It was similar in idea, and was essentially a GUI frontend for a hex editor. You could  create text modules which would explain at range data could be found and what that data was, and then Nightmare would simplify the process for the user by making a makeshift editor with dropboxes and other neat stuff. I ended up sharing this program with the Fire Emblem community around 2005, and now it's the main tool used by English-speaking fans to edit versions of Fire Emblem and Advance Wars. I haven't seen it adopted anywhere else, so I guess it sort of died off except where I shared it :o

A universal map editor also seems really snazzy. I'm seriously impressed with the amount of games this program already supports  :beer:

Yeah that's what this is looking like to me which is great.  Another "universal editor" I'd like to see is one for graphics since a lot of games I've mucked around with have graphics compression.
Title: Re: Capcom Games Editor (NES)
Post by: MrFaust on February 06, 2014, 10:15:46 pm
Any chance of adding Metal Gear?1?
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on February 07, 2014, 06:58:06 am
I dont have time for reverse and add new games for now, but if game already reversed, I can add it with minimal effort or you can add it by yourself using existing configs as examples (It will be fast then wait my updates).
Title: Re: Capcom Games Editor (NES)
Post by: MrFaust on February 07, 2014, 08:06:18 am
Its cool. That's a bit past my skill level. Anyhow, great work.
Title: Re: Capcom Games Editor (NES)
Post by: Drakon on February 07, 2014, 08:13:15 am
I dont have time for reverse and add new games for now, but if game already reversed, I can add it with minimal effort or you can add it by yourself using existing configs as examples (It will be fast then wait my updates).

That's what I meant, making a piece of software that's easy for people to add games themselves.
Title: Re: Capcom Games Editor (NES)
Post by: lukas2288 on March 31, 2014, 08:32:55 am
Thanks for this awesome utilil.i´m waiting for full Flintstones Rescuo of Dino And Hoppy support.I hope that somebody will made support for double dragon 2 too.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on March 31, 2014, 09:53:42 am
Thanks for this awesome utilil.i´m waiting for full Flintstones Rescuo of Dino And Hoppy support. I hope that somebody will made support for double dragon 2 too.

Ok, if you or someone make test level for Flintstones in cadEditor, I'll add support for all other levels  ;)
Title: Re: Capcom Games Editor (NES)
Post by: lukas2288 on March 31, 2014, 12:42:57 pm
Ok i will make one.It will be done this week.
Title: Re: Capcom Games Editor (NES)
Post by: Jonesy47 on March 31, 2014, 05:16:00 pm
I dont know if this would help with adding Metal Gear to this, but yeah. Here's something snarfblam started for me when i was hacking metal gear into the nes game (i actually succeded, then proceeded to lose all my work in a hard drive crash...sigh)

Anyways, there's this.
http://snarfblam.com/files/GearTool.zip

If that helps, I secretly hope metal gear uses the same compression as Snake's Revenge. I've had DREAMS of hacking that game into a proper Metal Gear 2 Solid Snake MSX2 port or at least as close as I could come to it. All it would need after sprite and dialogue editing would be some asm to add a crawl and a soliton radar screen, maybe a few hacks for new weapons.
Title: Re: Capcom Games Editor (NES)
Post by: lukas2288 on April 19, 2014, 02:03:14 am
Hello,here is the flintstones hack.There are some graphic glitch,but the level is playable.I will fix the graphic glitches but only if this game will be fully supported(all levels).
Here is the link:
http://www.4shared.com/file/q8CxK6wIce/Flintstones_hack.html

PS:Sorry for late,but i haven´t got much time.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on April 21, 2014, 05:13:12 pm
lukas2288, ok, I look at your level and make enemy editor after a week, I don't have time for now. But I already make configs for levels 1-7 - https://github.com/spiiin/CadEditor/tree/master/CadEditor/settings_flintstones_rescue_of_dino_and_hoppy
(for CadEditor version 2.7 https://github.com/spiiin/CadEditor/tree/master/Release)

Jonesy47, I have a list of games that I want to add to CadEditor, but there are many games in list for now (at first, I want to make configs for all levels of some games, that are already connected). Maybe after 2-3 releases I'll add your request too. Sources will be very helpful for me.
Title: Re: Capcom Games Editor (NES)
Post by: Jonesy47 on April 22, 2014, 11:54:22 pm
I believe gear tool is open source. At least snarfblam made it so I could write program for it. As  is, it decompresses grapics on a page by page basis but i dont think it does anything else. Anyways, its the most effort anyone has done on a metal gear level editor to date so there's that.
Anyways, good luck with your progress. This truly is one of the most promising romhacking tools I can think of at the moment next to black magic.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on June 06, 2014, 07:47:24 am
Editor update. Version 3.0.
(http://savepic.net/5696344.png)
http://www.romhacking.net/utilities/967/
All supported games:
https://github.com/spiiin/CadEditor/blob/master/CadEditor/cad_editor_supported_games.txt
(rus)

It also support all levels from Chip & Dale 2 and Flintstones Rescue Dino And Hoppy.

All games from request will be added later.
Title: Re: Capcom Games Editor (NES)
Post by: NiO on September 06, 2014, 10:54:22 pm
sorry for the bump, just wanted to say this looks awesome and seems like a dream coming true to those newbie hackers that need tools to work
Title: Re: Capcom Games Editor (NES)
Post by: Grimlock on September 06, 2014, 11:59:07 pm
Thanks for bumping this I had no idea this utility existed.  One Capcom game I don't see listed is Ghosts and Goblins (great classic game).  I can tell you I would absolutely love to make a Ghosts and Goblins hack with custom graphics and levels.  The list of games supported already is very impressive.  I'm looking forward to giving this utility a try!  :thumbsup:

Does this editor modify enemy placement and location?  I read through the thread and couldn't tell based on the posts.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on September 07, 2014, 02:26:01 pm
Yes, editor can be used for object and enemy placing - one limitation that new size of object list  must be not larger than original (editor just place list in the ROM, not change pointers, not increase rom size).

BTW, the best way to use CadEditor AFTER dizassamble game and insert new code or data. It's easy to change game configs for set new pointers.
Title: Re: Capcom Games Editor (NES)
Post by: Grimlock on September 07, 2014, 10:00:09 pm
Ok so if I understand correctly you can move the enemies around, change enemy type but not the quantity since your editor doesn't expand the rom.  Can you remove an enemy in one screen and add one in another screen, for example remove enemies in the beginning of the game and place them further into the level?  Basically the quantity of enemies remains the same over all on a particular level but where the enemies are completely changes?
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on September 08, 2014, 04:46:47 am
Grimlock
At first, enemies change method depends on specific game.

