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Messages - evmatter

Pages: [1] 2
1
Personal Projects / Re: Wario Land 2 editor
« on: March 28, 2017, 01:26:32 am »
I'm glad to hear that everything worked out good.  :)

I made a small fix to the editor I linked to yesterday. It's just a visual change, so it won't affect the rom in any way. The wrong graphics for Wario were showing up when viewing the "object sets" tab. The link I posted yesterday should be updated, so just re-download it to get the fixed version.

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Personal Projects / Re: Wario Land 2 editor
« on: March 26, 2017, 11:57:39 pm »
Finally managed to get the sprites into the editor. Try it out for yourself:

https://app.box.com/s/a91hzfiziyfyptvh25udpes27otkeewh

The editor seems to be working good so far, but keep a backup of your current rom in case it introduces new bugs.

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Personal Projects / Re: Wario Land 2 editor
« on: March 23, 2017, 02:11:23 pm »
Changing that part seemed to work for me, but I tested it using the original Wario sprites, so it's possible for it to turn out differently in your situation.

The sprite I posted will be added in the next version of the editor along with the rest of the cutscene sprites. It's a lot tricker to get these sprites in the editor, though (which is why they were left out).

4
Personal Projects / Re: Wario Land 2 editor
« on: March 21, 2017, 09:14:17 pm »
It appears that those sprites are also compressed, but they are formatted differently than a lot of the other sprites making them slightly easier to edit in an external program. It's using RLE compression which finds repeating bytes in the data and compresses it. This is what's causing the shifting. If you look between each of the letter sprites, there's a couple lines of odd-looking data. If you change that data, the compression will break, and the sprites are going to get completely messed up. However, if you change the data of the normal-looking part of the sprites, only that part will change.

Here's the section of sprites you showed me, but uncompressed (and oriented in an order that's easier to interpret):



It looks like this part can be changed to stop the arm from flashing:


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Personal Projects / Re: Wario Land 2 editor
« on: March 03, 2017, 06:09:09 pm »
Huh, nice to see you're still willing to work on this editor evmatter.

Either way, while I'm not yet making a ROM hack with this editor, I will say this. I run a fairly active forum dedicated to the Wario series, with quite a few people interested in creating ROM hacks based on Wario Land II and 3. Heck, we even had an official project based on the latter a while back, though it kind of stalled in the meantime.

So if I promote the editor more over there at Wario Forums, and we can find at least a few people willing to make Wario Land 2 mods with it, would that be enough to get you to continue developing the editor? Because I'm sure that with a few improvements or fixes, at least some folk over there would be interested in making their own hacks of Wario Land II...

The Wario forums would be a great place for this! Every so often I like to visit there. If people show interest in making hacks with the editor, I will definitely put time into developing it more.

As for the Wario sprites, it may take awhile to get those in the editor. Since the sprites are compressed, changing them changes the size and moves other data around, so I'll have to make sure that it doesn't break anything else.

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Personal Projects / Re: Wario Land 2 editor
« on: March 01, 2017, 08:51:45 pm »
Not sure if you are still working on this, but I thought I'd give try to ask you something anyway. :)

After my last post, I've mostly stopped working on it. However, If you're thinking about making a rom hack with the editor, I'll gladly start working on it again.

I noticed that I can't edit wario's sprite and colours when he's walking back in the credits. Is it possible to add that in this editor as well?

Yes. It's possible to add these into the editor after I've found where the sprite data is.

Tile Layer Pro and YYCHR won't work since Wario Land 2 compresses a lot of its graphics using RLE compression. The sprites for Wario in the editor are all compressed in the rom, so
the credits sprites are most likely compressed too.

As for the Wario's colors, I haven't quite figured out how to change those yet.

Also, I can't seem to play Wario Land 2 in it's original gb version anymore when I've modified it using your editor.

I've only tested it on emulator, so I don't know if it works on an actual gameboy.

Hope you're still on this, this is an AMAZING editor!

Thank you :)

7
Personal Projects / Re: Wario Land 2 editor
« on: March 30, 2015, 07:30:24 pm »
Update. A new panel has been added for editing object sets.
https://app.box.com/s/251tleoczjkp1v6vkka11f1xztvj4b0l

This feature will probably be more useful than graphics editing if you're not going to be changing a lot of graphics.

