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Author Topic: Kirby's Dream Course editor (version 1.13b)  (Read 21735 times)

Revenant

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Re: Kirby's Dream Course editor (version 1.00!)
« Reply #20 on: December 18, 2013, 08:01:17 pm »
https://github.com/devinacker/kdceditor/releases/download/v1.10b/kdceditor-110b.rar

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v1.10b [2013-12-19]
Fixed corrupted demo-6holes.kdc

v1.10 [2013-12-18]
Updated compression code based on exhal v1.20
    (now several times faster again)
Added undo & redo commands/keys
Fixed a critical bug that caused the Windows build to save corrupted .kdc files
    (due to gcc changing the behavior of sizeof() w/r/t bit fields for some reason)
    [huge thanks to DarkMatt for finding this]

Note the Windows bug fix; this was something I thought I had fixed months ago but had slipped into the v1.00 build unnoticed. If you saved any .kdc files with v1.00 you'll need to save them again with v1.10, as they're almost guaranteed to be corrupt. (This bug had no effect on saving/loading data in the actual ROM.)

The rest is minor stuff I had added to the github repository about a month ago.
« Last Edit: December 19, 2013, 09:45:57 am by Revenant »

Revenant

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Re: Kirby's Dream Course editor (version 1.11)
« Reply #21 on: January 13, 2014, 04:57:19 pm »
https://github.com/devinacker/kdceditor/releases/download/v1.11/kdceditor-111.rar

Hot(?) on the heels of one file-related bug fix, here's another that potentially affected headered ROMs (though I generally don't recommend actually using headered ROMs; the editor only supports them as an afterthought :P)

Apart from that, just some under-the-hood changes. The 2D display probably looks better outside of Windows now.

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Fixed possible data corruption when saving levels to headered ROMs
Heavily rewrote 2D map display (including better handling of font metrics)
Tweaked compression code again (just slightly faster, probably the last change)

Probably the last update for a while barring any more unfortunate bugs, since I'm focusing on something else now...

ChronoMoogle

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Re: Kirby's Dream Course editor (version 1.11)
« Reply #22 on: January 15, 2014, 08:40:40 pm »
Thanks for keeping this updated with fixes! I was hoping to see Special Tee Shot integrated as well (because I would personally love to do a hack of that game) but at least Kirby got a fully working editor now. Thanks for the hard work!  :thumbsup:

Revenant

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Re: Kirby's Dream Course editor (version 1.12)
« Reply #23 on: June 14, 2014, 03:44:50 am »
Just another small update, 1.12 fixes some goofy display issues that the rewritten 2D display in 1.11 introduced. Links in the OP as usual.

SmarshBrooz

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Re: Kirby's Dream Course editor (version 1.12)
« Reply #24 on: March 10, 2015, 12:47:45 am »
I was so happy when I found this. :laugh:

SilokHawk

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Re: Kirby's Dream Course editor (version 1.12)
« Reply #25 on: March 10, 2015, 11:04:53 pm »
I quite literally just made an account so I could congratulate you on this! Haha
The editor is ridiculously easy to pick up on and I love the interface just in general.
I was wondering if you have any plans for this editor however (Such as a tile set editor; or other various tools you may find in editors similar to Lunar Magic). Whatever the case, thank you for such an awesome tool!
On a side note, I noticed kirby will have very weird depth influence with whispy; a lot of times when kirby is in front of him, the ball sprite will be displayed behind it rather than in front. I didn't notice this problem when playing the game vanilla; and unless I have a bad rom, I think it's something you should take a look at.  ;)

Revenant

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Re: Kirby\'s Dream Course editor (version 1.12)
« Reply #26 on: March 11, 2015, 06:04:08 am »
I did plan to at least add a palette editor at some point (or at least post info about the palette data somewhere, since it's currently buried in an old email thread from a year or more ago...) To be the most useful that'd probably require me to not be lazy and actually load graphics from the ROM instead of using premade ones, which is definitely doable (especially since they use the same compression that the editor already uses for basically everything else) but I dunno if it's a terribly high priority or not.

Also, as cool as a tileset editor would be, I really can't see it being very useful, just because of the massive amount of work it would take to do any substantial work with it; most of the terrain graphics consists of literally hundreds of nearly identical-looking 8x8 tiles representing more or less every possible terrain combination. (The editor actually has to turn the 2D course maps into 8x8 tilemaps itself, which was painstaking to set up, to say the least...)

The sprite depth issue sounds like something I may be able to fix; there's a hash table for each hole that the game uses to determine the Z-order of Kirby's sprite based on his position. I might have to tweak how the editor generates it somewhat if it's causing issues with other sprites, but hopefully it should be easy to do. If you can send me a course file where this happens easily, that should be helpful.

March 11, 2015, 06:30:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, hello to anyone who found out about this via Game Grumps, because that apparently happened (talk about a pleasant surprise...!)
« Last Edit: March 11, 2015, 06:30:56 pm by Revenant »

Revenant

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Re: Kirby\\\'s Dream Course editor (version 1.13)
« Reply #27 on: March 22, 2015, 06:36:35 pm »
Hey, this has users now. Thanks, Game Grumps.

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v1.13 [2015-03-22]
Much faster multithreaded saving
Added loading/saving of individual level files
Increased maximum tile height from 31 to 49 and max level width/length to 100
  (so you can waste more tile memory. Note that 2D and 3D map area limits are unchanged)
Some more build/deployment improvements for OS X (thanks ConnorRK)
Settings now saved in system-standard paths (%AppData%, etc.)
Fixed buggy repainting of 2D map when scrolling horizontally
Fixed possible bad graphics pointers when saving European ROMs

March 23, 2015, 06:23:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just posted an OS X build as well (thanks ConnorRK). Let me know how it works, especially if you're a pre-10.9 user.

March 29, 2015, 04:27:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Updated again, this time with just a small fix for graphical problems that rarely occurred when placing some slopes next to raised-up slopes.
« Last Edit: March 29, 2015, 04:27:28 pm by Revenant »