I would love more documentation for each game...Locations for unlisted gfx for example. Such as Portrait of Ruins gameover screen and all the gfx for DoS equip menu.
Makes sense, I can add more of those to the sprite editor for the next version.
As well as maybe some sort of guide for creating new rooms from scratch. I have been adding rooms to the castle by exporting to Tiled, creating a new room, exporting the blank and renaming then reimporting the room, after I edit the room and doors to how I want. This doesn't feel very intuitive but its all I really know without any direction.
I'm kind of confused, why do you need to do all those extra steps?
Just click "Add Room", then "Open in Tiled", then start placing tiles as normal. That's it, you don't need to copy or rename anything. Doesn't warrant a guide IMO.
Do you get some kind of error if you press those 2 buttons without doing the extra steps? If so, what game and sector are you adding a new room to that gives the error?
The big thing is not having access to certain gfx I wanna edit and having to figure out how to get a hold of pointers for palettes. If we could edit anything at all about events or enemy ai behaviors it'd be awesome if that was implemented, no matter how limited.
Events and enemy AI are both 100% hardcoded. There is no way for a GUI editor like DSVEdit to ever edit them at all. You will need to write custom ASM patches for ARMIPS to modify the code to do what you want. DSVEdit can apply those patches for you (Tools -> Apply ARMIPS Patch) but that's all it can do.
Maybe an Open in Darkfunction button like u have for open in Tiled. I've been using your editor every day for the past 3 months, these are my only major nit picks.
Open in darkFunction would be a great feature to have I agree, but it's unfortunately impossible. darkFunction does not take any command line arguments like Tiled does. So even if I launched darkFunction from within DSVEdit, you would still need to manually browse for the file to open. The only way for this to work would be if darkFunction was updated to take the file to open as a command line argument.
Oh also it's not really obvious how to add an overlay to most the games. Which is 100% required to do anything in DoS but not as required in OOE/PoR since they give u more freedom before throwing not enough free space errors.
How to add an overlay is already explained in the readme: https://github.com/LagoLunatic/DSVEdit#adding-a-free-space-overlay
Taking advantage of the comment above: Does anyone know the gfx pointer of Aria of Sorrow candles? The one listed on dsvania is apparently not the same as the used ingame
Oh interesting, didn't occur to me that they swap that part out for candles in different rooms.
The GFX is 081C3DFC and the palette is 082099FC, I'll add this as an Other sprite for the next version.
Would be nice Lago if you would include in read me GFX Pointer addresses for Portraits in each game.
Come to think of it I could probably work those into the sprite editor even though they're technically not sprites.
Hi. 2 months ago I edited the sprites of the Imp soul and added some hitboxes to it on DarkFunction. But only now when I use the soul the game freezes. I looked up on Dsvania and this happened:
How do I fix this?
So immediately after you added the hitboxes, it worked fine, but at some point later on it broke randomly? Strange.
The error only tells me that one of the Imp soul's animations got corrupted. I have no clue how that could have happened.
I recommend going through your backups of your project and finding the last backup where the Imp soul worked and the first one where it didn't. If you can tell me what you changed in between those 2 backups, I might be able to guess as to the cause of the issue.
As for how to fix it, revert to the last backup of your project where it was working.