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Romhacking => Personal Projects => Topic started by: RedGuy on May 07, 2016, 09:25:50 pm

Title: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 07, 2016, 09:25:50 pm
What was supposed to be a two day break from the mmx editor turned into a week long hack to start a Super Castlevania 4 editor.  It's not much right now, but there's enough to display one (hardcoded) level segment.  It also only loads BG0.  Since I borrowed the mmx editor code the emulator works as-is and you can see a paused screen in the picture below.

A lot of data in the ROM is compressed.  Much more than mmx which only really compressed tiles.  It has a decompression routine that looks at control words in the stream to: (a) decompress LZ, (b) copy the input stream, (c) zero extend 8b to 16b, (d) decompress RLE using a byte in the input stream, or (e) decompress RLE using 0.  This wasn't too difficult to understand and code up.  I haven't coded a compressor, but that shouldn't be too bad.

I couldn't find any previous work on SC4 and had to look through traces to figure most of it out.  If anyone knows of some documentation on the ROM/RAM layout or really anything about the game I would appreciate a link.

(https://lh3.googleusercontent.com/-6DamT0Ao9dU/Vy6V63nK_pI/AAAAAAAAC_4/SBw7XiBGuZI_z_F9J0BwNa7MF4ws71-PgCCo/s919/sc4ed2.png)

(https://lh3.googleusercontent.com/-KRtF-JFXIwY/Vy6ViJGJSTI/AAAAAAAAC_w/cI1yL0oU_RU5sJgi2OB68zpAFTjjJ09_wCCo/s1280/sc4ed.png)

Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on May 07, 2016, 09:36:50 pm
Oh shit. This is awesome. I'm a Castlevania freak so let me know when and if you need somebody to test this sucker out. Will there be a graphics editor? I've wanted to work on this game before but writing programs and cracking compression is a little beyond my level of dedication.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Rodimus Primal on May 07, 2016, 10:19:07 pm
If just to restore the censored stuff this is awesome indeed.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on May 07, 2016, 10:27:38 pm
Sweet Jeebus This is one of the holy grails right here!
I don't think there really is much documentation on this game at all, so you're probably going to be the first.
I wish you all the luck in the world

On a side note, I was just wondering how big of a ROM would be needed to convert SCV4 into a full uncompressed version of itself?
Also, would it be a huge task to create such a version of the game?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 08, 2016, 12:20:39 am
Wow, never thought I'd see the day. I hope you finish your editor. Graphics and pallette editor would be nice.

Also you should consider a option to map the hold button to L. You can hold your character in place by holding jump when you hit the ground after jumping. From there you can whip diagnolly. It would be better if you could hold your position with L without having to jump first.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on May 08, 2016, 12:30:48 am
YES!
Uncensored Super Castlevani IV here we go! :D
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SCD on May 08, 2016, 09:15:48 am
This is really cool, we'll finally have a uncensored version of Super Castlevania IV in the near future.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 08, 2016, 09:54:06 am
I never had a problem playing the Japanese version of CV IV. Just a couple storyline screens are japanese. You don't need to know japanese to play it. You could be playing uncensored the entire time.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Morinis on May 08, 2016, 11:59:41 am
Damn, this looks very promising.  Other people have said already before me though I'll add onto the hype.  I hope there is a graphic editor in the future once you unlock the process on how to read such things.



Hope your work bears a lot of fruit in this endeavor.  My hat is tipped to you sir.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 08, 2016, 12:04:51 pm
Graphics editing - I'd like to get a basic background tile editor working.  Something similar to the mmx editor where there's a tile editor, map editor, block (?) editor, and scene editor.  Sprite editing is more difficult and I don't have time to spend on it right now.  I'd like to display enemy/object sprites on the map and allow for moving, adding, and removing them, but probably no editing.

Palette editor - This is straightforward to do for at least the background tiles.  Most of the palettes are not compressed.

Uncompressed size - I haven't looked at how well the compression works.  My guess is that the average compression ratio is not better than 2x (uncompressed to compressed ratio) so it would be < 3MB (1MB original ROM + 2MB uncompressed data) total in size as a worst case.  I wouldn't be surprised if the actual ratio is closer to 1.3x and not all of the ROM is compressed so it may be less than 2 MB total.  Someone could probably dump uncompressed data in the 1+ MB area of the ROM and branch before the decompression code to a MVN.

The editor probably won't be capable of any actual editing for a while.  I need to figure out the various graphics mode code (mode 7 levels crash right now) and get more of the levels displayed correctly.  Collisions, events, sprite display, more details on the level segments are constructed .... there's a lot of stuff that is still a mystery.

EDIT: Has anyone worked with mode 7 before?  I read up on it and the non-extended version of it has just one 256 color background.  But when I go into snes9x and toggle on/off the backgrounds it still behaves like there are 3 (foreground tiles, background tiles, status bar) like it does in mode 1.  An example of this is the very first level segment in SC4 where you jump on the drawbridge which rotates up.  Maybe that's just a trick based on how they prioritize tiles and snes9x is aware of which tiles it needs to enable/disable?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on May 10, 2016, 01:32:10 am
They might have some good info on Mode7 over Super Mario World Central. There has been some futzing around with it there.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Tenkarider on May 10, 2016, 05:55:08 am
Perhaps you can find some info about mode7 even in FF6hacking.com docs
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: mrrichard999 on May 10, 2016, 09:03:55 am
Nice!
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 15, 2016, 09:49:19 pm
I got all of the level (segments) to load, but several of them have mild to moderate graphics corruption.  I included some pics from some of the better looking ones.  I'm having a hard time finding the bounds of the level in the ROM so I ended up using the first camera lock that gets loaded.  Unfortunately, that doesn't always show the whole level so I hard coded several of the dimensions of the levels into the editor for now.

It may end up easier to decompress all the background components and write a new ROM that's > 1MB to simplify the editor.  Otherwise, I'll have to record all the original compressed sizes to add checks to make sure the edited compressed sizes fit into that same space.  There are some ways to make things fit (e.g. sorting tiles), but given that not just the tiles are compressed I don't really want to save 500+ sizes and add checks for them.

(https://lh3.googleusercontent.com/-prn8_QDSUCU/VzkicBqz_CI/AAAAAAAADDU/UtawVWTXSosE6Dee45m-dRTmvy60csW5gCCo/s1086/sc4ed_level_0x0.png)

(https://lh3.googleusercontent.com/-Nj0KQPOXeEw/VzkhN_ToiyI/AAAAAAAADDA/3mwp1mRnjOURS76GdYn6-MRLHNAF9Zp9gCCo/s1280/sc4ed_level_0x8.png)

(https://lh3.googleusercontent.com/-5fa0whxnxJ4/VzkhOVlGZBI/AAAAAAAADDA/JuRNkyLd_PklhQat_XEafnoSz4S7uadeQCCo/s1280/sc4ed_level_0xC.png)

(https://lh3.googleusercontent.com/-nXnbmO_KfxQ/VzkhN1M8BeI/AAAAAAAADDA/Cf1aRK1UlMc3xoOBNRY4Lon3bFXekRusACCo/s1152/sc4ed_level_0x17.png)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 15, 2016, 10:38:18 pm
Whatever it takes to make it work I guess. I really hope to see some CV IV hacks come of this. It's a great game and it's great that it may finally get fresh levels.

Have you given any thought to adding a button to hold your place so you can whip diagnolly without moving or jumping first? I tried requesting that from a few people but noone took it up.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on May 16, 2016, 12:22:46 am
Awesome. If you can convert the game into an uncompressed form that would be fantastic.
It would definitely make it much easier to do certain things under those circumstances.

Another thing I'd like to see implemented in the future is the ability to change the order of the levels.
And I know it would probably be way off in the future, but the ability to change the layout of the level segments would be awesome too.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: dACE on May 16, 2016, 06:23:22 am
Have you given any thought to adding a button to hold your place so you can whip diagnolly without moving or jumping first? I tried requesting that from a few people but noone took it up.

So what's stopping you from taking it up?

(If you have better things to do - chances are, so have other people.)

/dACE
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 16, 2016, 11:45:58 am
I don't know how to do it.

In b4 learn and never bring it up again.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 18, 2016, 01:21:11 pm
I was able to create a file with tile maps, tiles, and some other compressed data stored as uncompressed in the 1MB+ region.  I modified the bank:offset addresses in the ROM to point at the uncompressed data.  As a workaround to not modifying any of the code I had to insert control words before every 31 Bytes since that's what the decompression function assumes for uncompressed data.  It seems to work for the few levels I tested.  People will probably want to modify tiles using tile viewers so this isn't a long term solution - more of a test to make sure the decompression and relocation code works.

One thing I still haven't decided on is how to pack the uncompressed data.  I'd like to keep the ROM under 4MB to avoid using the extended addressing modes and potential compatibility issues with that.  A brute force way is to give every level segment ($44 in total) its own 64KB region (representing WRAM), but unfortunately that's more than the available 3MB.  Another way is to allocate the memory in some fixed size chunks (e.g. $400) which allows for some growth and packs better.  It's also possible to pack like types together (e.g. tile maps with other tile maps) for better packing.  Not having to support data that crosses a page boundary would also be nice.

After how to store the decompressed data is decided and any remaining bugs in the decompression code are fixed I'm going to figure out what remaining data is still compressed (e.g. sprites) and include that.  Then I'll give out an editor executable for people to try out.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on May 18, 2016, 02:00:14 pm
Cool. I look forward to taking it for a spin.
Out of curiosity, now that you're seen the map data, how flexible is it to work with?
Will we eventually be able to go as far as making a horizontal area vertical, for example?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 18, 2016, 05:04:30 pm
Short Answer: Yes, I'm planning to have a way to change the level design.