Edit: Version 1.3.1. Fixed a small bug.
https://app.box.com/s/6sgb73o7vlxg3w89cskkjkodvvz72d15

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Personal Projects / Re: Wario Land 2 editor
« on: March 20, 2015, 08:04:06 pm »
The features you requested were added. Version 1.2.2.
https://app.box.com/s/cd7r945b5l3qn3bhw76xzlad91bglxa5

I was messing around with the graphics editing to see what it was capable of and came up with this:


Yes, these are actual screenshots from the Wario Land 2 engine. I was able to recreate the tile set from the first region of The Peaceful Village (ladders don't actually work). The paragoom is a reskinned version the spearman, so it functions the same way.

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Personal Projects / Re: Wario Land 2 editor
« on: March 19, 2015, 12:44:37 am »
Your approach seems a lot more advanced than the way I'm doing things. From what I've heard, corruption is more of a beginner's technique. This makes sense, though, since I'm relatively new to rom hacking. Corruption's good for finding what each section in the rom does in general, but if you try to look for something in particular it can take a long time. To help me out, I created a rom map of the data. This map is now on data crystal. http://datacrystal.romhacking.net/wiki/Wario_Land_II:ROM_map

There's a lot of extra space in the second megabyte of the rom, so storing extra graphics in that area would prevent the rom from having to expand to 4 megabytes. The one tricky part about this would be telling the editor to keep track of graphics addresses since the editor only checks certain sections of the rom for loading graphics.

So, I went ahead and hard-coded the addresses of the rom that reference graphics used in cutscenes. I've been trying to avoid hard-coding for compatibility, but this should be fine since there isn't any cutscene editing. Now, all the object/enemy graphics and the rest of the tile graphics can be edited.

Version 1.2.1
Edit: If you downloaded from this link already, there was a glitch when editing object graphics. It should be fixed now.
https://app.box.com/s/y0a2azszg1sjd8y59uqtebii2p36yl9b

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Personal Projects / Re: Wario Land 2 editor
« on: March 17, 2015, 02:23:37 pm »
Thanks. As you know, I got the idea to make a WL2 editor after seeing your editor. Here's the new release (version 1.2.0). Right now, only some of the graphics can be edited.
https://app.box.com/s/zmgumc6u7dxujr41dr2r2vrho4b4o2n5

The cutscenes are a bit annoying to deal with because of the address shifting with the graphics. Most of the cutscenes actually use their own graphics, but some of the graphics from tiles and objects are used in the cutscenes. Hardcoding the addresses that point to the graphics would probably be the best approach for now.

For graphics editing, I may plan to expand the amount of tile graphics that can be used in the game. Since the pointers to tile graphics use 3 bytes, it's possible to store the graphics anywhere in the rom. I'll also try to expand the amount of metatile, tile color, and tile type sets that can be added in the game. There would have to be a lot of shifting around of data in the rom for that to happen, though.

Also, out of curiosity, what was your approach to hacking the rom? I basically wrote a custom hex editor, then primarily used that to corrupt sections of the rom. Then I uncorrupted half of the corrupted section until I narrowed down which part did what. I never tried to understand the assembly code of the game, though, so I have no idea how the code of the game executes.

11
Personal Projects / Re: Wario Land 2 editor
« on: March 09, 2015, 07:48:26 pm »
Email me an ips patch of the error-producing rom so that I can figure out what the problem is.

As for the chunk limit, it will probably not be reached. I reserved 3 more chunks in the rom for any overflow. The rom is generally divided into sections that are each 0x4000 bytes long, so I call each section a chunk.

Also, thanks for the replies. The feedback is helping make this editor more powerful and bug-free. Right now, I'm working on a new part that will let you edit the graphics. Unfortunately, since the graphics are compressed, they will shift around the rom when saved causing the addresses to shift as well. Many of these addresses are used in the cutscenes, so allowing some graphics to be edited causes the cutscenes to look messed up. Until I find where the graphics are edited in the cutscenes, many of the graphics including enemy sprites will be uneditable.
For now, only some of the graphics will be allowed to be edited. This includes the subtile sets that are unused in the second megabyte of the rom. In the editor, you can see these by accessing the second half of the primary and secondary subtiles. They look like the original graphics but changed slightly. You'll also be able to edit animated subtiles since those are uncompressed. All of Wario's graphics will also be editable since I've found where they are referenced in the rom.

12
Personal Projects / Re: Wario Land 2 editor
« on: March 06, 2015, 08:57:04 pm »
The problem should be fixed now. Instead of tiles being assigned to the chunk that they originally belonged in, the tiles will move on to the next chunk if it runs out of room.