There are two common methods of storage objects' data (but there many others). First - one pointer for the level, and linear objects data (99% with 0xFF byte and the end of objects list). Second - every part of object data (Type byte, X coords, Y coords etc.) saves at separate arrays, so there are 3-5 pointers to arrays.
So, if you want to remove enemy at first level, at add to last level, for example, you need 1) find and change pointers to the lists in hex editor (cadEditor not do that, as I say), 2) change configs of CadEditor - see getObjectsFunc/setObjectsFunc functions in config.

Concrete games may have additional limitations, for example Duck Tales 2, have pointers to every line of level, so every floor must have same enemy count as original (if you don't use hex editor, as I say above).

One more, for many games, it's important not only objects count, but objects order too. It may be from left to right, or from top to bottom, or as objects show to player.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on May 27, 2016, 06:20:32 am
Year has passed, and I want to try continue develop CadEditor  :angel:
it is not an easy job, and it take long time (about a week for one game for me – romhacking, programming, writing helper scripts), so I create campaign for get some support. It's really important for me to be able to reduce the time spent on my daily job and spend it to develop CadEditor - I want to add many new games (for other platforms too), improve support for already added games, make documentation, tutorials and examples, and add new features for editor, like a better universal enemy editor, and universal animation editor.
Patreon campaign: https://www.patreon.com/CadEditor (https://www.patreon.com/CadEditor)

At last new release (3.6), I added support for NES Flintstones Rescue Dino and Hoppy and NES Jungle Book.
My next goal is to add support for Sega Jungle Book, NES Flintstones  and NES Battletoads (at least, race edisodes).
The level of support I receive on Patreon on will directly affect what is possible and how fast things can happen, and may be add new goals to my priorities.

Full list of supported games for now (Version 3.6).

Full support (edit screens, tiles and enemies):
Darkwing Duck, Chip & Dale, Duck Tales, Duck Tales 2, Little Mermaid, Tale Spin, Tiny Toon, Chip & Dale 2 (except some levels), Flintstones tRD&H, Jungle Book.
Edit screens and tiles, but no enemies(NES & SMD):
MegaMan 3-5, Mitsume ga Tooru (1 level), Flintstones tSaDP! (1 level), Contra Hard Corps, EarthWorm Jim 1-2 (1 level each), Disney's Alladin (1), Mickey Mania(1), Pitfall(1), World Of Illusion(1), Great Circus Adventure(1). You must use appropriate compressors before insert level into SMD games.
Edit screens only (with prepared pictures):
Cattou Ninden Teyandee(1), Tom & Jerry(1), New GhostBusters 2(1), Little Nemo(1), Battletoads & Double Dragon - The Ultimate Team(1), Battletoads(1), TMNT 1-3 (1 each), Banana Prince (1), Rokin' Cat(1), Tokkyuu Shirei Solbrain(1), Contra Force(1), Shadow of the Ninja(1), Ninja Gaiden(1), Super C(1), Captain America(1), Adventure Island 2-3 (1 each), Adventure in the Magic Kingdom(1), Monster in My Pocket(1), Batman(1), Jackal(1), MegaMan(1), Raf World(1), Bucky O'Hare(1), Alien 3(1), Terminator 2(1), Power Blade 1-2 (1 each), Super Spy Hunter (1), Mickey's Adventures in Numberland(1), Mickey Mouse 3 Yume Fuusen(1), QuackShot(1), Tiny Toon Adventures: Buster's Hidden Treasure(1), Lost Vikings(1).

http://www.romhacking.net/utilities/967/ (http://www.romhacking.net/utilities/967/)
Title: Re: Capcom Games Editor (NES)
Post by: nesrocks on May 27, 2016, 01:03:30 pm
Shouldn't this tool be stickied or something? I had no idea it existed either, and believe me I have looked in the tools section. Maybe a rating system is long overdue.

How can I help? I want to add support for super pitfall.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on May 27, 2016, 03:13:34 pm
Quote
Shouldn't this tool be stickied or something?
This question for moderators  :)

Quote
How can I help?
Best for me – support me on Patreon :) If I correct understand their rules, it was simple, you need register and add your paypal account for make donation.

I work on CadEditor about three years and help create hacks using it on russian forum, when I had enough free time for it. But one year ago I halt development because it's too complex for me to support it as pet-project.
So now I am trying to use Patreon to be able to get some extra time for development and ready to fulfill requests for donations.

But I'll make some iterations of development even without any support, but it will be much slower than with support.

And there are other option: if you are familiar with C# language, you can add config for you game yourself, all code of CadEditor is open-source, I will be glad to any help.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on July 06, 2016, 01:47:09 pm
https://www.patreon.com/posts/roadmap-to-july-6010788 (https://www.patreon.com/posts/roadmap-to-july-6010788)
First update on Patreon. I made scripts for automatic extract RNC archives for SMD games and add all levels for Sega Jungle Book. Next goal - NES Battletoads
Title: Re: Capcom Games Editor (NES)
Post by: ExL on November 15, 2016, 09:53:25 am
New version of editor was released.
https://github.com/spiiin/CadEditor/blob/master/Release/cad_editor_v37.zip?raw=true
Changelog:
- Configurations for Tom & Jerry (and Tuffy)[NES] (screen/blocks/enemy/objects editor) all levels.
- Configurations for Jungle Book [SMD] (layer A and B editor) all levels.
- Editor for the world map fo Duck Tales 2 [NES].
- Configurations for MicroMachines [NES] (1st level by pictures), Aliens 3 (level 1-2 by pictures), Flintstones.
- Small enhancements of enemy editor.

Also here's list of hacks made with the editor uploaded to RHDN:
Spoiler:
Darkwing Duck New Levels          http://www.romhacking.net/hacks/1382/
Duck Tales Hardcore Revision      http://www.romhacking.net/hacks/1671/
Chip & Dale Lomax Attack (v2)     http://www.romhacking.net/hacks/1374/
Remix of Tiny Toon Adventures     http://www.romhacking.net/hacks/2511/
Title: Re: Capcom Games Editor (NES)
Post by: salvadorc17 on November 15, 2016, 03:33:49 pm
Do you could consider possible add support for some Capcom snes games like Goof Troop...
Title: Re: Capcom Games Editor (NES)
Post by: Midna on November 15, 2016, 07:10:03 pm
Do you could consider possible add support for some Capcom snes games like Goof Troop...