Long Answer: Redoing each existing 256x256 pixel scene with different tiles is possible with some minor changes to what I already have.  Collisions seem to be coupled with the tile maps like they are in mmx so placing the tile map and its associated tiles would get you new stairs/walls/slopes/etc depending on the map you use.  So ya, you could take an existing scene and add stairs and walls to change it to a vertical/climbing type.  The more difficult thing is events (enemies, candles/upgrades, camera locks, level segment end, etc) and how they work.  I know where the initial camera lock is for the level, but I have not looked at any event code to see how events work.  And I still don't understand how level segment bounds works.  So I'm not sure how to change a 12x1 scene level segment into a 1x12 scene level segment, yet.

mmx had a sparse event data structure with triggers on block (32x32 pixel) boundaries and the events could call into custom code that could update tiles, palettes, spawn enemies, or do pretty much anything to the state of the game.  Hopefully Castlevania is simpler - it took a while to code up events in the mmx editor and it's still far from perfect.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 18, 2016, 11:41:25 pm
I'm looking forward to whatever you can do. Uncompressing the rom sounds like a really good idea. We can use our own graphic editors to change the graphics that way.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on May 19, 2016, 05:56:50 am
Castlevania games in general have notoriously... unfriendly level data formats on the NES. Hopefully this won't be as much of a pain in the ass. Good luck!
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Bregalad on May 19, 2016, 06:10:06 am
Castlevania games in general have notoriously... unfriendly level data formats on the NES. Hopefully this won't be as much of a pain in the ass. Good luck!
Would you care to explain what is so unfriendly ? I am interested and you hit my curiosity here.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on May 19, 2016, 06:38:10 am
They aren't tidy and thus easy to edit.
All 3 games have editors, but the best they can do is edit tiles and meta-tiles/TSA.
Actually changing how and where a level segment transitions to the next doesn't seem to be included in the level data itself.
For example, you can place a set of stairs anywhere in the first room of stage 1 of CV1 and when you go up passed the top of the screen it'll lead you to another room of garbage data. So there has to be something pointing to the right data somewhere, but I've never been able to figure out exactly where. I'm not even sure if it's a table or if it's part of the code for the stairs themselves.
CV3 is no better, and CV2 seems much more limited.

I'd love for someone with much greater ASM knowledge to try tackling these games and share their findings.
That brings to mind that hack of CV3 that was being worked on by Dr.Mario & Optomon, I think. Cadence of Agony, IIRC.
They scrapped the level format altogether and made one from scratch. It was coming along nicely, too.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 19, 2016, 11:37:08 am
They dreamed too big and were overwhelmed by the amount of work in making a non-linear game.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 23, 2016, 12:19:03 am
I created a ROM that includes decompressed data for most (not all) of the levels and puts it in the 1MB-2MB space in the file.  I played through half the game and didn't notice any graphics problems.  The tiles show up in tile layer pro now.

With some minor changes to the decompression algorithm there's only one control byte every $400 bytes instead of every $1F bytes.  I can get the tile data for the start of an uncompressed region to begin on a $20 byte aligned address, but every $400 bytes it will get offset by 1 byte.  If it helps, I can try removing the offset.  Since people are going to edit tiles outside of the editor is it important that they always align to a $20 byte aligned address?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on May 23, 2016, 01:00:16 am
I created a ROM that includes decompressed data for most (not all) of the levels and puts it in the 1MB-2MB space in the file.  I played through half the game and didn't notice any graphics problems.  The tiles show up in tile layer pro now.

With some minor changes to the decompression algorithm there's only one control byte every $400 bytes instead of every $1F bytes.  I can get the tile data for the start of an uncompressed region to begin on a $20 byte aligned address, but every $400 bytes it will get offset by 1 byte.  If it helps, I can try removing the offset.  Since people are going to edit tiles outside of the editor is it important that they always align to a $20 byte aligned address?
Having the ROM with the uncompressed data would be such a miracle gift!
Would sprite editing For characters/enemies be possible with the uncompressed data now viewable?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 23, 2016, 10:14:58 am
Wasn't sure if enemies were being decompressed, but I see them in the modified ROM.  Since I only look at the levels right now the character data doesn't show up.  I can try to decompress those.

The hand, leaf-thing, bird, and other enemy tiles can be seen here:

(https://lh3.googleusercontent.com/-J-eF43fURAE/V0MOHnnRa6I/AAAAAAAADEk/HtXajJ3t-Xc6flKInzAl3LPRx2JGQhDXQCCo/s640/tiles.png)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 23, 2016, 02:24:27 pm
Wow, nice.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on May 23, 2016, 05:26:51 pm
Wasn't sure if enemies were being decompressed, but I see them in the modified ROM.  Since I only look at the levels right now the character data doesn't show up.  I can try to decompress those.

The hand, leaf-thing, bird, and other enemy tiles can be seen here:

(https://lh3.googleusercontent.com/-J-eF43fURAE/V0MOHnnRa6I/AAAAAAAADEk/HtXajJ3t-Xc6flKInzAl3LPRx2JGQhDXQCCo/s640/tiles.png)
Woa awesome!
Will you release the patch that converts the original SC4 ROM into an expanded one with the uncompressed data in it?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 23, 2016, 05:59:17 pm
Maybe it'd be better to let him finish the level editor first. Especially since he's moving pointers around and stuff like that still. No point releasing a expanded rom patch if it's incompatible with the level editor when it's released.

Edit: I see that little Spiny enemy. Woot!
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 23, 2016, 07:19:25 pm
My plan is by this weekend to provide a basic editor that let's people:
- View the level BG0 data (many of them don't display correctly).
- Expand the ROM.
- Save the ROM.
- An internal emulator that let's you play the game inside the editor.

Expanding the ROM decompresses most (but not all) compressed regions, rewrites the pointers in the game to point at that uncompressed data, and then changes the decompression routine in the ROM to support the new format that only has one control byte at the beginning of each uncompressed region.  I pad all regions to be $20 byte aligned and a multiple of $20 bytes so they are easy to view and modify in a tile editor.  You can see a bunch of tiles in the viewer that are green with colors at the end.  This is $20 bytes worth of 29 $FF bytes, a 2B size and, a 1B control for the decompression routine followed by the aligned uncompressed region.  The code in the ROM still breaks regions into $400 byte chunks for DMA across multiple frames.

This new format for a region probably won't change, but what will change is never versions of the editor may move the decompressed regions around when expanding.  So the editor should always be able to open up an expanded ROM since it just follows the pointers and understands the new format (which doesn't change), but you won't be able to re-expand an already expanded ROM.  And the tiles may not be in the same spot when expanding in different versions of the editor.

So treat these early versions of the editor as a way to try editing the tiles and see the changes in the game, but not necessarily as the base for a big modification.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 23, 2016, 08:54:01 pm
Well, I look forward to the first version of the editor then. I hope you continue making progress on it too.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on May 23, 2016, 11:24:38 pm
Yeah, I can't wait for this either. I've been standing outside the gates of this one forever waiting for someone to open it up.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: shadow501 on May 24, 2016, 12:05:55 am
Nice job man,Keep up !

What about edit sprite ?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 24, 2016, 12:34:36 am
Editing sprites with assembly information is a lot of work.  Not sure if I'll ever get to that.  But if you want to change just the tiles that should be doable with a tile editor and an expanded ROM.

Here's the current version.  It's a huge hack right now so I disabled a lot of things.  Ignore all the random megaman stuff which I haven't converted to castlevania stuff like the icons.

- File -> Open to open the ROM.  You can scroll through the level segments with page-up and page-down.  Many of the levels have graphics errors in the editor.
- File -> Expand ROM will try to expand the ROM.  It will tell you if it succeeds.  It's expanded from 1MB to 2MB.
- File -> Save/Save AS will save it.  Make sure to save after expanding if you want to try the ROM.

There's also a button to start an external emulator and a menu item for an internal emulator.  The internal emulator has a lot of bugs (sometimes the screen moves off the map temporarily, it shakes right now when walking).  Make sure to setup your joystick or key settings if you want to try the internal emulator.  F1-F10 load state, Shift+F1-F10 save state, space = pause, F12 = start emulator, Escape = stop emulator.

All the decompressed stuff is dumped to $100000 (1MB) and above.  I forced all the tiles to be aligned to $20 byte addresses so they should be easy to view and edit in a tile editor.  Simon, items, and weapons are still compressed right now.  I'll figure out where they are located and decompress them in a future version.

If someone is bored I would appreciate you trying to go through the whole game on an expanded ROM to make it sure it works.  I played about halfway through without seeing any graphics glitches or having it hang.

https://drive.google.com/file/d/0Bx9gzQZCkH8qTXVOQ2h0bm44MVk/view?usp=sharing
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on May 24, 2016, 01:35:42 pm
@RedGuy:

I just did a playthrough from start to finish of the game with the expanded ROM to 2MB without any issues. :)
I didn't see anything out of place nor anything odd at all.

I ace'd it. :P
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 24, 2016, 02:15:08 pm
Thanks.

I'll add some more things to the uncompressed section of the ROM for people to view/edit and then continue working on the level editor.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on May 24, 2016, 02:24:11 pm
Thanks.

I'll add some more things to the uncompressed section of the ROM for people to view/edit and then continue working on the level editor.

Thank you for your wonderful work! :D
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 24, 2016, 04:53:20 pm
https://tcrf.net/Super_Castlevania_IV

There's actually a  level select for this game. You can put in a bunch of codes to enable it again. Thought you might wanna know that to make testing the game easier.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 25, 2016, 11:01:54 pm
Thanks.  That will help.  I've been hacking the RAM between levels to get it to go a different stage, but you have to do it at the right time or it won't work.