Fixed version: https://app.box.com/s/itnnctk3s4o128w6m6cv4b9ejo5fryni

13
Personal Projects / Re: Wario Land 2 editor
« on: March 06, 2015, 12:29:44 pm »
I think I might know what the problem is. The tiles in levels are stored in chunks throughout the rom. Each chunk holds the tile data for about 3 to 4 levels. However, the chunk that contains the 1st level for the 3rd chapter (Maze Woods: Get to Maze Woods) contains 5 levels. This particular level is at the end of the chunk. Since the tiles are compressed, the size that the tiles take up can increase. What probably happened is that the end of the level reached out of the chunk space and into another part of the rom. The part that it reached into gets overwritten by zeros then replaced with the part of the rom that handles the placement of objects.

I'll release a new version that fixes this problem, but for now, the level is going to keep saving incorrectly.

14
Personal Projects / Re: Wario Land 2 editor
« on: March 06, 2015, 01:11:10 am »
Did you warp to the region with the alternate tile set using the special "warp door (change tile set)" tile? Even if it displays the alternate tile set in the editor, the game only knows to change the tile set whenever it goes through that type of door.

Also, make sure to keep incremental backups of the rom. I can't 100% guarantee that the editor won't corrupt the rom after saving it. If this does happen, however, send me the ips file so that I can figure out what caused the problem and manually fix the rom.

The editor has also been updated with the features requested in the previous post:
https://app.box.com/s/lnnr2p1734otet5owaw4yvh3qg8uwey7

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Personal Projects / Re: Wario Land 2 editor
« on: March 03, 2015, 07:46:03 pm »
The object naming is based on the address that the object uses in the rom. In some of the boss rooms, the addresses are switched around. Not sure why this is, but it didn't seem like too big of an issue at the time.

For tileset editing, I would probably make the "view" menu's zoom option affect the zoom of the tilesets.

Having an option to copy palette sets also sounds like a really good idea. At the moment, there isn't a good way to copy colors to other palettes. I'll definitely add this feature when I have the time.

16
Personal Projects / Re: Wario Land 2 editor
« on: February 26, 2015, 09:50:44 pm »

17
Personal Projects / Re: Wario Land 2 editor
« on: February 25, 2015, 09:23:56 pm »
That issue's fixed now. There was also a problem with the new feature not working with alternate tile sets, but that's also fixed.

Link to the fixed version: https://app.box.com/s/v6mkdz88qxa301kgeode957dvnjo2rnc

18
Personal Projects / Re: Wario Land 2 editor
« on: February 25, 2015, 06:38:36 pm »
Small update:

Since it's hard to know what resources you're editing in the tile sets and palette sets, I added a feature to let you know what levels and regions use that resource. If you hover the mouse over the text fields found in the new panels, a list of levels and regions that use that resource will show up.

Link: https://app.box.com/s/qi8wuwy5k52bh2765fmzuimurw9nzaly

19
Personal Projects / Re: Wario Land 2 editor
« on: February 24, 2015, 12:25:03 am »
The palette sets panel is now finished. Now you should be able to edit any of the palette sets that the tiles in the levels use as well as create new palette sets. Another thing I decided to add is the ability to edit the palettes of objects/enemies. The palettes for Wario's alternate forms are also contained in the object sets, so those palettes can be edited as well.

Here is a link to the editor with all the updates added:
https://app.box.com/s/xuhkx5cbhmf0c7il8mm8wmzlsc9l7jud


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Personal Projects / Re: Wario Land 2 editor
« on: February 16, 2015, 01:55:45 am »
Here's what the tile set editor looks like so far. "Themes" will now be called tile sets.



So, I decided not to auto-generate tile sets to choose from, but instead made it more like how it is organized in the rom. Changing tile sets won't be as simple as in the previous version, but there is a lot more control. This way is also better because it will allow you to add more tile sets to the game. You should be able to make about 6 more tile sets, although there could potentially be much more if I created a better data management system. Also, the amount of palette sets that can be used has increased from 70 palette sets to 203 palette sets. Once I create the palette editor, it should be fairly easy to add new ones.

One thing that I found interesting when messing with the rom is that subtiles can be flipped and put in the foreground. This was a feature that was never used in the actual game, but is still fully functional. I assume this was because it was ported from the original gameboy to the gameboy color.


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