Quote
Capcom Games Editor (NES)

Quote
Capcom Games Editor (NES)

Quote
Capcom Games Editor (NES)
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on November 16, 2016, 08:40:37 am
Do you could consider possible add support for some Capcom snes games like Goof Troop...

For now I don't want to add new platforms, CadEditor will be developed in depth, not width.
But it open source, so anyone can add code for new platforms and games.
Title: Re: Capcom Games Editor (NES)
Post by: ExL on December 01, 2016, 08:34:36 am
Version 3.8 was released.
https://github.com/spiiin/CadEditor/blob/master/Release/cad_editor_v38.zip?raw=true
Changelog:
- Support for the games with any level of macroblocks nesting.
- Remembering last opened ROM and configuration.
- Bugs fixed.
- Configurations of blocks, macroblocks, macromacroblocks and macromacromacroblocks for Rockin' Kats.
- Configuration by pictures for screens (1 level each):
  Batman Returns
  Ninja Gaiden 3
  Mighty Final Fight
  Jackie Chan's Action Kung Fu
  Yo-Noid
  Gun.Smoke
  Little Samson
  Darkman.

I loved Rockin'Kats game in childhood, hope someone will now use this editor to make great hack for it ::)
Title: Re: Capcom Games Editor (NES)
Post by: ExL on January 05, 2017, 12:28:15 am
Don't miss latest version of editor as I did :P
Version 3.9 was released.
https://github.com/spiiin/CadEditor/blob/master/Release/cad_editor_v39.zip?raw=true
- Support for games with bit palettes defined on macroblock's level (pallets could be switched by pressing right mouse button in macroblock editor). Examples: Tiny Toon Adventures,  Ninja Gaiden 3.
- Dump editor for Felix the Cat [NES] (levels 1-1, 1-2, 1-3). To save dump into ROM compressor would be needed.
- Blocks/macroblocks editor for Shatterhand [NES] (level 1). Author: Proton
- Blocks/macroblocks editor for Rokin' Kats [NES] (for every level).
- Title screen editor for Chip and Dale (via Map editor's plugin).
- Configurations of screens by pictures (Author: Roket) [NES]: Addams Family: The Pugsley's Scavenger Hunt, Moon Crystal, Mappy Kids, Predator;
- Configuration of screens by pictures (Author: DANGER X): Mighty Final Fight.

Also added few samples of games' dissection using CadEditor as library for Python:
https://github.com/spiiin/CadEditor/tree/master/JupyterCadEditor
(for Addams Family, Yo-Noid, R.C. Pro AM 2 [NES])
There's also a compressors' example for Felix The Cat.
Title: Re: Capcom Games Editor (NES)
Post by: Ness on January 11, 2017, 04:23:14 am
Great job with this editor.
So many of some of my fav games supported.

Will you consider full support for Mega Man games ? (more than ethe 8 first stages)
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on January 12, 2017, 06:35:52 am
I can (level format is similar as Darkwing Duck or other Capcom Disney games), but do you REALLY need to edit Megaman in my CadEditor?

All parts of this game already has a level editors (for example MegaFLE X for levels, and CSA for sprites), some of them has more feautures (support realtime animations preview for blocks, or increasing enemy list size, for example). So I try to add games that has no level editors (I preffer games that I saw in childhood :) ).

BTW, I already add configs for all levels for parts 3-5 (maybe almost all, I dont know this games so well). You can free edit blocks and macroblocks, but no enemies, in this games.

There are list of supported games:
https://github.com/spiiin/CadEditor/blob/master/CadEditor/cad_editor_supported_games.txt (https://github.com/spiiin/CadEditor/blob/master/CadEditor/cad_editor_supported_games.txt)
"все уровни" means "all levels".
Title: Re: Capcom Games Editor (NES)
Post by: ExL on January 13, 2017, 10:22:18 am
In the meantime 4.0 was released!
https://github.com/spiiin/CadEditor/blob/master/Release/cad_editor_v40.zip?raw=true
Updates:
- Fixed bug with vanishing scrollbar on screens with low resolution.
- Added support for small blocks with size larger than 2x2.
- Block editor for the following games(one level each):
 
In fact, small update of CadEditor and NesBlockFinder tool made possible to add blocks editor for vast number of games (in ALL of them same structure of levels' blocks definition by 16 tiles and 1 byte palettes for defining block's colour).
Configurations for those games could be used as example of how to add other games (I'm sure, that there will be discovered few dozen of games that are using same scheme).

Palette for tile group could be changed by clicking right mouse button in blocks editor (simultaneously with selecting block under cursor as active for drawing).

With this update it is possible to define in editor any of already added by pictures games (with exception of Batman).
Spoiler:
(https://s27.postimg.org/viylz0mxv/cad_block_editor.png)(https://s30.postimg.org/fayyjx4fl/block.png)
Title: Re: Capcom Games Editor (NES)
Post by: releasethedogs on January 14, 2017, 12:06:32 am
Cool program. I do wonder one thing.
Why add support for only a single level? That has very limited utility.
Why not focus on making all levels editable before adding support for another game?
Title: Re: Capcom Games Editor (NES)
Post by: ExL on January 14, 2017, 12:49:34 am
I can answer this question instead of Spiiin. His free time to spend on editor is quite limited(that's why I'm translating changelogs for him) so Spiiin focuses most of effort on games he had in childhood and like the most, and editor itself of course. For other games he makes one level(kinda like saying "that game is editable, folks") and expect for community to help him in writing configs for 'em. So anyone is free to make config files and send those to Spiiin(like DANGER X did, or Rocket for example), he'll gladly add those to editor! ::) ;)
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on January 14, 2017, 06:45:52 am
Quote
Why add support for only a single level? That has very limited utility.
Editor has full support of 12 games (all levels, edit levels and objects).

There are a few reasons for adding 1 level of other games:
- It takes a lot of time for add all levels. If someone is interested in a particular game, and wants to make a hack for it, and contact to me for it, I can add all levels for him, and may be make specific tools for selected game. I made several hacks in this mode, but now can't do it because I do not have enough free time. But if I or my friends start to make hack for specific games again, this games will be added to editor.
- Configs for games is C# text files, and any user can make config for other levels, using existing configs as examples. So editor is big database of examples, and even new games can be added by users. It's rarely happens, that someone helps me with my work :)
- My final goal is to make universal editor, platform for other level editors. It's hard task, and I must know level format for many games for making universal editor, so this configs important for me to improve architecture of editor.