Here's an updated version with a few more things decompressed:
- Simon
- Menus
- Intro cutscene
- Weapons/hearts/items

I think the only thing missing from being decompressed is the stage cutscenes between certain levels, bosses (assuming they are compressed), and anything level-specific.  The expanded ROM is now over 2MB and will probably grow slowly as I move things around and figure out events.  I'm going to work on figuring out more of the level information now.

https://drive.google.com/file/d/0Bx9gzQZCkH8qNFN3OG5JeWtVZVk/view?usp=sharing
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on May 26, 2016, 08:44:20 am
Awesome. It's great that the graphics are aligned. I missed your question earlier, but yes, that is a great help.
I was wondering about the old compressed data. Is that still present or is it overwritten for free space?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 26, 2016, 09:08:48 am
I left all the original compressed data untouched.  I could overwrite it with $FF to make room for other changes.  The only problem with doing that is I'll have to be 100% sure it isn't used anymore.  The same compressed region is often pointed to multiple times and not all of the pointers to compressed data have been updated, yet.

Which reminds me - the decompressed regions are tracked when the ROM is being expanded and only decompressed once.  For example, if an enemy appears in different levels it will only get decompressed with the first level and the second level will point to the same decompressed address.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 26, 2016, 09:34:19 am
Interesting info, potentially someone could make  a hack so you have the same status bar as CV 1-3. Always kinda hated the new letters. Do you plan on making a palette editor anytime soon so I can make such a hack?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Avster on May 26, 2016, 12:01:00 pm
In b4 learn and never bring it up again.

I cannot make sense of this and it has left me utterly confused.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 26, 2016, 12:51:37 pm
Interesting info, potentially someone could make  a hack so you have the same status bar as CV 1-3. Always kinda hated the new letters. Do you plan on making a palette editor anytime soon so I can make such a hack?

I'll try adding a palette editor next.  The editor already knows about several of the palettes in order to display the background tiles.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 26, 2016, 01:14:39 pm
I cannot make sense of this and it has left me utterly confused.

I assumed the guy was gonna continue being unhelpful and tell me to learn how to do that sort of hacking myself and never bring up that feature in this thread again. You know, to shut me up.

Also, I look forward to the palette editor.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on May 27, 2016, 09:54:00 am
I left all the original compressed data untouched.  I could overwrite it with $FF to make room for other changes.  The only problem with doing that is I'll have to be 100% sure it isn't used anymore.  The same compressed region is often pointed to multiple times and not all of the pointers to compressed data have been updated, yet.

Which reminds me - the decompressed regions are tracked when the ROM is being expanded and only decompressed once.  For example, if an enemy appears in different levels it will only get decompressed with the first level and the second level will point to the same decompressed address.

Yeah, after the whole decompression thing is done and you're sure the original data is fully unused I'd appreciate an option to FF-out the old data.
Extra space for ASM would be really helpful.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 27, 2016, 10:08:50 am
https://drive.google.com/file/d/0Bx9gzQZCkH8qWWZ2b2FseXNTSVk/view?usp=sharing

The palette editor now works.  Editor->Palette editor.  Double click on a palette item to change it.  The first 16 colors seems to correspond to the status bar/font palette that is used across all levels and in menus.  The other rows are level related and will change as you scroll through the levels.  Not all of the palette items are editable, yet.  You'll have to experiment to see which entries change what colors in the game.

I also decompressed some of the bosses and intermediate cutscenes.

(https://lh3.googleusercontent.com/-A0ZBiNrZd1A/V0hdo_9Ji_I/AAAAAAAADFU/11UGUTfH05whD40RUOh_KFBFnX95yi5CgCCo/s912/sc4ed_pal.png)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 27, 2016, 12:26:38 pm
I went right to work at it and....

(http://i1320.photobucket.com/albums/u533/MathUser2929/yy-chr%20cv4_zpsqoxdkoyn.png)

I dunno if there is anything you can do about this but every other letter and number seems to be stacked on each other or left out entirely.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on May 27, 2016, 03:24:30 pm
Quote
I dunno if there is anything you can do about this but every other letter and number seems to be stacked on each other or left out entirely.

That may be a case of you having YY-CHR set on the wrong graphics format. Try looking at those graphics again on the 2BPP GB setting. Quite often fonts are in that format instead of the usual 4BPP SNES.

EDIT: BTW, if I haven't mentioned it before, I continue to be very excited about this. Castlevania is one of my all time fav series and I've been wanting to do a hack of this game for a long time but knowing nothing about compression it was off limits. I can't wait 'til this is done. I'm already starting to brainstorm.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 27, 2016, 04:03:06 pm
No mode in my version of YY-CHR is working to show them. Do I need a certain version of YY-CHR?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 27, 2016, 04:42:05 pm
They may have put the "odd" font tiles in a different compressed chunk of data that I missed.  I'll take a look at it later today.

Unfortunately, I don't have a systematic way of finding compressed data right now.  I just go to a point in the game that decompresses stuff and trace it.  After doing that several times now I can see a lot of non-level specific stuff ends up being LDAs with a constant offset that then call the decompression code.  The addresses are all $81:XXXX.  So I may be able to change the code to walk across most (all?) of that bank to decompress everything not related to levels.  The level-specific stuff is stored at 4-5 different $86:XXXX addresses which use X (2 * current level number) as an offset.  Boss data (except dracula?) are at $81:XXXX which use X (2 * boss number?) as an offset.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: DarkSamus993 on May 27, 2016, 05:00:09 pm
2bpp GB (YY-CHAR) / 2bpp planar, 1-dimensional (Tile Molester) is quite often the format for SNES fonts. SC4 is no exception:

(http://i.imgur.com/6VICo0I.png?1)

The "odd" characters are right there, so you're good on the font RedGuy.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 27, 2016, 07:38:25 pm
I got it working. The first hack is almost done, just gotta change the palette.

I did the first hack. I still gotta test it but it looks like the palette for the font is shared in multiple place so I might not have to edit that part any more. Here's a pic:

(http://i1320.photobucket.com/albums/u533/MathUser2929/cv4%20new%20hud_zpsbm8v4mjh.png)

Here's a pic to compare it to.

(https://upload.wikimedia.org/wikipedia/en/5/50/Castlevania_nes_03.png)

Here's a pic of the cv 3 hack.

(http://i1320.photobucket.com/albums/u533/MathUser2929/Super%20CV4%20CV3Font1_zpssqjl4esb.png)

I am submitting the hack tonight so when it gets accepted I'll share the dl link.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on May 27, 2016, 11:35:16 pm
Quote
Here's a pic of the cv 3 hack.

FYI: The last pic wasn't viewable to me at first because my browser said it was being hosted by a known attack site or some shit. I was eventually able to view it though. I personally don't care for it but that's prob just because my favorite color is green.
 :P
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 28, 2016, 12:14:36 am
I honestly don't know if zebucket got attacked or not. It gave me a warning when I first went there too. I don't knjow any other websites to host files to upload hacks to this site tho. Once the pics are on a hack page tho, people will be able to see them without taking any chances. But remember, rhdn was once flagged as a trojan site by a antivirus too so. Never know if it's a false flag.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: hossbags2 on May 28, 2016, 05:54:02 am
Can you possibly decensor this game. Put the crosses back in and such. Also have the dripping blood on the title screen by any chance.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 28, 2016, 08:37:26 am
I don't have time to work on swapping the graphics/sound/palette regional differences, but other people are welcome to do so.  I added some limited JP cart support for expansion to the version below.  A lot of the offsets moved.

- Added basic JP cart support.  Most of the similar graphics regions to the US cart are decompressed.
- Added font display/basic info window.
- Added yellow rectangle showing current camera lock during internal emulator (press 'T')

https://drive.google.com/file/d/0Bx9gzQZCkH8qUERtM2FwbFNyY3c/view?usp=sharing
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Nightcrawler on May 28, 2016, 11:02:21 am
I don't knjow any other websites to host files to upload hacks to this site tho.

The Scratchpad (Right here on ROMhacking.net!) (http://www.romhacking.net/scratchpad/)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 28, 2016, 11:21:01 am
Ok, I never heard of that. Thanks for the info.

Also, my hack was approved last night but I accidently used the wrong unmodified ROM to make the patch, so for those patches to work you'd need a ROM that is already expanded. But I submitted a fix for it but it'll take a while for it to be approved. So don't download my patch unless you are willing to expand your ROM first in the editor.

May 28, 2016, 06:56:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
http://www.romhacking.net/hacks/2874/
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on May 28, 2016, 07:58:40 pm
Can you possibly decensor this game. Put the crosses back in and such. Also have the dripping blood on the title screen by any chance.

I was just thinking, unless a person absolutely cannot stand the sight of kana and kanji there's really no reason to choose the US version over the JP version. With Castlevania the story is always going to be "It's been about 100 years. Dracula is back. It's time for you to bash him in the face with a whip" and the ending is always going to be "You win... for now..."
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 28, 2016, 08:37:13 pm
The title screen and blood drippping would be hard to add back also. Also the subtle little graphics changes might be hard to find too. I plan on making a hack to restore the holy cross to blue palette if possible but I don't know what else to add to it. I am sure rhdn wouldn't accept a hack where that was the only change too.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on May 28, 2016, 09:02:25 pm
The title screen and blood drippping would be hard to add back also. Also the subtle little graphics changes might be hard to find too. I plan on making a hack to restore the holy cross to blue palette if possible but I don't know what else to add to it. I am sure rhdn wouldn't accept a hack where that was the only change too.

The Cutting Room Floor lists (I assume) all of the differences if you need a good reference for things of this sort.

