Sorry, haven't checked this topic in a few months. Doesn't seem like I get email notifications anymore for some reason.
..... what? No option to edit SOTN yet?
Yeah, his tool is amazing. But the truth is with what he has already, and the fact that SOTN stages could be edited with something as simple as a Mappy LUA file, I don't imagine it would be too difficult. But his editor does MUCH, MUCH more than simple stage edits. Including ripping gfx.
Big issue 1 would be the way gfx are encrypted. Though I believe there is already info out there on this.
Big issue 2 map editing wise would be that certain enemies are only loaded in some areas, due to the game being cd and not cartridge based. And even then, let's say you wanted to add a raven into the room with bone pillars in the chapel you would still have to have something coded in that adds that enemies gfx into VRAM. Or it would appear and work fine AI wise. But the gfx would be scrambled. But I'm sure there is a way to automate this.
However, even with an editor, you still could NOT do something like add ravens into the entrance, or alchemy lab, for example. Their AI just isn't coded into the BIN file for that area, nor are their gfx. And the more enemies you set to load into vram at once, the longer a room takes to load. With all enemies in the chapel loaded into vram for a room, I can tell you now that load time when entering that room was double/tripled. Not a HUGE difference, but a noticeable one.
A year and a half ago I did look into making a new editor for SotN (adding support for it into DSVania Editor isn't realistic because the formats are 100% different, so making a new project was easier).
I got it as far as being able to view most rooms, as well as entity properties (no editing). But once I realized those entity limitations you mentioned I wasn't sure if I wanted to continue working on it, since what you could do with a SotN editor would be pretty limited. Also, pretty much everything is SotN is coded weird and hacky compared to the DS games, so it's way more work to do anything. Never managed to get entity sprites displaying correctly, for example. So I just stopped working on it, didn't seem worth the effort.
Ahhh. Didn’t know hex could be negative like that (still new to hex). I’ll try it when I get the chance
July 25, 2019, 12:32:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
So it seems that this method does not work. The hex number just converts into a positive decimal number no matter what. I also tried looking at weapons and armor made using the randomizer that have negative stats but copying the values from them into my mod just turns them into positive hex numbers. I'll just have to wait and see if LagoLunatic is able to create a solution
The method Esco mentioned with negative hexadecimal numbers does work. For example, set an item's Strength field to FB and it will give -5 strength.
However, this only works for signed values. Unsigned values are always positive, so if you try to set an unsigned value to FB, it will instead give +251 to that attribute for example.
At the bottom of the item editor is a big text field with documentation on each value. Only the ones that say (signed) next to them are signed. Strength, constitution, intelligence, mind, and luck are signed, but attack and defense are unsigned. So I assume you tried to make attack or defense negative and that's why it didn't work for you. You should instead make strength or constitution negative and those will have the side effect of also decreasing attack or defense.
Also, while Esco's method works you don't actually need to do it that way. Just type in -5 and DSVEdit will understand that you want FB.
Hello. I'm new using DSVania so I have some questions (I'm trying to make a Aria Of Sorrow Hack):
1: There's a way that can I add new rooms to the game?
Adding new rooms is possible in theory but I haven't implemented that feature into DSVEdit's UI yet.
2: How to add a new enemy as a boss? I tried with Red Minotaur in a room but it doens't works
You can't make a random enemy act like a boss. The boss stuff like changing the music and opening the boss doors on death is part of the boss's AI code. You would need to do a bunch of custom ASM coding to get it to work.
3: Exists one way to add new equipments to the rom?
Impossible. Because of the way the item list works, adding a new item would mess up the existing item IDs, and also it would require relocating the whole list elsewhere in ROM, which would mess up all the hardcoded pointers to that list. You'll just have to replace an existing item you don't intend to use in your hack with the new item (since changing an item's attributes and sprite is possible).
A special shout out goes to LagoLunatic for his amazing editor in my video here: https://www.patreon.com/posts/29072637
Good stuff. Stupid question: would it ever be possible to port the AoS music engine into HoD?
I dunno anything about the music formats.
Is there any method to extend the map of PoR and OoE.
I can't create map freely in these two CV game.
Increasing the total number of tiles on a given map in PoR and OoE is impossible.
The way they coded it in those games is that the blank parts of the map aren't tiles (in DoS and earlier they were tiles). So there's just no room to add new tiles, you can only move the existing tiles around to change the shape and colors of the map.
Allowing an increase in the total number of tiles could theoretically be possible by relocating the entire map data in both RAM and in the save file to somewhere else with more room. I don't know the format of OoE's save file, so I don't know where that could be or if there's even room. You also would probably need to update the code that deals with save files to handle the changes you made.