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Personal Projects / Untitled Kirby's Dream Course editor
« on: March 29, 2013, 09:37:42 pm »
I guess it's time to post a project thread for this or something now
WIP screenshot with bad programmer art and stuff
After documenting the level format and compression and stuff for this game back in January, I started working on this at the beginning of this month. This is both a hacking project and a personal exercise in developing GUI apps (of which this is basically my first).
Currently most of the actual level-editing capability is implemented, though only the Japanese ROM is supported at the moment (both because of the debug mode, and because of its extra test maps which helped me document some stuff).
The main thing to do now is to actually generate new isometric tile maps from the 2D level data. Currently it just uses the levels' existing tilemaps, so editing levels doesn't actually have a visible effect in game yet, except for sprites. (Also it uses pre-existing graphics instead of loading them from the ROM because I'm lazy, and this is why there are some minor visual anomalies in the preview window.)
Special Tee Shot support will also be added eventually.
I hope to have a preliminary version released by the end of April at the very latest, though this really depends on my own laziness and daily motivation (I have a full-time coding job, so I'm not always in the mood to keep going when I get home
)
I also have a standalone de/compression utility that I was going to release, but I learned that the same exact compression scheme is used in Kirby's Adventure, so now I plan to make a list of different NES/SNES/GB games made by HAL that use the same compression and release it as a multi-purpose tool at some point.
(edit: yes, I know there's already a Japanese editor floating around somewhere, but it's not really that useful IMO)
WIP screenshot with bad programmer art and stuff
After documenting the level format and compression and stuff for this game back in January, I started working on this at the beginning of this month. This is both a hacking project and a personal exercise in developing GUI apps (of which this is basically my first).
Currently most of the actual level-editing capability is implemented, though only the Japanese ROM is supported at the moment (both because of the debug mode, and because of its extra test maps which helped me document some stuff).
The main thing to do now is to actually generate new isometric tile maps from the 2D level data. Currently it just uses the levels' existing tilemaps, so editing levels doesn't actually have a visible effect in game yet, except for sprites. (Also it uses pre-existing graphics instead of loading them from the ROM because I'm lazy, and this is why there are some minor visual anomalies in the preview window.)
Special Tee Shot support will also be added eventually.
I hope to have a preliminary version released by the end of April at the very latest, though this really depends on my own laziness and daily motivation (I have a full-time coding job, so I'm not always in the mood to keep going when I get home
)I also have a standalone de/compression utility that I was going to release, but I learned that the same exact compression scheme is used in Kirby's Adventure, so now I plan to make a list of different NES/SNES/GB games made by HAL that use the same compression and release it as a multi-purpose tool at some point.
(edit: yes, I know there's already a Japanese editor floating around somewhere, but it's not really that useful IMO)
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