Romhacking.net

Romhacking => Personal Projects => Topic started by: Lin on January 01, 2013, 10:02:29 pm

Title: Zelda Minish Cap Level Editor
Post by: Lin on January 01, 2013, 10:02:29 pm
Recently I played Zelda Minish Cap for the first time and after getting through the first dungeon I realized the game was just like the Oracles and needed a level editor. I've only attempted GBA hacking once before but regardless I dove right in and now it's a project that's made decent progress. Right now it only has map viewing, which I'm pretty sure is flawless but I'm not entirely sure since I haven't even beaten the game yet! Here's a screenshot.

(http://puu.sh/1Ige1)

The layout isn't official or anything but to actually get the maps displaying took a few days. The compression used is the regular GBA LZ77 for everything. Before releasing it, I plan on having the basic stuff for a hack - character editing, warp editing, map property editing (I already have this data figured out), connection editing, level editing (obviously), chest editing, and anything else I feel is necessary.

~Lin
Title: Re: Zelda Minish Cap Level Editor
Post by: granz on January 01, 2013, 10:19:50 pm
This would be really nice! Are you planning to allow the user to re-arrange properties related to Kinstone fusion events? (i.e. the locations of monsters and treasure chests that appear as a result of fusing)
Title: Re: Zelda Minish Cap Level Editor
Post by: Lin on January 01, 2013, 11:21:35 pm
This would be really nice! Are you planning to allow the user to re-arrange properties related to Kinstone fusion events? (i.e. the locations of monsters and treasure chests that appear as a result of fusing)
Oh yeah, I forgot about those. More than likely yes, although it all depends on how they work.
Title: Re: Zelda Minish Cap Level Editor
Post by: granz on January 01, 2013, 11:47:14 pm
There might be a few events that can't be relocated. For instance, there's one fusion (or set of fusions) that actually re-arranges the contents of a section of Hyrule Field. I think it removes several trees. Other fusions result in things like stairwells appearing where a pond used to be, or beanstalks protruding from the ground and leading the player to a secret area in the clouds. If the editor changes those parts of the map that are normally affected by these events, then it could lead to some issues.
Title: Re: Zelda Minish Cap Level Editor
Post by: Vanisle on January 02, 2013, 12:49:36 am
There might be a few events that can't be relocated. For instance, there's one fusion (or set of fusions) that actually re-arranges the contents of a section of Hyrule Field. I think it removes several trees. Other fusions result in things like stairwells appearing where a pond used to be, or beanstalks protruding from the ground and leading the player to a secret area in the clouds.

Of course it all depends on how it works; however, I would imagine yes because something like this would be to good to pass up on. Looking back at the Oracle games, one of the major things wanted was the ability to have something done in one room affect something in another; which users could do after the creation of ZOSE (Zelda Oracles Script Editor). We should be able to modify kinstones to do exactly that, and even take the alteration part of it and use it with a different trigger (instead of the kinstone fusion).
Title: Re: Zelda Minish Cap Level Editor
Post by: Jigglysaint on January 02, 2013, 02:25:30 pm
Of course it all depends on how it works; however, I would imagine yes because something like this would be to good to pass up on. Looking back at the Oracle games, one of the major things wanted was the ability to have something done in one room affect something in another; which users could do after the creation of ZOSE (Zelda Oracles Script Editor). We should be able to modify kinstones to do exactly that, and even take the alteration part of it and use it with a different trigger (instead of the kinstone fusion).

Oracles used three different systems to make room alterations.  Single block alterations that triggered when room flags were set, map swaps under certain conditions, and ASM scripts.  If Minish Cap was created by the same team, then I will wager that one of those three systems would be used, most likely ASM scripts.  There is also the chance that altered data could be held offscreen and copied in like it's done in Chrono Trigger.  Maybe I should get to work and help out.
Title: Re: Zelda Minish Cap Level Editor
Post by: tigrou on January 03, 2013, 06:51:01 pm
Nice project. did you plan to release any doc/information about how zelda rom store map information ? I search on the web and found nothing about that.
Title: .
Post by: Chpexo on January 03, 2013, 07:10:04 pm
.
Title: Re: Zelda Minish Cap Level Editor
Post by: ReBirFh on January 10, 2013, 01:16:22 pm
Good to see this project. A bit offtopic but seeing this thread reminded me that while watching the movie Labyrinth (1986) last week, I noticed that one of the characters had a taking hat that looks quite "similar" to the minish cap, coincidence? (http://images3.wikia.nocookie.net/__cb20060301081250/muppet/images/f/f4/Wiseman.jpg)
Title: Re: Zelda Minish Cap Level Editor
Post by: Nintynuts on May 23, 2013, 05:06:59 am
Lin, are you still working on this? I looked for something like this years ago and was surprised to not find anything, so I'd love to see your tool released (and I would happily help if I can). I think this is the best looking 2D zelda game and I'd like to try and remake some older titles in this engine/graphical style. I know that would be a big project, probably requiring some ASM programming to change how equipment works, and some things would likely not work at all, but it seems like it would be a fun thing to try.
Title: Re: Zelda Minish Cap Level Editor
Post by: Spikeman on May 29, 2013, 04:59:45 am
Not Lin, but I worked on a similar project months ago.