Super Castlevania IV - Regional Differences (https://tcrf.net/Super_Castlevania_IV#Regional_Differences)

Notice the tombstone says "DRACURA". LOL
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 29, 2016, 11:44:08 pm
I don't plan on doing a regional port hack, but I'm updating my cv 1 and 3 hud and font hack. I'm porting the weapon and item sprites over from cv1 so far. After that I'll do 3, if there's any differences anyway. It's actually quite a bit of work. I found the graphics in cv4, but in the cv1 rom I can't find the sprites for the items so I have to port them over from a sprite sheet. Also, some of the graphics are too simple so I have to add shading to them. Otherwise they'd look too flat.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on May 30, 2016, 12:33:17 am
I had some time to work on the editor today.  Level dimensions are still a mystery.  I tried tracing 3 different levels (2 of which had 2+ scenes in Y dimension) t looked like there were 3 custom functions for mapping X/Y camera position to layout in WRAM.  Different constants in each function.  I'll keep looking at it, but if it ends up being custom code for each level with inline constants it may not be worth the effort.

Changes this version:
- Fixed most of the level graphics including getting the mode7 levels to display.  There are still some minor issues.
- Fixed a few emulator related bugs.  Camera doesn't shake anymore.
- Added ability to start at current level in the emulator using the hidden menu in the game.  It's a hack so you still have to go through the menus.  Also supported level change (L/R buttons) to change level in emulator.

I'll work on adding a scene editor next.

https://drive.google.com/file/d/0Bx9gzQZCkH8qVHBOUnk0ZDd4OHc/view?usp=sharing

Here's a short video of the internal emulator playing in the editor.  It's more of a (fun) toy right now since you can't edit the levels yet.

https://www.youtube.com/watch?v=T9QLnubePVM
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 30, 2016, 08:50:48 pm
Just curious, where are the palettes for special weapons and items? I'm making a hack to restore CV1 item sprites and am gonna work on the palette once I'm done porting over the sprites and updating them to 16-bits.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: DarkSamus993 on May 30, 2016, 09:25:03 pm
The palettes appear to start around 0x347E0. You can use Tile Molester (Codec: 15bpp BGR; Mode: 2-dimensional) to help locate the palettes you want to change:

(http://i.imgur.com/Vtw6Ewr.png)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 31, 2016, 03:15:43 pm
Here's a couple pics from my CV1 item sprite ports.

(http://i1320.photobucket.com/albums/u533/MathUser2929/Super%20Castlevania%20IV%20CV1%20Font%20Sprite%201_zpsrsppmmer.png)

(http://i1320.photobucket.com/albums/u533/MathUser2929/Super%20Castlevania%20IV%20CV1%20Font%20Sprite%202_zpsagjqnrl2.png)

I didn't change any palettes yet and I'm not sure if I'll figure out how to. But I tried to use colors that are appropriate for the sprite. Also note that the boomerang is almost a straight port. I tried adding details to it like the 16-bit sprite did but one of the palettes are too light so almost the whole thing looked white. But since it's supposed to be glowing from holy power it don't look that bad this way either.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: DarkSamus993 on May 31, 2016, 04:26:41 pm
I took another look today and found that the whip and sub-weapons all use the same palette (located at 0x348CC - 0x348EB).
http://www.romhacking.net/utilities/32/ is a great utility for searching and editing SNES palettes.

(http://i.imgur.com/0nZNKPb.png)

Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on May 31, 2016, 05:19:22 pm
Thanks that helps alot. I can just use the existing colors knowing they all share the same palette. I already used that info to make the holy cross blue using the blue from the holy water.

(http://i1320.photobucket.com/albums/u533/MathUser2929/scv%20boomerang_zpsyeaujjrd.png)

Edit:If anyone wants to try out the CV1 version with the correct palette and cv1 items try this link:

http://www.bwass.org/bucket/SuperCVIV(CV1Font-Items)1-1.zip

When I finish CV3 I'll update my hack page. But that'll be a while yet.

June 01, 2016, 03:52:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Edit: Can you add a undo button. usefull if someone is using your palette editor and don't know what he changed.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on June 04, 2016, 12:04:47 am
I hacked in a temporary scene (256x256) editor today that allows replacement of blocks (32x32) in the existing scenes.  It only works on expanded ROM to avoid having to compress and fit back into the original space.  I tested it by adding an additional walkway because I hate those crumbling blocks in the first level.  Seems to work as expected (see below).  BG1 can also be displayed in the editor now and I cleaned up some dumb things in the rendering code so the larger levels load much faster.  Once I clean up the changes I'll post a new version of the editor.

https://www.youtube.com/watch?v=Br2yHtvGrkM

(https://lh3.googleusercontent.com/-zffpk11tmT4/V1JVYfXkHNI/AAAAAAAADG0/kM-03Wa5i9ULS_QwOxKD_uPR7jpfxoOtQCCo/s1029/sc4ed_level_0x0_mod.png)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on June 04, 2016, 03:48:16 am
Nice!! This editor has been coming along like a bat outta hell!
I'm literally tingling to be able to start working with this baby.

I take it the stairs are not separate objects like in the NES games?
Are the stairs hardcoded to the 32x32 blocks or are they perhaps hardcoded to the 8x8 tiles themselves?
Or, hope of hopes, they are simply a tile attribute?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 04, 2016, 08:05:12 am
Make sure you add the undo button I requested in my last post. Maybe have it do a couple undos. Will it allow you to edit cutscenes too? I mean like the intro and ending? I don't need to anymore, but being able to edit the palette would have been useful in my hack.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on June 04, 2016, 03:51:48 pm
I take it the stairs are not separate objects like in the NES games?
Are the stairs hardcoded to the 32x32 blocks or are they perhaps hardcoded to the 8x8 tiles themselves?
Or, hope of hopes, they are simply a tile attribute?

As far as I can tell all collisions (including stairs) are stored for each of the 16 tiles in every 32x32 block (4x4 tiles).  So a level could mark every tile with a unique collision property.  I'm certain it's per tile, but what I haven't looked into is the source of the data for the collison table in RAM at 7E:4000.  I think the data is associated with the block which means the same tile can have a different collision property based on which block it's in.


Scratch that.  It's per tile, but each level has a table in ROM that says all tiles in a range are a certain collision type.  So the tileId (tile character number referred to by the tile map) along with the table tell you if it's a step, a wall, or empty space.

Make sure you add the undo button I requested in my last post. Maybe have it do a couple undos. Will it allow you to edit cutscenes too? I mean like the intro and ending? I don't need to anymore, but being able to edit the palette would have been useful in my hack.

I'd like to have an undo, but not sure how to easily add it so it's really low on the list of things to do.  Don't expect it any time soon.  I don't plan on supporting editing of cutscenes unless you mean just decompressing the graphics.  Things I would like to add:

scene/block editing
event trigger/object display
event trigger editing and placement
collision display/editing

Anything missing from the list is not being considered right now.  And the stuff on that list is going to take weeks to figure out.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 04, 2016, 03:57:01 pm
I didn't really mean anything like event editing in the cutscenes. I just meant display the cutscene and let you use the palette and tile editors. If you didnt decompress those graphics you should do that too.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Bahamut ZERO on June 05, 2016, 12:07:15 pm
Quote
Things I would like to add:

scene/block editing
event trigger/object display
event trigger editing and placement
collision display/editing

Anything missing from the list is not being considered right now.  And the stuff on that list is going to take weeks to figure out.

Take all the time you need.  :thumbsup:
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on June 05, 2016, 09:37:03 pm
Here's a new version.  There's also a short youtube video where I add in some newly designed blocks to the first level.  This is still a big hack so I recommend just testing and not trusting it to design anything major.  Old versions of the expanded rom won't be compatible with editing scenes/blocks/tiles.  You need to expand an unexpanded ROM to edit the levels.

https://drive.google.com/file/d/0Bx9gzQZCkH8qMWtscVlvRDl1aWM/view?usp=sharing

https://www.youtube.com/watch?v=q-F_z1q2nRw

They compressed larger levels in a way where not all the scene data is in one chunk.  That means it's not possible to edit all scenes right now as they aren't represented in the ROM.  Eventually, the existing smaller regions will get combined with what's probably going to be $40 total scenes in one large chunk of data.  Not all levels will be able to use all of this as the level dimensions seem to be a function of value in memory that is used as an index into a jump table.  I haven't figured out how it works - it may be as simple as figuring out what level sizes each byte value corresponds to and knowing that in the editor.

- Added scene, block, and tile editor (requires expanded ROM)
- Fixed expanded ROM so it can be re-opened in the editor with correct uncompressed region parsing.
- Fixed slow downs with loading larger levels.
- Added BG1 support.  Hit 'b' to toggle between BG0 and BG1.

I also tried adding a path to get to valid scenes that were otherwise unreachable in level 8.  This means the addressing to compute the scene for each level is a function of the X/Y camera position used along with the level width.

https://www.youtube.com/watch?v=yvvUwLUOAm0
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 05, 2016, 10:26:29 pm
So are you saying my patch is no longer compatible with your editor. Sad. I knew that could happen tho. I ain't hacking it all over again just to make it compatible with your editor tho.

Edit: Just watched the videos. That looks really nice. I like how you invented a new thing with the zigzagging stairs.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Bahamut ZERO on June 06, 2016, 01:04:06 pm
Quote
So are you saying my patch is no longer compatible with your editor. Sad. I knew that could happen tho. I ain't hacking it all over again just to make it compatible with your editor tho.

If you made notes while you were changing the palettes for your sprite edits, and the offsets for said graphics, it probably wouldn't be too hard at all for you to redo what you've done so far.