In last update, I found 20 games with similar level structure. Making configs for all levels of this games is not hard, but just long task. So, soon or later, all levels will be added  ;)
Title: Re: Capcom Games Editor (NES)
Post by: Googie on January 24, 2017, 11:37:25 pm
Shouldn't this tool be stickied or something?

I agree, please sticky this thread.  :thumbsup:
Title: Re: Capcom Games Editor (NES)
Post by: ExL on May 21, 2017, 11:04:46 pm
Sorry for the luck of posted updates,  I've been off the loop.
So the curent version is:
CadEditor 4.2.1
https://github.com/spiiin/CadEditor/releases/download/v4.2.1/cad_editor_v421.zip
Update includes:
- Enhanced blocks panel;
- Configs for games with blocks and palettes on separate layer [NES] (1 level per game):
- Blocks configs for games [NES]:
- Editing of screens and blocks by pictures [NES]:
"Enhanced blocks panel, rewrote almost all configs for blocks not using pictures (only 18 games remains, next, after I finish those, I'll start to enhance object/enemy editor, which everyone was waiting for so long :) ).
Also made level compressor for Felix The Cat:
https://github.com/spiiin/CadEditor/blob/master/JupyterCadEditor/CadEditor-Felix-decompress.ipynb "

Previously on our channel:
Spoiler:
CadEditor 4.1
Updates:
- Support for bigger amount of blocks (up to 4096) & bigger size of maps (up to 65536 pixels);
- Enhanced map editor plugin (possible to add setting for layer attributes for games with level format like Batman);
- Configs for blocks & screens for games (all levels):
  • Teenage Mutant Ninja Turtles 2;
  • Teenage Mutant Ninja Turtles 3;
  • Battletoads;
  • Battletoads and Double Dragon;
  • Contra Force;
  • Mickey's Adventure in Numberland;
- Editor for blocks & attribute layer for games (1 level):
  • Batman;
  • Contra Spirits.
Stay tuned, folks ;)
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on August 10, 2017, 12:23:40 am
I'm currently creating a complete hack of Little Nemo The Dream Master, and J^P pointed me in your direction for the level editor. And I've got to say, this is amazing and thank you for a great editor/tool!! :)

Btw, I noticed that I can only edit the levels layouts as of now. Will you be adding the ability to edit enemies and items for Little Nemo in the future? If not, can I kindly request for one? I'll gladly contribute in anyway if you can make this possible! :)

Cheers!!  :beer:

8-bit fan
Title: Re: Capcom Games Editor (NES)
Post by: NES Boy on August 10, 2017, 01:57:04 pm
I took a look at the CadEditor Patreon page (https://www.patreon.com/CadEditor), and only three people donated a dollar each, and none of the four goals have been reached. What we really need to focus on is the top three goals. If he gets $1,500 per month, spiiin will fully devote his time to the editor. If he gets $500 per months, he'll work on the editor twice a week. If he could just get $250, he'll at least work on it once a week.
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on August 10, 2017, 03:21:56 pm
Thanks for the info NES Boy! :)
I just took a look at the Patreon page, and looks like I'll have to donate $25/month to request what I need for the game. I'll have to think about this one as that's quite a bit and I'm not sure if my monthly budget can afford that! But thanks again!

 :beer:
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on August 10, 2017, 08:42:55 pm
NES Boy
Goals on Patreon it's definitely not required condition for adding new games to editor. If I'll have time to continue develop editor, I'll do it, with or without donations (but with it I'll MUST do it). I think, anyone can discuss about editor and supported games without any mentions about patreon.

8.bit.fan
I have some information about object lists in Little Nemo, as well as for some other games, but object editor is weak part of CadEditor (mostly because it was make for Capcom Games...), and it need to do big code updates for adding object systems for other games. Now project is on "summer vacation" :)
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on August 10, 2017, 11:18:11 pm
Thanks for the reply spiiin! :)
And thank you for your willingness to help out the community and your help with adding additional features to the editor! Your effort is much appreciated!! :)

Your editor is amazing, and I’ll be more than happy to contribute to Patreon for this project! You mentioned that the project is now on "summer vacation", do you know when you'll be working on it again? :)

I'm currently working on a complete hack for Little Nemo, and the ability to edit items/enemies would be of great help!

I was also wondering, in the future, would adding the functionality to move levels around be possible? Such as swapping level 3 with level 5, or even replacing an existing level with another train level. Is that something that’s feasible, or would that be too much of an undertaking for the editor?

Thanks again!  :thumbsup:

Cheers!  :beer:

8-bit fan

PS. You mentioned that you have some info about object lists in Little Nemo. Actually I was playing around with the hex editor today, and I think I found that the location for level 1's items/enemies is around 0x0011f0. However, it seems pretty complicated as I need to know the object #, location #, and palette #, etc.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on August 11, 2017, 09:33:21 am
I'll inform you here, or you can send your e-mail to me in pm, and I reply to you, when I continue working.

Little Nemo object's info (it collected to by me, so I don't check it):
https://gist.github.com/anonymous/fd5d9b989799dd553ef71774e40689e5
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on August 11, 2017, 01:02:43 pm
Thanks so much again spiiin! :)
That object info list seems very helpful! I will look at it more closely later today with my hex editor! Much appreciated!! :)

I'll also send you a PM.

Cheers!!  :beer:

8-bit fan
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on August 29, 2017, 12:52:33 pm
New release of CadEditor.

I added Little Nemo object editor for all levels and layout editor (now there is possible to replace screens in layout, but not scrolling directions).

https://github.com/spiiin/CadEditor/releases/tag/4.3

(https://user-images.githubusercontent.com/1622049/29832521-2a975efa-8cf1-11e7-8b98-46acef1ce36f.png)
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on August 29, 2017, 02:03:43 pm
New release of CadEditor.

I added Little Nemo object editor for all levels and layout editor (now there is possible to replace screens in layout, but not scrolling directions).

https://github.com/spiiin/CadEditor/releases/tag/4.3

(https://user-images.githubusercontent.com/1622049/29832521-2a975efa-8cf1-11e7-8b98-46acef1ce36f.png)
Hi spiiin!
This is amazing and thanks so much for updating it for Little Nemo!! :D
Your Object List was so helpful that I actually got pretty far into my hack already, but this certainly helps as I go back and re-check and refine my work! :)

This is wonderful and I'll try and find a location in the hack to give you credit as well!  :thumbsup:

Cheers!!  :beer:

8-bit fan
Title: Re: Capcom Games Editor (NES)
Post by: ExL on September 11, 2017, 06:39:56 am
Update incoming!
CadEditor 4.4 was released!
https://github.com/spiiin/CadEditor/releases/tag/v4.4
Changes in new version:

Also there's video demonstration of exporting in TMX:
https://youtu.be/swrp6dp1Qgo
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on September 11, 2017, 02:13:26 pm
Awesome! :)
I briefly tried this last night and got an error at startup. Not sure if it's just my machine.
I'll try again later today.