(http://i.imgur.com/QP6Z1RW.png)

Went ahead and uploaded an exe and the source code (C#):

https://dl.dropboxusercontent.com/u/5772976/rh/MinishMagic.rar

Yeah I had a similar idea in remaking other Zelda games in the Minish Cap engine, especially Link's Awakening or the Oracle games. I actually did a ton of disassembly and research into the game engine, which I could upload my notes if you're interested. It's still a project that I'd love to pick up sometime in the future, but I don't think I will be able to work on it seriously for a while, so feel free to use my code to start your own. :)
Title: Re: Zelda Minish Cap Level Editor
Post by: Nintynuts on May 30, 2013, 10:04:52 am
Awesome, Thanks! I'll have a look at your code and try and teach myself a bit about how it all works. Maybe if Lin comes back we could all work on expanding your one to edit more stuff? I'm somewhat of a newbie to dis-assembly so if you could upload your notes too that might be really helpful.
Title: Re: Zelda Minish Cap Level Editor
Post by: Spikeman on June 03, 2013, 08:57:02 pm
I would definitely be down to collaborate with you and Lin if he ever returns. I already replied to you in a PM, but I'll post this for anyone else interested:

Here are my notes (warning: they not very organized): https://dl.dropboxusercontent.com/u/5772976/rh/mm_notes.rar

Also, I will be done with finals in about two weeks, and then I will be available for more collaboration with anyone interested.
Title: Re: Zelda Minish Cap Level Editor
Post by: Mizu-Kitsune on February 25, 2014, 08:09:01 pm
Is this thread still active? I have been dying to get to work on hacking minish cap for a long time now. I made an account specifically to find a map editor for it.
If possible, I would like to help in any way I can, though I'm not much of a programmer.

Also, i would like to add that the editor does not seem to want to work for me?
Title: Re: Zelda Minish Cap Level Editor
Post by: Zeemis on April 12, 2016, 09:15:02 am
Is there a working version of this editor either by Lin or someone else? It crashes on execution.
Title: Re: Zelda Minish Cap Level Editor
Post by: Nommiin on May 21, 2017, 01:04:06 am
Sorry to necro this post, but I think a fair amount of people might come across it.

It seems as if the original creator of the Minish Magic tool (Spikeman)'s Dropbox links have died. While I don't have the notes they posted anywhere, I was able to find an old copy of the source code for Minish Magic, so here it is rehosted if anyone would like it. If you face any problems compiling, make sure you change the AppPath constant in the MainForm's code.

http://misc.nommiin.xyz/gba/mc/files/MinishMagic.zip (http://misc.nommiin.xyz/gba/mc/files/MinishMagic.zip)
Title: Re: Zelda Minish Cap Level Editor
Post by: FCandChill on May 21, 2017, 07:20:23 pm
Supplying a mirror is a good reason for a necro bump ... thanks!
Title: Re: Zelda Minish Cap Level Editor
Post by: lexluthermiester on May 22, 2017, 05:41:35 pm
Supplying a mirror is a good reason for a necro bump ... thanks!
Really surprising this project didn't get a lot more love.
Title: Re: Zelda Minish Cap Level Editor
Post by: Mikesky on August 02, 2017, 12:13:54 pm
For those still interested in this project, I've recovered spikeman's code and am in the process of refactoring it into something functionally usable. I would like to know if anyone else has attempted to further this project. I'm also going to be working on the European version of the game. If anyone wishes to contribute, i'm best contacted on Discord as Mikesky#0001, or Twitter as @mikesky__.
Title: Re: Zelda Minish Cap Level Editor
Post by: shifuimam on December 07, 2017, 09:26:10 pm
Does anyone still have this level editor? I got all the way through the game (played on an EverDrive-GBA X5), and after the credits rolled and I saved my game...I'm back at my last save before killing Vaati. I'd like to edit it to get past this so I don't have to beat the stupid boss again.