Most time consuming part would probably redoing your palette changes. The graphics would be easy to port to the new expanded version with two instances of YYCHR going (1 being your current rom, 2 being the new rom).
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 06, 2016, 02:03:57 pm
I didn't, and I had a hell of a time changing all the palettes for the ending cutscene. I ain't going through that again.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on June 06, 2016, 02:06:35 pm
So are you saying my patch is no longer compatible with your editor. Sad. I knew that could happen tho. I ain't hacking it all over again just to make it compatible with your editor tho.

Edit: Just watched the videos. That looks really nice. I like how you invented a new thing with the zigzagging stairs.
Why don't you try this:

Or even easier, simply try to apply the patch you have posted in here to the new Expanded ROM, and see what happens.

It's worth the try, unless some data was shifted around with the new version of the editor.
Only RedGuy would be able to tell if this would work.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 06, 2016, 02:55:26 pm
That's alright, I'll just take his word for it that my hack is incompatible with the editor.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on June 06, 2016, 03:53:05 pm
That's alright, I'll just take his word for it that my hack is incompatible with the editor.

it's worth the shot tho. :P
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on June 08, 2016, 03:19:44 am
YES!
Uncensored Super Castlevani IV here we go! :D

YES!
Where the Green Blood in Stage 8 is Red, All Statues fixed ETC!!!!
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 11, 2016, 12:03:49 pm
Is the palette editor broken? When I try to open it it don't open anymore. It ain't worked since my first SCV IV hack.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on June 11, 2016, 10:43:22 pm
Not exactly sure why the palette editor stopped working, but I changed some things and it seems to be working again.  I also added display of events and a very crude event editor that allows events to move around.  Most events show up as a small red box except for the candles.  Events can be toggled on/off with the 't' key.

I decided to stop working on the editor for now.  I uploaded the source code to github.  It's a huge hack of the mmx editor so be warned if you look at the source.  It's hard to write good editor code when big parts of the game engine are still unknown.  Hopefully there's someone else more motivated than me to continue working on it.

Latest compiled version:
https://drive.google.com/file/d/0Bx9gzQZCkH8qUUVxM04xUVlZME0/view?usp=sharing

Source:
https://github.com/RedGuyyyy/SC4Ed
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 11, 2016, 11:55:25 pm
Ah, man. You've only been working on it a month. I hope you don't really give up that easy. If you need a break that's cool. I hope you don't give up tho. I could have seen myself making a hack with it someday.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on June 12, 2016, 01:02:16 am
Quote
I decided to stop working on the editor for now.

**R.I.P.**
The SCIV hacking scene: 5/7/16 - 6/11/16

Dracura win... :(

Quote
I could have seen myself making a hack with it someday.

Same here. I've been wanting to make a Castlevania hack starring Sonia Belmont for a while.

Oh well. Perhaps it's for the best. There are always too many hack ideas and not enough time.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on June 12, 2016, 01:28:39 am
We are still yet to see that Uncensored hack tho. :P
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 12, 2016, 02:27:14 am
You sure you wanna give up before you have a 1.0 version that you can submit to the site? You editor deserves to be remembered.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on June 12, 2016, 02:57:31 am
Quote
You sure you wanna give up before you have a 1.0 version that you can submit to the site?

Calling it quits before the 1.0 really isn't that unusual. Seems like most of the level editors I've seen are 9.somethings that only half work or are like Hyrule Magic where they work but can't be trusted.

It was a good dream while it lasted. LOL
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on June 12, 2016, 10:23:36 am
Calling it quits before the 1.0 really isn't that unusual. Seems like most of the level editors I've seen are 9.somethings that only half work or are like Hyrule Magic where they work but can't be trusted.

It was a good dream while it lasted. LOL
You sure you wanna give up before you have a 1.0 version that you can submit to the site? You editor deserves to be remembered.
We have to give him props for shsring the source code of the project.
Not like others... *cough cough* HM *cough cough*
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on June 12, 2016, 03:42:06 pm
Quote
Not like others... *cough cough* HM *cough cough*

Yeah. It was very cool of him to release the source.

I would always like to point out that Sephiroth3's refusal to release the source for HM is the reason why there aren't 2 to 3 times as many Zelda III hacks. Nobody wants to use an editor that will destroy your ROM at every turn until you learn how to manage it's temper tantrums and edit/bugfix a bunch of things via hex editor.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on June 18, 2016, 01:56:50 am
We are still yet to see that Uncensored hack tho. :P

Either that or a Translated version of the Japanese Version.
I wouldn't mind seeing the blood drip from the Castlevania Logo instead of the Akumajou Dracula one.

Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SCD on June 18, 2016, 02:30:08 am
I think it will be easier to just translate the Japanese version to English and change the logo to a modified Super Castlevania IV logo with the blood dripping down from it.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on June 18, 2016, 02:45:09 am
Not exactly sure why the palette editor stopped working, but I changed some things and it seems to be working again.  I also added display of events and a very crude event editor that allows events to move around.  Most events show up as a small red box except for the candles.  Events can be toggled on/off with the 't' key.

I decided to stop working on the editor for now.  I uploaded the source code to github.  It's a huge hack of the mmx editor so be warned if you look at the source.  It's hard to write good editor code when big parts of the game engine are still unknown.  Hopefully there's someone else more motivated than me to continue working on it.

Latest compiled version:
https://drive.google.com/file/d/0Bx9gzQZCkH8qUUVxM04xUVlZME0/view?usp=sharing

Source:
https://github.com/RedGuyyyy/SC4Ed

The Event Editor is perfect, I have already gotten rid of the blinking platforms in Stage 8 before Frankenstein and made it so the Stairs in Stage B don't fall apart when walking up them. Very nice editor so far!

June 18, 2016, 03:13:11 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I also tried out the Palette Editor and to my surprise the Blood idea worked!
However when I was messing with the program I simply turned all the Green Colors to Red and ended up with a mess.
But the idea is certainly possible.
If someone has already started an Un-Censored Project, Do not worry I am not going anywhere with this yet. This is just a result of me trying out the Editor.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20IV%20-%20Blood%20Project/01_zpsypqbeqsw.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20IV%20-%20Blood%20Project/01_zpsypqbeqsw.png.html)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Amaweks on June 18, 2016, 09:22:35 am
Not exactly sure why the palette editor stopped working, but I changed some things and it seems to be working again.  I also added display of events and a very crude event editor that allows events to move around.  Most events show up as a small red box except for the candles.  Events can be toggled on/off with the 't' key.

I decided to stop working on the editor for now.  I uploaded the source code to github.  It's a huge hack of the mmx editor so be warned if you look at the source.  It's hard to write good editor code when big parts of the game engine are still unknown.  Hopefully there's someone else more motivated than me to continue working on it.

Latest compiled version:
https://drive.google.com/file/d/0Bx9gzQZCkH8qUUVxM04xUVlZME0/view?usp=sharing

Source:
https://github.com/RedGuyyyy/SC4Ed

Well, it was a very good enfort, and the editor seems to do lots of things. Hope to try a hack in the future.
Thanks for your work, RedGuy  :beer:
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on June 18, 2016, 09:28:44 am
The Event Editor is perfect, I have already gotten rid of the blinking platforms in Stage 8 before Frankenstein and made it so the Stairs in Stage B don't fall apart when walking up them. Very nice editor so far!

June 18, 2016, 03:13:11 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I also tried out the Palette Editor and to my surprise the Blood idea worked!
However when I was messing with the program I simply turned all the Green Colors to Red and ended up with a mess.
But the idea is certainly possible.
If someone has already started an Un-Censored Project, Do not worry I am not going anywhere with this yet. This is just a result of me trying out the Editor.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20IV%20-%20Blood%20Project/01_zpsypqbeqsw.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20IV%20-%20Blood%20Project/01_zpsypqbeqsw.png.html)
That was a really good effort!
I say all that need to be done is to identify which greens belong to BG and which ones to the liquid.
I see the letters got changed too, so just go one green by one until you find the right one. ;)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 18, 2016, 11:01:52 am
That's why having a undo button would have been handy. You'll have to start over with a fresh ROM now probably.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: DarkSamus993 on June 18, 2016, 01:37:41 pm
I uncensored the dungeon palettes (8-1 & 8-2). I simply copied the appropriate palettes from the Japan rom to the USA rom.
Not really worth submitting to the site, but if someone is working on uncensoring the game, they might find it useful.  :thumbsup:

Palette Information:
Code: [Select]
=======================
[- The Dungeon (8-1) -]
=======================

BACKGROUND PALETTES:
====================
0x37134 - 0x371EB

--ALTERED PALETTES--
0x37154 - 0x37173 = blood pool
0x37194 - 0x371B3 = blood trickle
blood palette cycle:
0x371D4 - 0x371DB = blood #1
0x371DC - 0x371E3 = blood #2
0x371E4 - 0x371EB = blood #3

SPRITES:
========

--ALTERED PALETTES--
0x371EE - 0x3720D = spikes/blood drop


=======================
[- The Dungeon (8-2) -]
=======================

BACKGROUND PALETTES:
====================
0x37210 - 0x372CF

--ALTERED PALETTES--
0x372B0 - 0x372CF

SPRITES:
========

--ALTERED PALETTES--
0x372D2 - 0x372F2 = spikes/blood drop


Screenshots:
Spoiler:
(http://i.imgur.com/mvwg31I.png) (http://i.imgur.com/CFwxggs.png) (http://i.imgur.com/bP0ksTD.png)


ROM Information:

Download patch: http://download1474.mediafire.com/7q76n6qjt7sg/6cdr53er032eccb/SC4_uncensoredpalettes%288-1+2%29.zip
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 18, 2016, 02:05:00 pm
I think you should submit it, you're MK blood uncensor hack was approved so I think this would be too. I dunno if anyone is gonna uncensor the rest and the JP version is not that different besides this. Also, did the ROM hasher you used actually call it Casltevanina IV? If so someone should report that the the ROM database, wherever that is.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on June 19, 2016, 02:18:15 pm
I uncensored the dungeon palettes (8-1 & 8-2). I simply copied the appropriate palettes from the Japan rom to the USA rom.
Not really worth submitting to the site, but if someone is working on uncensoring the game, they might find it useful.  :thumbsup:

Palette Information:
Code: [Select]
=======================
[- The Dungeon (8-1) -]
=======================

BACKGROUND PALETTES:
====================
0x37134 - 0x371EB

--ALTERED PALETTES--
0x37154 - 0x37173 = blood pool
0x37194 - 0x371B3 = blood trickle
blood palette cycle:
0x371D4 - 0x371DB = blood #1
0x371DC - 0x371E3 = blood #2
0x371E4 - 0x371EB = blood #3

SPRITES:
========

--ALTERED PALETTES--
0x371EE - 0x3720D = spikes/blood drop


=======================
[- The Dungeon (8-2) -]
=======================

BACKGROUND PALETTES:
====================
0x37210 - 0x372CF

--ALTERED PALETTES--
0x372B0 - 0x372CF

SPRITES:
========

--ALTERED PALETTES--
0x372D2 - 0x372F2 = spikes/blood drop


Screenshots:
Spoiler:
(http://i.imgur.com/mvwg31I.png) (http://i.imgur.com/CFwxggs.png) (http://i.imgur.com/bP0ksTD.png)


ROM Information:
  • Super Casltevanina IV (USA).sfc - NOINTRO
  • CRC-32: B64FFB12
  • MD-5: 094F035993E9724647B61DDCBA1E9A7A
  • SHA-1: 684C1DFAFF8E5999422C24D48054D96BB12DA2F4
  • SHA-256: 0EF6F4CCE5A2273FA49FE1CE724E0048A8E39C91DA6B00DBB693FE1BA909177D

Download patch: http://download1474.mediafire.com/7q76n6qjt7sg/6cdr53er032eccb/SC4_uncensoredpalettes%288-1+2%29.zip

WOW!
This is sweet!

As far as the remaining uncensoring goes, all Ican think of is just restoring the infinite number of crosses removed from sprites and the naked statues I think.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on June 19, 2016, 07:14:22 pm
WOW!
This is sweet!

As far as the remaining uncensoring goes, all Ican think of is just restoring the infinite number of crosses removed from sprites and the naked statues I think.

Someone should hack the Red Devils that replace the Flea Men in this game.
In Castlevania III American they replaced the Red Devils from the Japanese Version with Flea Men.
So to have them reverted back into Flea Men might be a cool thing.
But you would have to find Sprites that match, Maybe X68000 or Symphony Of The Night.

Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on June 20, 2016, 11:20:37 am
I think the SotN ones could reasonably be used if they aren't too big.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 20, 2016, 01:21:15 pm
I wouldn't mind seeing X6800 ones in there. Those ones aren't over used.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on June 21, 2016, 12:04:07 am
I found the title screen sprites with an Expanded Akumajou Dracula (SFC) ROM expanded with SC4ED :)
The title screen is located at 0x27D800 as you can see here:

(http://i64.tinypic.com/70hy8k.png)

What other changes are required to "localize" Akumajou Dracula into SCIV?
I mean no japanese characters nor "Belmondo" or anything like that?

AFAIK we only need to convert the title screen to a proper "Super Castlevania IV" one, and change the gravestone that reads "DRACURA" to "DRACULA" :P

Anything else I might be missing?
If someone has the time, try opening both Akumajou Dracula and Super Castlevania IV Expanded ROMs, and try to fetch the title screen from the USA ROM into the Japanese ROM to see how it looks like. :P
Or maybe even a custom title screen would be nice too.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on June 21, 2016, 05:56:53 pm
The font on the Japanese version is ass, so that's something else.
Graphically speaking that is pretty much everything I think.
Aside from that the only other thing is translating the intro story properly.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on June 24, 2016, 09:39:03 pm
https://drive.google.com/file/d/0Bx9gzQZCkH8qRzVlQ3BuNE04Mnc/view?usp=sharing

- Added expansion/decompression of JP cutscene logo and other graphics.
- Added linking of stage select font to existing decompressed font.

https://drive.google.com/file/d/0Bx9gzQZCkH8qOVgtd0pvS1VtUE0/view?usp=sharing

- Fixed missing scene on stage $3F.
- Added a few more decompressed graphics in JP.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 26, 2016, 03:51:14 pm
Looks good RedGuy. Thanks for updating it again.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Drunken Draconian on June 27, 2016, 02:12:22 pm
This is super exciting, so much so I made an account to say it. Please keep working on this. I don't know too much about rom hacking but I always wanted make a mod of this game. There is so much more design room left unused trying to be like CV1. My only question is, would it be possible to make the moving rings in stage A span the whole scene? Both horizontal and vertical ones.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 27, 2016, 05:04:08 pm
I think the guy could have used a tester tho. Someone who was making a ROM hack or something. I didn't have such ambitions and it didn't seem like anyone else was doing that either.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on June 28, 2016, 01:45:06 am
WHOA!

Heart skips a beat...I totally just clicked Expand Rom and all my dreams came true!  :crazy: :crazy: :crazy:

The Editor may not be complete but it definitely accomplishes what I have been wanting to do.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20IV%20-%20Blood%20Project/02_zps5oadqb6r.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20IV%20-%20Blood%20Project/02_zps5oadqb6r.png.html)

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20IV%20-%20Blood%20Project/01_zpsuqbkjk3j.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20IV%20-%20Blood%20Project/01_zpsuqbkjk3j.png.html)

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20IV%20-%20Blood%20Project/03_zpsk9xpuj1u.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20IV%20-%20Blood%20Project/03_zpsk9xpuj1u.png.html)

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20IV%20-%20Blood%20Project/04_zpstuwernnt.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20IV%20-%20Blood%20Project/04_zpstuwernnt.png.html)




Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on June 28, 2016, 04:49:49 am
That's definately something that interests me. I hated that section. Of course stairs remove the challenge probably. But I don't need to have a hard time at that part anymore.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Drunken Draconian on June 28, 2016, 10:00:53 am
Some feedback on the editor. Some extra distinction between the events would be nice. The stairs between Slogra and Gaibon are missing (or I didn't see them) I'm working on a Hard mode hack with this atm. The gears are turning and I want to inflict maximum pain to the player.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on June 28, 2016, 05:33:42 pm
That's definately something that interests me. I hated that section. Of course stairs remove the challenge probably. But I don't need to have a hard time at that part anymore.

It does make it easier but also causes a new challenge completely not intended.
When your walking up the stairs if you end up having one of the moving platforms under it come up underneath you, It will launch you right into those damn spikes. But nothing compared to the nightmare it was before.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Drunken Draconian on June 28, 2016, 09:49:20 pm
Please tell me of any more interesting and brutal finds. I want to push this engine to the limits. I'm having trouble with the "events". I'm very new to this but they don't work intuitively. If you shift the events out of order too much stuff doesn't spawn and other things. I tried making stairs in a level with none to no avail using the block editor and copying stair blocks. Also tried to shift events into rings on maps where there are no rings, some garbled bat stuff in an off layer happened. Any advice would be great.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on July 01, 2016, 02:12:40 pm
Hey,

To anyone that had the problem I did.
Probably a goof move on my part but in case anyone is knew to Snes Hacking like myself, don't forget to click File and Select Decompress Rom.

Otherwise the Scene Editor won't work among other stuff.
 :thumbsup:
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: FuriousPaul on July 02, 2016, 01:49:31 am
Just wanted to say that I am extremely interested in seeing different levels for CV4 and im very happy it is finally starting.  I currently have the world record speedtime through the game and I know the skill ceiling for this game is high, so the level possibilities are unimaginable.  If i had the time, I would be happy to make levels and even test them and possibly love to work on a full new game from this even.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Grimlock on July 02, 2016, 02:06:58 am
I'm also pretty interested in seeing what you all are able to do with this editor and your projects.  CV4 has always been a top 10 console favorite of mine.  :thumbsup:
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 02, 2016, 03:27:45 am
Someone could always try making a level hack based on the limits of the editor. Can you edit all levels? Like Zelda 3 you might need to make frequent backups in case you edit something the editor dont do right yet.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on July 02, 2016, 03:28:55 am
Someone could always try making a level hack based on the limits of the editor. Can you edit all levels? Like Zelda 3 you might need to make frequent backups in case you edit something the editor dont do right yet.

In the case of Zelda 3 that would be "ever" as opposed to "yet". :D
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Drunken Draconian on July 05, 2016, 02:00:18 pm
Almost dome my hard mode hack made a few notes for anyone else looking into making some levels for this game. mainly just talking about the limits and interesting used for things I've found so far.