8-bit fan
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on September 11, 2017, 05:32:10 pm
Awesome! :)
I briefly tried this last night and got an error at startup. Not sure if it's just my machine.
I'll try again later today.

8-bit fan

Please, give me screenshot or error message text, and I'll try to help
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on September 11, 2017, 11:49:18 pm
Please, give me screenshot or error message text, and I'll try to help
Sure, here are the errors at start up:
(https://i.imgur.com/llF5w4i.png)

Thanks again spiiin! :)
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on September 12, 2017, 05:47:16 am
This error not related to CadEditor itself, but .NET framework policy.

I updated .NET framework from 3.5 to 4.0, and in the new versions, it marks any DLLs loaded on the web as untrusted.

https://msdn.microsoft.com/en-us/library/ee890038(v=vs.100).aspx

Just check all dlls in CadEditor directory - right click on it, open file properties and check, if unblock needed as described in article. Old versions of .NET framework run any code from the web as usual, but Microsoft thinks, that it's not safe.
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on September 12, 2017, 02:18:57 pm
Awesome and thanks again spiiin!! :)
I'll check this out later tonight!

Cheers! :beer:
Title: Re: Capcom Games Editor (NES)
Post by: Googie on September 17, 2017, 02:53:54 pm
Maybe someone can help out? This will make the editor even better! :D

Quote from: spiiin" id="165917
Quote from: EggplantPimp" id="165914
spiiin: Are you planning to upgrade your editor to see the enemies that you're editing? All I see are black boxes. Looking forward to another update.

https://user-images.githubusercontent.com/1622049/29832521-2a975efa-8cf1-11e7-8b98-46acef1ce36f.png

Do you see black boxes with numbers, as in screenshot?
If so, this is ok, I have no time to prepare sprites with objects for every game, but users can add it themselves, examples provided for games Darkwing Duck, Duck Tales, Tale Spin. If anyone prepare sprites pack for me, I'll add it to editor.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on September 25, 2017, 08:57:38 am
Googie
done.

Small build for fixes for Little Nemo only:

-added sprites for objects (thanks ExL)
-fixed layout editor
-enabled blocks/macroblocks editor for levels 8-2, 8-3
-small gui fixes in enemy editor

(I'll include this fixes to next big update)

https://www.dropbox.com/s/x9t7vzm3n37e16k/cad_editor_v44_little_nemo.zip?dl=0

(https://i.imgur.com/Ca43Gll.png)



October 01, 2017, 08:47:12 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Release v4.5

https://github.com/spiiin/CadEditor/releases/tag/v4.5

- Bug fixing
- Config for game:
  Dragon Fighter (1 level)
- Configs updated:
  Zombies Ate My Neighbors (victimes/items/enemy editor in one config)
  Duck Tales (enemy editor)
  Duck Tales 2 (enemy editor)
  Ninja Cats (blocks/macroblocks editor)
  Gun Smoke (blocks/macroblocks editor, 1 level)
  Castlevania (blocks/macroblocks editor, 1 level)
  Shatterhand ( blocks/macroblocks editor,  enemy editor, 1 level )
  Little Nemo (sprites for enemy editor)
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on December 12, 2017, 08:21:31 pm
Release v4.6

https://github.com/spiiin/CadEditor/releases/tag/v4.6
- Lzkn1-compressor & plugin for compression data for Contra Hard Corps
(thanks Lab313 and r57shell for compressing library)
- Sega Block Editor updates:
 Renderer fixes, scroll bar returned, showing all possible tiles, axis, option to repeat command for every tile in current block
- Change open settings file (partial read at before opening for using dump files, not only ROMs)
- Fix bug in settings for  Zombies Ate My Neighbors

https://www.youtube.com/watch?v=NfIWeDwu68w
Title: Re: Capcom Games Editor (NES)
Post by: NiO on December 21, 2017, 02:58:41 am
Awesome editor, nice video too!
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on December 27, 2017, 09:44:35 am
https://www.youtube.com/watch?v=21xjfEBDkJM

I made gui for autocorrupter script, it might be very useful for finding level data for NES. Proccess is shown on video.

December 27, 2017, 09:44:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Awesome editor, nice video too!

Thank you.
Title: Re: Capcom Games Editor (NES)
Post by: ShadyRounds on December 31, 2017, 03:27:14 am
Wouldn't this also work for the Aladdin games? Same Capcom, same generation, likely same engine.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on December 31, 2017, 05:21:21 am
Capcom developed only snes & gba version of Aladdin, as I know. Nes version is pirate port, if you mean it, but it also can be added to CadEditor. I already check it and can try to add it, if you want.
Title: Re: Capcom Games Editor (NES)
Post by: ShadyRounds on December 31, 2017, 03:19:38 pm
No invested interest on my end. Was just curious. I thought they did all the ports to Aladdin.

They did do weird ports back in the day. I hear they ported the classic GTA in Japan. That means anything is possible so the question was valid.
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on January 02, 2018, 04:15:10 pm
Nice update spiiin! :)
I'm working on a Shadow of the Ninja hack right now and your hack might once again come in handy. ;)

Btw, remember I previously asked you about adding games from FDS? Will there be a possibility?

Thanks again! :thumbsup:

8-bit fan :beer:
Title: Re: Capcom Games Editor (NES)
Post by: ExL on April 18, 2018, 07:05:13 am
There wasn't any update posted here since 4.6, but actual version is already 5.0! :o
RELEASE v5.0
https://github.com/spiiin/CadEditor/releases/tag/v5.0

"Almost all configs made by lancuster (you can even ask him to add other NES games).

Games statistics:
[NES]
12 games - screens, blocks and objects editors, all levels;
57 games - screens and blocks editors, no object editors, all levels;
20 games - screens and blocks editors, no object editors, 1 level for each;
13 games - screens editors by images, blocks format isn't parsed.
[SEGA]
10 games - screens and blocks editors;
5 games - screens editors by images.
[GBA]
1 game - screens editors by images, all levels.
In total
1172 configs for for 118 games.