Thanks!
Title: Re: Zelda Minish Cap Level Editor
Post by: lexluthermiester on December 07, 2017, 11:48:38 pm
For those still interested in this project, I've recovered spikeman's code and am in the process of refactoring it into something functionally usable. I would like to know if anyone else has attempted to further this project. I'm also going to be working on the European version of the game. If anyone wishes to contribute, i'm best contacted on Discord as Mikesky#3456, or Twitter as @m1kesky.
Very nice. Are you going to do a beta testing period or just go for a full release?
Title: Re: Zelda Minish Cap Level Editor
Post by: Shade Aurion on December 19, 2017, 03:06:40 am
Really surprising this project didn't get a lot more love.

Yeah seriously. If anything i'm surprised this sort of software wasn't used to remake Zelda 2 into a more proper Zelda game =X
I might have to play around with it for just that reason

For those still interested in this project, I've recovered spikeman's code and am in the process of refactoring it into something functionally usable. I would like to know if anyone else has attempted to further this project. I'm also going to be working on the European version of the game. If anyone wishes to contribute, i'm best contacted on Discord as Mikesky#3456, or Twitter as @m1kesky.

I most certainly am! I'd love to use it to remake Zelda 2. 3rd Quest is a fine remake of 1 and Link to the past holds up, as does Links Awakening and Oracle of Ages/Seasons but something REALLY needs to be done about 2 lol The Map, plot and general outline are there, it just needs de-sidescroll-ifying and put in a more tradition Zelda style and BAM! Done!

Sorry to necro this post, but I think a fair amount of people might come across it.

It seems as if the original creator of the Minish Magic tool (Spikeman)'s Dropbox links have died. While I don't have the notes they posted anywhere, I was able to find an old copy of the source code for Minish Magic, so here it is rehosted if anyone would like it. If you face any problems compiling, make sure you change the AppPath constant in the MainForm's code.

http://misc.nommiin.xyz/gba/mc/files/MinishMagic.zip (http://misc.nommiin.xyz/gba/mc/files/MinishMagic.zip)

This might be a dumb question but where is the link? I cannot find it :/

Title: Re: Zelda Minish Cap Level Editor
Post by: Mikesky on January 03, 2018, 08:45:25 pm
Very nice. Are you going to do a beta testing period or just go for a full release?

I've been pretty busy with university stuff this year but I hope to release a beta with basic level editing in the coming months.

Yeah seriously. If anything i'm surprised this sort of software wasn't used to remake Zelda 2 into a more proper Zelda game =X

This might be a dumb question but where is the link? I cannot find it :/

Both of these projects were very early days and only allowed level viewing, but that sounds like an awesome project once we somewhere with this editor.

I have both Lin's and Spikeman's original code on the project's Discord Server (https://discord.gg/ndFuWbV (https://discord.gg/ndFuWbV)) if people are interested in joining the project, or simply playing around and observing development. Please be aware that progress will be slow due to more pressing commitments like university.