Editor comments:

I have been able to:

-remake scenes with some restrictions
   -You are mostly free to make whatever you want with the existing blocks
      -I've made a few custom blocks
         -Trial and error is your friend.
         -I made platforms easily, other stuff not so much
         -A full art/custom pass of the scenes is possible but I'd wait for better block editing
-move "events" with restrictions
   -candles, enemies, certain blocks and elevators, swinging platforms
      
   -moving events around too much can cause problems
      -they seem to be sequenced in such a way as to avoid despawn/pop-in
      -moving them too far out of order will cause despawn/pop-in
         -I used this intentionally to make enemies spawn in on top of you
         -I used this to make "hidden candles" that only spawn in if you go exploring

I have not been able to:

-gain Control of the camera to open up more spaces in levels
-Make stairs on a scene with no stairs
-Make an existing event into a ring on a scene with rings
-Add rings to a scene with none
-change events with much success
   -If you change the type it usually just does nothing
   -If you change the eventID it doesn't stick

Other notes:
-you can have the orb fall into a pit, LOL
-the event editor sometimes starts to mess up and you have to restart the SC4ed.exe
-Stage 1
   -Being able to enable the 2 layer effect (in front/behind the fence) in other levels would be crazy cool
   -The vine's growing animation will cover and blocks there
   -Would be neat to be able to add the destructible blocks to any scene
      -as secret doors/ passages
      -can even be used over passable blocks (seems like the secret is in the wall behind
   -Stage 2
   - 2-1 is huge, but the camera snapping makes some of the area under the beginning unusable, same with the end
      -control over the camera, a way to set free cam on a map like this open up a bunch of room
   - 2-2 and water
      -would be nice if it didn't crush when 2 water blocks are on top of eachother, SC4 water levels?
      -some of the layers are bugged, unchangeable, same as stage 8, graphical only
      The drooping bridge is cool, being able to bring the floor break event from stage 9 here would allow for a trap bridge
   -Medusa fight is cool with pits (shakes head) if you fall into a pit after the game takes control after the fight you still progress
   - 2-3 Lots of hard coding here
      -any pit will tank FPS to 3-4
      I see this a being hard to "hack"
-Stage 3
   -same as 2-1, control over camera adds more playable area
   -could not move the destructible blocks, would make this area interesting
      -the blocks can have any block as the face of it and still get destroyed (like meat secrets)
   - 3-2 would be nice to be able to move the transparent waterfalls around
-Stage 4
   -Rotating room is hard coded
      -even if you delete/change the blocks in the scene, they are still there (invisible platform)
   -The last screen of Stage 4 with the moving blocks has the largest potential for crazy stuff
      -Stairs override Simon's footing over the moving blocks giving the appearance of stepping just out of the way of the platforms
   -boss room is funky, didn't change anything here
Stage 5
   -5-1 is huge, with lots of random enemies, amazing space to create
      - the harpy, and batmen spawns are based on the x position. so spaces above and below where they regularly spawn will spawn them
   -the short time limit could make mazes more interesting
Stage 6
   -6-1 the random dogs and ghouls will fall in pits
   -can't edit chandeliers, would be cool the eliminate one of the middle platforms
Stage 7
   -Book platforms are movable, Would be cool to be able to add these to levels
   -The creature under the rug
      -changes the block art after passing over it
      -would be cool to add a second to the same rug
      -had trouble trying to make my own spike blocks to add varying lengths
-Stage 8
   -Blood/green goop leaves graphical layers when moved
-Stage 9
   -Couldn't move the chests
      -but I can move the event trigger making a "button" that makes a block appear VERY COOL
         -same for broken floor and crumbling platforms
         -would love more control over this
-Stage A
   -You can move the flat, big and little gears
      -If you move them out of order they don't spawn
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 05, 2016, 03:43:52 pm
If you manage to make a bug free hack I hope you upload it to the site. I know that will take alot of backups to get it bug free but I'm sure alot of people would love to see a level hack.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on July 05, 2016, 03:52:00 pm
I know that will take alot of backups to get it bug free...

Sounds like Hyrule Magic, another unfinished editor. BUT, a broken, buggy, unfinished editor is still an editor.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Drunken Draconian on July 05, 2016, 04:05:32 pm
You can check out what I have done so far in my past broadcasts, twitch channel of the same name. It is mostly not buggy. Just a few popins. It will be complete but not finished. I may release my first complete build very soon and make a v2.0 after some more feedback.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on July 05, 2016, 05:57:32 pm
Sounds like Hyrule Magic, another unfinished editor. BUT, a broken, buggy, unfinished editor is still an editor.
But unlike Hyrule Magic, this editor is open source.
Anyone can continue with this project.

That's the biggest drawback of HM, that thing is buggy and has no way to make it better without the source code available. -,-
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on July 05, 2016, 09:09:47 pm
You can check out what I have done so far in my past broadcasts, twitch channel of the same name. It is mostly not buggy. Just a few popins. It will be complete but not finished. I may release my first complete build very soon and make a v2.0 after some more feedback.

Nice work!  You've figured out and were able to do a lot with an editor that still needs major development.

Events were thrown in at the last minute before I stopped working on it.  I'm not surprised the game doesn't like when you move them around or try to change other attributes with them.  The eventId is ignored by the editor when saving the events.  Only the xpos, ypos and type are saved back.  The despawn of events may be caused by reordering them.  I never confirmed, but the game may speed up event checking by assuming all events are encountered in order.  But the editor doesn't try to reorder them if you move and then save.

I appreciate the detailed comments.  If I decide to work on the editor again they will be useful.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Drunken Draconian on July 05, 2016, 09:30:50 pm
I hope you do, one more question. how do I use the in game menu that the editor's emu uses? I can use l/r to chose the map but i can get it to launch. I've just been using snes9x and having a savestate before the loading zone. Some of the bigger rooms were "fun" to test. At least I got good at them.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ShadowOne333 on July 05, 2016, 09:37:21 pm
I hope you do, one more question. how do I use the in game menu that the editor's emu uses? I can use l/r to chose the map but i can get it to launch. I've just been using snes9x and having a savestate before the loading zone. Some of the bigger rooms were "fun" to test. At least I got good at them.
You need to input the following Pro Action Replay codes in the Cheat codes option of Snes9x:
Code: [Select]
00947763
0094789A
009A7764
009A7800
009AF94C
009AFAC5
009AFB94
0094D380

They are found in this page:
https://tcrf.net/Super_Castlevania_IV
A the first subsection.

You need to input each line individually.
Once you enable all of the codes at the same time, restart the game and choose the "START" option from the Title Screen, that should boot you directly into that Stage Select screen.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on July 05, 2016, 11:40:13 pm
You need to input the following Pro Action Replay codes in the Cheat codes option of Snes9x:
Code: [Select]
00947763
0094789A
009A7764
009A7800
009AF94C
009AFAC5
009AFB94
0094D380

They are found in this page:
https://tcrf.net/Super_Castlevania_IV
A the first subsection.

You need to input each line individually.
Once you enable all of the codes at the same time, restart the game and choose the "START" option from the Title Screen, that should boot you directly into that Stage Select screen.

I had a question about this too but different.
Someone had created a patch for Castlevania III that automatically added the debug screen.
Is there a way to create a patch for Castlevania IV so it automatically opens the Stage Select screen?
However now that I think about it, Most likely the patch created for the debug in Castlevania III was most likely a simple check of the box that activates it in Revamp. Then converted into a IPS Patch.
Castlevania IV will most likely be more complicated.

Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 06, 2016, 08:42:53 am
I think the guy making the decensoring hack should throw in the konami code to open the level select menu.

July 07, 2016, 10:08:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
RedGuy, do i have your permission to post the editor here?

http://www.romhacking.net/abandoned/
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Sephirous on July 07, 2016, 10:15:38 pm
I think the guy making the decensoring hack should throw in the konami code to open the level select menu.

July 07, 2016, 10:08:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
RedGuy, do i have your permission to post the editor here?

http://www.romhacking.net/abandoned/

 :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on July 08, 2016, 12:41:25 am
You can post it if you want to the abandoned section, but I may find time to work on it once in a while.

https://drive.google.com/file/d/0Bx9gzQZCkH8qamtvcHlKOEtPT2s/view?usp=sharing

- Fixed event editor (and other editors) to not corrupt things when the level changes if they are still open
- Added event Id and SubId editing to the event editor.  What all the values mean are a mystery, but you can now change enemies to rings and other things
- Added ability to (re)sort events with how they are written to the ROM.  It also draws blue/green boxes around events that are not ordered correctly when the event editor is open
- Fixed (hopefully) any problems with the event editor getting out of sync
- Added some missing compressed regions to expansion
- Fixed some missing rooms

I didn't move anything existing around, but it's going to be necessary in the future to make editing levels easier and less buggy.  And that will likely break existing expanded ROMs.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 08, 2016, 08:13:12 am
Well, I just didn't want the editor to get lost. If you're gonna work on it off and on it isn't truely abandoned tho. I'm sure they'd wonder why I keep updating a abandoned project. Thanks for working on the editor again.

I'd actually suggest making hidden candles that appear only when you get close a feature of the editor, as unintentional that was. It sounds like a neat idea that hasn't been done in a Castlevania game before.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Drunken Draconian on July 09, 2016, 07:24:40 pm
Just submitted the Hard mod level hack. I hope I entered everything right and it gets in first try, lol. I hope you guys like it / die a bunch.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on July 09, 2016, 10:51:15 pm
https://drive.google.com/file/d/0Bx9gzQZCkH8qQ3lvOGFrTFBPWmM/view?usp=sharing

- Added stage name from game in the editor
- Added support for POV on joystick (ps3/4 and other controllers) for internal emulator
- Changed internal emulator to skip level select.  Deaths restart at current level rather than past checkpoint.  Life counter converted to death counter - near infinite lives
- Added compile of second executable that will expand ROMs.  Can be included with mods
- Fixed invisible candle events (inside the editor) in mode7 levels

EDIT:
- Fixed the block and tile editors so they are more usable.  Right click selects.  Left click updates.

This includes a second executable (SC4Expand) which can be included with hacks that will just expand an unmodified ROM.  It's not pretty, but it works.