Also an example of editing Chip & Dale to insert boss-robot in game:
https://www.youtube.com/watch?v=VwoaJnceBYc "
Title: Re: Capcom Games Editor (NES)
Post by: PolishedTurd on April 18, 2018, 09:20:18 am
Fantastic! I love the look of this editor.

However, I am getting a null reference exception when I try to load any of the configs for NES Ninja Gaiden, and the editor just shows a big red X in the window. Looking at the source, I see many possible places in the method where a null reference could happen, so I can't tell where the problem is.
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object.
   at CadEditor.FormMain.setBlocks(Boolean needRebuildBlocks)
   at CadEditor.FormMain.reloadLevel(Boolean reloadScreens, Boolean rebuildBlocks)
   at CadEditor.FormMain.changeLevelIndex(Boolean reloadBlocks)
   at CadEditor.FormMain.resetControls()
   at CadEditor.FormMain.openFile()
   at CadEditor.FormMain.Form1_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)

I presume your or lancuster must have avoided this exception somehow, in order to develop all of the settings files. Might I be doing something wrong? Or is there something in the configs I can change to fix this?

Thank you for your hard work on the editor!
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on April 18, 2018, 09:29:17 am
(https://i.imgur.com/m8JukP9.png)
Did you select correct settings file and rom file to open it?

- If so, please check if you have all dlls files from zip archive extracted with the editor.
- Also, check if your system not prevents blocking dlls, loaded from the internet (editor load plugins dynamic - some games do not need it all). Explanation how to do this:
https://blogs.msdn.microsoft.com/delay/p/unblockingdownloadedfile/
- If anything not helps, please send me in pm description of your pc - windows version and .net framework installed.
Title: Re: Capcom Games Editor (NES)
Post by: PolishedTurd on April 18, 2018, 10:27:19 am
Unblocking the downloaded file worked! Thank you very much!

Now I just need to figure out how to edit the settings for displaying and editing items and enemies. In Ninja Gaiden, the X and Y coordinates are stored in separate parts of memory, and you have to index into the locations based on the level and enemy/item count. The enemies also have an additional coordinate to determine when they spawn, based on the player's X coordinate. And some bosses are positioned by code, not data, but there are only a handful of them.

Can the editor be extended to handle all of this through the settings?
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on April 18, 2018, 11:12:49 am
Unblocking the downloaded file worked! Thank you very much!

Now I just need to figure out how to edit the settings for displaying and editing items and enemies. In Ninja Gaiden, the X and Y coordinates are stored in separate parts of memory, and you have to index into the locations based on the level and enemy/item count. The enemies also have an additional coordinate to determine when they spawn, based on the player's X coordinate. And some bosses are positioned by code, not data, but there are only a handful of them.

Can the editor be extended to handle all of this through the settings?

Yes, if you very familiar with C#, you can try to extend config for enable object editor yourself. But it's not easy - there are several things must be defined in config - get/setObjectFunction redefined for reading/writing enemy's data from to editor structures, isEnemyEditorEnabled change to enabled enemy editor plugin, and define functions get/setLayoutFunc - this is rectangle with screen indexes, that will define "shape" of all level.

Looks like object format similar to Flintstones: Rescue Dino and Hoppy. Example of redefing all this functions can be found in config for level Shatterhand, level 1 (and ShatterhandUtils.cs file).

https://github.com/spiiin/CadEditor/tree/master/CadEditor/settings_shatterhand
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on April 18, 2018, 02:30:13 pm
Thanks again for the update of one of the most amazing level editors! :)
"Almost all configs made by lancuster (you can even ask him to add other NES games).
You mentioned here that we could contact lancuster if we want an NES game added to the editor. How would I do that? Should I PM him on this site?

Thanks!! :) :beer:
Title: Re: Capcom Games Editor (NES)
Post by: ExL on April 18, 2018, 11:14:58 pm
Yeah, lancuster in that quote is very same eager guy you may find here on forum (http://www.romhacking.net/forum/index.php?action=profile;u=22875). Sure, try PM'ing him, probably that'll end up with addition of new config to CadEditor ;)
Title: Re: Capcom Games Editor (NES)
Post by: 8.bit.fan on April 19, 2018, 12:34:23 am
Yeah, lancuster in that quote is very same eager guy you may find here on forum (http://www.romhacking.net/forum/index.php?action=profile;u=22875). Sure, try PM'ing him, probably that'll end up with addition of new config to CadEditor ;)
Awesome thanks so much!! :)
Will contact him now!

Cheers!!  :beer:
Title: Re: Capcom Games Editor (NES)
Post by: pianohombre on April 20, 2018, 12:44:40 am
This program looks pretty amazing. I saw that there was support added for Sega Genesis. Could it be possible to include a few SNES games as well? I'm curious how do you find the pointers for the level layout, where level begins/ends to load those graphics to edit?
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on April 20, 2018, 02:59:54 am
This program looks pretty amazing. I saw that there was support added for Sega Genesis. Could it be possible to include a few SNES games as well?

It's possible, but SNES/SMD games often keep level packed in ROM and unpack into RAM before the level will load. I made dumps for levels and editor works with it, but after that users need to use a packer (if it exists at all, there is a separate task to make it). I made a plugin for compress and insert archive with level back into ROM for Contra Hard Corps, but for other games, user need to do it manual (most of supported sega games used RNC packer, that was ported to win32 by lab313 - https://www.romhacking.net/utilities/1310/). I don't know situations with available packers for SNES games at all.

Also, I need to create plugin to build snes tiles, there is not very hard.

I'm curious how do you find the pointers for the level layout, where level begins/ends to load those graphics to edit?
Simple way  - use code/data logger in right place - if start it before level loading, and finish when level loaded, it shows only data used in level. I have lua script, that helps me to analyze that data - https://www.youtube.com/watch?v=21xjfEBDkJM
Title: Re: Capcom Games Editor (NES)
Post by: Googie on April 20, 2018, 01:36:29 pm
When my money comes up, I'm gonna throw some cash your way to help with this editor. Keep up the great work, this editor is great! :D
Title: Re: Capcom Games Editor (NES)
Post by: pianohombre on April 20, 2018, 03:31:35 pm
Simple way  - use code/data logger in right place - if start it before level loading, and finish when level loaded, it shows only data used in level. I have lua script, that helps me to analyze that data - https://www.youtube.com/watch?v=21xjfEBDkJM

That's a good idea. Sometimes the only way. It can load 100-200 lines of code even from very simple procedures, but since the code many times is not viewable this is the best way. I watched that youtube video, never seen code injected that way -interesting.
Title: Re: Capcom Games Editor (NES)
Post by: salvadorc17 on April 23, 2018, 09:17:17 pm
Some more planned games from other consoles?
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on April 24, 2018, 06:21:25 am
When my money comes up, I'm gonna throw some cash your way to help with this editor. Keep up the great work, this editor is great! :D

Thanks! I'm really glad that someone likes my work



April 24, 2018, 06:28:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
That's a good idea. Sometimes the only way. It can load 100-200 lines of code even from very simple procedures, but since the code many times is not viewable this is the best way. I watched that youtube video, never seen code injected that way -interesting.