Title: Re: Zelda Minish Cap Level Editor
Post by: Shade Aurion on January 05, 2018, 05:14:36 am
I appreciate the offer but i've moved onto Solarus. And a fair ways into the project ;)
Title: Re: Zelda Minish Cap Level Editor
Post by: ChaosPrime8 on January 05, 2018, 06:05:24 am
One thing I would like to do with a Minish Cap editor is to make the game less linear.  The game is gated way too much just like OoX and there are no i-frames when getting hit.
Title: Re: Zelda Minish Cap Level Editor
Post by: ThegreatBen on January 05, 2018, 09:19:06 am
I just want to be able to get the houses for all three sisters instead of just two.
Title: Re: Zelda Minish Cap Level Editor
Post by: lexluthermiester on January 12, 2018, 12:03:27 am
I appreciate the offer but i've moved onto Solarus. And a fair ways into the project ;)
Solarus?
Title: Re: Zelda Minish Cap Level Editor
Post by: Vanya on January 13, 2018, 03:15:02 am
Solarus is a game making engine somewhat similar to programs such as GameMaker. It's specifically for making Zelda 3 style adventure games.
It has a resource pack for Zelda 3 meant to be used to create fan games.
However, that is a separate download, and the main program can be used to create commercial games on its own.
Title: Re: Zelda Minish Cap Level Editor
Post by: ChaosPrime8 on January 13, 2018, 12:31:57 pm
https://www.youtube.com/watch?v=uvLzvUPW2DQ
Title: Re: Zelda Minish Cap Level Editor
Post by: Mikesky on January 21, 2018, 02:01:36 pm
That's just caused by the (DEBUG) Cell Overwrite Set item in the game, and isn't permanent. Interesting how it continues to store all the tile's properties though.
Title: Re: Zelda Minish Cap Level Editor
Post by: pianohombre on January 23, 2018, 12:23:39 am
Lin,
If you could try and document the memory locations (in hex,asm,c#,etc.) of certain items like master key, compass, dungeon map, and items. That way someone can create a randomizer for the game. Those are always fun.
Title: Re: Zelda Minish Cap Level Editor
Post by: ChaosPrime8 on January 23, 2018, 07:29:31 am
This will be another project of mine should an editor ever get released.  my romhack series consists of every top down zelda game that contains a QoL theme and open world design. furthermore, i streamline the gameplay experience by removing padded segments and add new surprises.  if I ever get around to making a hack for TMC, then I will make sure i-frames exist. 
Title: Re: Zelda Minish Cap Level Editor
Post by: Shade Aurion on January 23, 2018, 12:03:52 pm
If you have the resources from Minish Cap, you can easily use Solarus to create this sort of project.
Sorry for the late reply btw - http://www.solarus-games.org/
Title: Re: Zelda Minish Cap Level Editor
Post by: Mikesky on January 25, 2018, 08:19:25 am
Lin,
If you could try and document the memory locations (in hex,asm,c#,etc.) of certain items like master key, compass, dungeon map, and items. That way someone can create a randomizer for the game. Those are always fun.

Lin's moved on from the project. Additionally TMC is an incredibly linear game (and the flag control is very heavy, well played Capcom) so it will incredibly difficult to randomise this game, though it's an end goal of mine. As we work on it we'll be providing documentation for different resources of course, we're already building the room and flag list as we discover things.

If you have the resources from Minish Cap, you can easily use Solarus to create this sort of project.
Sorry for the late reply btw - http://www.solarus-games.org/

Sure, but it's nowhere near as fun as trying to do it in the original engine. Sure, I could just build my own game engine to mimic TMC (and I'd be faster at it too with my background) but there's something special about breaking this engine apart to see how it works.
Title: Re: Zelda Minish Cap Level Editor
Post by: Zeemis on January 29, 2018, 06:00:47 pm
If you have the resources from Minish Cap, you can easily use Solarus to create this sort of project.
Sorry for the late reply btw - http://www.solarus-games.org/

People want a level editor for Minish Cap so they can hack the game, not download Solarus, hence the point of this forum, "rom hacking".
Title: Re: Zelda Minish Cap Level Editor
Post by: ChaosPrime8 on January 30, 2018, 06:35:57 am
when it comes to a good editor, i would like to see event flags edited so i can remove the railroading in the game.
Title: Re: Zelda Minish Cap Level Editor
Post by: pianohombre on February 03, 2018, 03:37:17 pm
I've noticed when you edit a lot of the R.O.M., you also have to scroll through a lot of the R.A.M., to even find out what is going on. Was there ever a Zelda game where Link didn't begin with receiving the sword as the first item? Although, I don't understand why I care so much. Maybe Nintendo will abandon this series in the future.
Title: Re: Zelda Minish Cap Level Editor
Post by: Shade Aurion on February 04, 2018, 08:12:28 am
People want a level editor for Minish Cap so they can hack the game, not download Solarus, hence the point of this forum, "rom hacking".

Obviously. It's what I wanted originally, but when this project did not progress and the tools to "hack" are so limited, Solarus is a good option for those trying to make a Zelda game the way they want, which is much of the reason people want this editor in the first place. The site is called Rom Hacking. This sub-forum however is called 'Personal Projects' I'm not going to NOT mention something that might satisfy a few people because one person might take things overly literal. Especially when it's going great for me :p Gotta share the love dude