I spent a lot of time to create new methods for finding data in ROM in a simple way, that reverse engineering code (mostly for NES).

For example, this script is for reading tiles from name tables and try to build all possible type of blocks with it and check, are those blocks can be found in ROM. All you need is just run level and start script (press 1,2,3 for change nametables and select fast or full search)
https://github.com/spiiin/CadEditor/tree/master/Stuff/nes_lua/lua_blockfinder

And this is script for control emulator via sockets from other languages:
https://www.youtube.com/watch?v=c3D5gljbkO0

Really, I think, then tools for romhackers must be more powerful, then exists now.
My English is bad, so I recording videos, when text is now very important :)



April 24, 2018, 06:34:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Some more planned games from other consoles?

My main interest is NES because I already created tools for debugging. But maybe I'll just make the plugin for SNES, and try to port some configs with it. For example, I have a script for search data from already made configs in others ROM regional versions. I checked Ninja Gaiden for NES and Ninja Gaiden Trilogy for SNES and found, that some levels in similar (blocks and screens are identical).

Really, my project is community project. I am only only one programmer, but icons, sprites for objects, configs and some other things created by others users (with my help, sometimes).

Now I need several weeks for rest and finish onther projects, later I'll back to work on CadEditor.
Title: Re: Capcom Games Editor (NES)
Post by: Imaynotbehere4long on October 10, 2018, 08:03:59 pm
This project definitely looks promising. I'd imagine that getting compatibility for all of those games isn't an easy feat, even with help.

However, if I may make one suggestion: please try to add collision editors for what's already there rather than focus on adding more tile editors. We can't do much if we can only change how the levels look.

(https://i.imgur.com/AvuUZSj.png)

(I wanted to try out the Little Samson editor, but I can't figure out how to edit the level, just the tiles)
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on November 02, 2018, 07:45:58 pm
Can you provide the location of collision data in ROM file for level 1?
I'll add physics layer editor with it.
Title: Re: Capcom Games Editor (NES)
Post by: Imaynotbehere4long on November 06, 2018, 11:39:26 pm
Sorry, I don't know where the collision data is. I'm a complete newcomer when it comes to ROM-hacking; I know how to patch files, but if I actually want to make anything myself, I need to rely on front-ends like level editors.

P.S. One bit of feedback that may be helpful: the current editor for Little Samson shows the final boss's room in the middle of stage 1 instead of the actual screen that goes there (and since the room is displayed with stage 1's tiles, it looks corrupted).
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on November 07, 2018, 04:09:04 am
I already found physics data and render it with one of the features of the editor (I used it to debug settings and check ideas)
(https://i.imgur.com/4bHMEZD.png)

There are not many games with collision data at separate layer (little samson, battletoads/bt&dd, journey to silius, maybe 1-2 others from supported list), but I can add ability to describe and edit this layer for those games in next release, thanks.
Title: Re: Capcom Games Editor (NES)
Post by: azoreseuropa on November 07, 2018, 07:34:40 am
Awesome editor.. Keep going. Good job.

By the way, I know it is NES editor but is Rockman Mega World aka Mega Man: The Wily Wars possibly ? Or it will need someone to created a new Sega Genesis/Sega Mega editor for this game ?
Title: Re: Capcom Games Editor (NES)
Post by: Imaynotbehere4long on November 07, 2018, 11:44:37 pm
I can add ability to describe and edit this layer for those games in next release
Awesome; now I just need to wait for the other levels to be added.

By the way, if you plan on finishing the Little Samson plugin soon, can you add an option that changes where the player is sent after reaching the end of a level? I'd like to be able to make a hack that doesn't force the player to fight the same bosses as in the original game (without me having to learn assembly code).
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on November 10, 2018, 02:49:06 pm
By the way, I know it is NES editor but is Rockman Mega World aka Mega Man: The Wily Wars possibly ? Or it will need someone to created a new Sega Genesis/Sega Mega editor for this game ?

Editor has plugin for building SMD graphics, so it can be used for editing this game, but you need someone, who can make configs for it. I'll add this games to my list, but I have no time to develop editor for now.
Title: Re: Capcom Games Editor (NES)
Post by: azoreseuropa on November 12, 2018, 07:46:04 pm
Editor has plugin for building SMD graphics, so it can be used for editing this game, but you need someone, who can make configs for it. I'll add this games to my list, but I have no time to develop editor for now.

That's cool. Thanks.
Title: Re: Capcom Games Editor (NES)
Post by: pianohombre on November 24, 2018, 12:05:35 pm
The way that some of these superheroes survive in the 8-16 bit games is that, even though they, or one can be reduced to low health, it is not completely annihilated. Some are even converted to non-human entities. It's very confusing to understand in visual aspects, but the sprites can be compressed and decompressed to work even in 32-bit or 64-bit graphics.

"I have no cash, but at least the memory of my computer operates efficiently." - Alan Turing
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on December 02, 2018, 06:53:22 am
https://github.com/spiiin/CadEditor/releases/tag/v5.2

Release with updates gui, support of physics layer (as in Little Samson) and Game Boy games (1 config only for 1 level of Darkwing Duck GB). This features will used in next releases.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on January 30, 2019, 06:59:47 am
https://github.com/spiiin/CadEditor/releases/tag/v5.3

- Animation Plugin Update:
    Fix banks addresses (animation editor for Little Mermaid[NES])
    Select background color, and transparency
    Scaling
    Export to PNG (with transparency option)
    Load CHR and PAL from separate files at any moment
    View X/Y mirroring and pallete for tile at selecting tile
- Physics layer for Battletoads 3D levels
- Full-sized sprites for games Darkwing Duck, Chip & Dale, Duck Tales (partially), Little Mermaid [NES]
- Screens and Blocks editor for Hook [NES] (all levels)
- Enemy editor - ability to select different aligns for game (fix selection and render full-sized enemies' sprites for Ninja Cats [NES]
- Fix enemy editor for Mono (Windows/Linux) version of editor
- Fixes in scripts and configs

(https://user-images.githubusercontent.com/1622049/51978742-19ed7000-249c-11e9-8a0a-c64ae70bb5b7.png)
Title: Re: Capcom Games Editor (NES)
Post by: Imaynotbehere4long on February 06, 2019, 03:17:54 pm
I know the update was a while ago, but I just wanted to say thanks for focusing on the Little Samson plugin. I hope more levels (and an enemy-placement layer) get added soon.

P.S. Is it possible to make it so we can see/edit multiple screens at once? Maybe even with an option to let us move a screen within the editor (for UI convenience in case the level segment is vertical)? That way, we could combine it with the current zoom feature to see/edit the entire level.
Title: Re: Capcom Games Editor (NES)
Post by: spiiin on February 06, 2019, 03:34:08 pm
It's interesting UI task to view and edit multiple screens. Maybe I'll try to implement it with adding more scaling options. Also, it may be useful to save screens alignment and load it in layout editor (for enemy's editor) - now it's one of several options available from configs and I use it for some games when I did reverse, how layout stores in ROM file or no layout exists (Ninja Cats config, for example).
Title: Re: Capcom Games Editor (NES)
Post by: sics on February 07, 2019, 03:01:02 pm
 Hi, I want to tell you that I love your application and I was wondering if this type of level is compatible:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcz52ev-b8c3b9c2-5030-4749-96e4-401628f0613e.png/v1/fill/w_1280,h_129,q_80,strp/green_hill_zone_act_1_by_terwilf_dcz52ev-fullview.jpg)
(http://www.bwass.org/bucket/L2.png)Real size image (https://drive.google.com/open?id=1fuz7pfWZxnA2c_pVMX58b8X2lAncxduF)
 Sonic Nes:
  ■ Conf. Act 1:       1a610
  ■ Conf. Enemies:   1b010
  ■ Level blocks:      1a010
  ■ Sectors of levels: 00010 - 0400f

 I would also like to suggest some things that I would like you to consider for future versions:
  ● That the file-opening menu can be resized and that the application separately remember the "Config file name:" and "ROM file name:" routes.
  ● Make it optional to resample the image in order to see the graphics in editor correctly.
  ● Give the possibility to configure or deactivate the transparent color that is activated when using the option "View type:" since sometimes it is difficult to distinguish some files.
  ● Make the preview of the "Blocks Editor" move to the bottom of the window so that it does not overlap with the palettes and that the Zoom option is incorporated.
  ● Tiles can be grouped by similarity and an option is incorporated to edit identical graphics at the same time.
  ● That when going through a graphic in the "Blocks Editor" it tells you its hexadecimal value.
  ● It would be great to integrate a clipboard to be able to "copy" and "paste" the configuration of the tiles to reuse them later.
  ● Another thing I look forward to is to integrate a "Pattern" menu like the YY-CHR for the "Blocks Editor", that would really make it much easier to create custom graphics.

  ▬  My English is generated thanks to automated translators, so I apologize in advance my expressions are not correct :thumbsup:

Title: Re: Capcom Games Editor (NES)
Post by: spiiin on February 08, 2019, 11:20:07 am
sics
I send you private message with questions about several items. Thanks for proposals, some of them are really important for the editor.

Also, please provide a full rom name or link to it for me.

February 10, 2019, 07:16:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
sics

CadEditor already supported your romhack (Sonic 5 - Improvement Vol.2 (Nes))
There are configs for this game:
https://github.com/spiiin/CadEditor/tree/master/CadEditor/settings_nes/sonic_the_hedgehog_unl

You need to make only one change - replace dumps of PPU memory and palette files.
For example - for level 1 you need to open 1st level in emulator fceux and run my script:
https://github.com/spiiin/CadEditor/blob/master/Stuff/nes_lua/dump_chr_and_pal/dump_chr_and_pal.lua
It will create files chr.bin and pal.bin.
Next, rename this files to chr1-1(a).bin and pal1-1.bin (as I used in my configs) and replace files in settings_nes/sonic_the_hedgehog_unl directory.
That's all, you can open config in CadEditor with your ROM and edit it:
(https://i.imgur.com/rFHhpkP.png)

Here is ready dump for 1st level:
https://www.dropbox.com/s/wxidj1o1ue7f3rs/sonic_the_hedgehog_unl.zip?dl=0
I made dump only for first part of the level - chr1-1(a).bin, you must add other dumps yourself - just walk the game while ppu content changed and dump it with my script again. You can change loaded ppu in the CadEditor with enable "Advanced" checkbox, and select VideoBlock combobox. If your have ppu banks as separate files already, you can just replace dumps my chrX-X(X).bin files with it.

Sorry for mistakes in English, it's not my native.
Title: Re: Capcom Games Editor (NES)
Post by: sics on February 10, 2019, 07:49:48 pm
 Actually the configurations that I sent you previously had adapted them from an official version that came out in a previous compilation of CadEditor, so the ones that you suggested that I use do not keep any difference in functional terms with the one I use now, anyway I followed his instructions to prove it, on the other hand I must admit that it was my fault for not having expressed myself correctly in my previous comment;

 It is not that the CadEditor is not compatible with the game, but that Sonic (Nes) has a quite complex structure to build its levels and I was wondering if the application was capable of handling said scheme:

 The game creates objects, with the objects level blocks are created and with the latter the actual levels are designed.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dczfgrc-f531d091-9bfa-4f02-bb13-89fde342dad4.png)

Spoiler:

 ● This explanation takes as an example "Green Hill".
 ● I really do not have a way to prove conclusively that the Offset belonging to the acts begin in the places indicated, but everything seems to indicate that this is the case.
 ● Here I leave the Offset of the previous example:

Quote

 (00010 - 0400f) Level blocks
 (1A010) Object Conf.       
 (1A410) Palettes Conf.     
 (1A510) Types of Objects   
 (1a610) Act 1                           
 (1a72a) Act 2                           
 (1a724) Act 3                           
 (1b010) Enemies/Objects Act 1
 (1b210) Enemies/Objects Act 2
 (1b410) Enemies/Objects Act 3

 I understand that "Hummer Team" uses the same engine in almost all its games, so if this type of level were compatible it would open a new range of possibilities for users, on the other hand I think if I had any example of how to carry it out this type of configurations could replicate it in the rest of the levels.