Some things I noticed about events assuming a (type, id, subid) format.  All number in hex:
- (1,m,n) are mostly (all?) candles.
- (1,6,n) drop subweapons where the subid determines the type.  E.g. n=1A -> dagger.
- (2,15,n) are level ending points.  Some levels use custom boss code or other events to trigger the end.
- (2,41,n) are in-levelcamera locks.  The level has an initial set of bounds looked up by the level ID and then these events can change the bounds.

I'm sure there are a lot of other common codes for events like enemies.  I spent some time looking into how camera locks work and the game uses jump tables with hardcoded constants all over the place.  That's going to ultimately limit how easy it is to make an editor for many things.  Editing things stored as array of structures is much easier than custom functions with inline constants.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: shadow501 on July 10, 2016, 10:17:44 am
It is great if you add sprite editor also.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 10, 2016, 04:38:26 pm
The rom expander is totally uncessesary for hacks tho. The only reason DarkSamuses hack needs to be expanded first is cause be didn't use a vanilla rom for the original rom while making the patch. He used a alreaady expanded rom for the vanilla rom. It's a unessesary step and the patch for my hack dont require you to expand your rom first. It's  a plain IPS patch too.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on July 10, 2016, 07:31:09 pm
Regardless, there are cases that may come up that make it useful to have available in the distribution of the patches.
And besides that it's already been made so there isn't much use in pointing out that it's use can be avoided.
Plus, a compact ROM expander could be useful to people that are only interested in graphics hacking alone.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on July 11, 2016, 09:04:45 pm
https://drive.google.com/file/d/0Bx9gzQZCkH8qRmVmbTEwQXdESEk/view?usp=sharing

- Changed many of the enemy and interactive events to display sprites.
- Added some unknown fields to the event editor.

Enemies (type==0) seem to use the match as a bit field: 0x8=set to enable foreground, 0x4=set to only see in new game.  Not sure what it means for other events.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 12, 2016, 12:17:55 am
Glad to see another update. Keep up the good work.

July 13, 2016, 05:31:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, I played through the CV Hard mode mod and it gots me inspired to try doing a romhack sometime. What are the flaws of starting one now? From what I saw of the hack you can move enemies, objects, candles, I think that's what you really need anyway. Or is the editor still majorly flawed?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Drunken Draconian on July 14, 2016, 09:40:16 am
You should be able to do most of what you want. The "flaws" are minimal, at this point, still lots of features to add but you can do most everything. You are kind of stuck with the tiles on the levels that are already there. You can make a few custom tiles as I did, but there is a chance they will bug stuff out. With the new event sort feature you should be able to move stuff around more too. Only thing to consider is if a new version comes out that expands the rom in a new way you will be stuck on the current editor for the rest of your project. So you can do a level hack easy If you want to do art and stuff too, wait a bit.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 14, 2016, 11:54:08 am
If you need a old version of the editor to continue a hack when a new version comes out, he should be uploading new versions seperately then. I imagine all you have to do is use a different file name and google drive will accept it. I'd like to know what version we are in anyway.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on July 21, 2016, 10:41:07 am
https://drive.google.com/file/d/0Bx9gzQZCkH8qMTM4VkVsMUVoUTA/view?usp=sharing

- Added basic collision detection viewing feature in the tile and block editors.
- Added property editor to allow changing of a few game states e.g. number of starting lives, level timers.
- Added decompression of audio related data thanks to DarkSamus993.

A lot of the decompressed regions in bank $81 were reordered in the expanded ROM.

The collisions are assigned per-level per-tile range.  So adding support to change tile collision type or add additional tiles with a specific collision type requires shifting all following tiles in memory, updating the per-level range table, and rewriting all the blocks that reference the modified tile numbers.  The mode7 levels tend to have custom collision tables in ROM and don't use the standard per-tile collision that the editor displays.

The expanded ROM layout will continue to change as more compressed regions are found and uncompressed regions get grouped together to facilitate editing.  So don't rely on data being in a specific location.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Bahamut ZERO on July 21, 2016, 01:14:53 pm
Quote
The expanded ROM layout will continue to change as more compressed regions are found and uncompressed regions get grouped together to facilitate editing.  So don't rely on data being in a specific location.

Thank you for your continued work on this kickass editor!  :beer:
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on July 24, 2016, 08:18:52 pm
https://drive.google.com/file/d/0Bx9gzQZCkH8qNm9PTFJHcjNRSU0/view?usp=sharing

- Added coalesced of scene data, block data, and padding of tiles.
- Fixed several bugs in the tile editor.
- Fixed internal emulator graphics corruption for JP.

Coalescing of scene and block data makes it possible to edit some of the scenes in levels that couldn't be edited before.  All BG0 (BG1) compressed scene and block regions were grouped into an uncompressed contiguous $2000 bytes (max size with current WRAM layout) after expansion.  It's not easy to do that with tiles so those just got padded out to $2000 bytes when possible.  One bad thing about this is many of the levels can't use most of this extra space (see below) and the ROM is now using almost all of the available 4MB.  So this will likely change - maybe with a per level max scene count.  It should now be possible to edit all scenes in some of the bigger levels, but camera locks may still prevent accessing them.

I looked into level dimensions again and it seems like the level has a type identifier which is used as an index into a table of 3 byte addresses to jump to.  The functions seems to optionally handle the scrolling of both BG0 and BG1 as well as having custom camera locks and mode7 handling.  It's not as simple as changing the level type to change the properties of the level as there are lots of assumptions built into each type.  For example, the first level (type == 6) doesn't even call the Y camera position change function because the original level never had a need to change that.  There is reuse of certain level types.  Most of the levels use type == 9 which is Nx1 scenes with no Y camera scrolling.  It's possible that a generic handler could be coded to allow for more arbitrary level properties and that coupled with camera locks would enable more interesting stuff.  Many of the larger levels that are MxN (where M > 1 and N > 1) have their own unique type and handler.

The expanded ROM layout will continue to change as more compressed regions are found and uncompressed regions get grouped together to facilitate editing.  So don't rely on data being in a specific location.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 25, 2016, 12:05:52 am
Sounds like it's really coming along. Sad that most of the ROM is used now. When will we be able to add objects that weren't there before? I mean like more ground tiles or something? Being able to delete some would also be a good plus.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on July 27, 2016, 05:02:02 am
It'll be available when it's available. I'm just glad it's still being worked on at all.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on July 29, 2016, 08:28:06 pm
https://drive.google.com/file/d/0Bx9gzQZCkH8qTnVyV1pmdTNrMEE/view?usp=sharing

- Added coalesced tile data.
- Added supporting for bank crossing in decompression (copy) code.
- Added a few missing compressed regions to the list of things decompressed.  Thanks to DarkSamus993 for finding these.

The coalesced tile data means that some of the weird problems with editing tiles and a different one changing is hopefully fixed.  Not all levels support editing tiles when the game does something non-standard.  I didn't test all levels.

Supporting bank crossing ends up freeing up 0.5MB, but 0.25MB of that disappeared when the tiles were coalesced.

I started coding tile add support, but the way the engine supports collisions makes this a huge problem.  Things I had to rewrite in the level after adding the tile:
o Collision table.  Done.
o All blocks in the level to increment tile >= inserted tile.  Done.
o Dynamic tiles writing into VRAM throughout the level.  Done.

But there are still completely custom per-level dynamic tiles like the growing vines and the grass monster thing that are still a problem.  So it's disabled.  It may be easier to leave the existing tiles and collisions alone and support a completely new collision table for tiles that are added.  That will require rewriting part of the game's collision detection code.

The expanded ROM layout will continue to change as more compressed regions are found and uncompressed regions get grouped together to facilitate editing.  So don't rely on data being in a specific location.

I need a break from working on the editor for a week.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on July 29, 2016, 10:10:30 pm
Oh, thank god. I was just about to start editing. I wanted to use only the square blocks for the ground and it looks like that isn't possible yet. When you get tile add support I think that's when I'll start.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on September 04, 2016, 04:45:45 pm
https://drive.google.com/file/d/0Bx9gzQZCkH8qWnRlT01tWFhtZmc/view?usp=sharing

- Added expanded events.
- Added support for adding/deleting events.
- Added expanded collision mapping tables with custom lookup code.
- Added support for editing whip properties and movement properties.
- Fixed various bugs (and probably introduced some)

There are still a lot to be figured about with events, but generally you can go to the event type you want to add/copy (0=enemy, 1=candle), click add and then change it to what you want, move it to where you want (middle mouse button will do this), and then click sort to reorder them properly.  Converting enemies to candles and candles to enemies requires some more work.  And type 2=custom events are not something you can just randomly add/delete without writing assembly.  Expanded events lets you put a total of 2800+ more events across all the levels.  There are likely other engine-specific limits when adding events.

Expanded collision supports lets you add a tile in a blank spot and assign it any collision property.  This required rewriting the collision checking code in the game so that it's not dependent on the order of the tiles.  That tile can then be added to a new block and the new block can be added to a scene.  I tested it by adding a new step type to a few different levels.  The game still relies on certain tiles to be in certain positions so don't expect to modify an arbitrary tile and have it work correctly.  Level 1 has custom collision lookup code for foreground/background.  Also, the mode7 rooms are all custom in how they deal with collisions.  You're on your own if you want to edit those.  Some levels don't have any spare room in the decompressed tile data.

A lot has changed with the new expanded ROM and I've attempted to check as much of it as possible, but it's likely to be buggy.

The expanded ROM layout will continue to change as more compressed regions are found and uncompressed regions get grouped together to facilitate editing.  So don't rely on data being in a specific location.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on September 04, 2016, 06:59:44 pm
I don't suppose you can add another shortcut for moving events could you? I've never owned a mouse with 3 mouse buttons and the touchpad on this laptop dont have 3 either.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on October 09, 2016, 03:16:20 pm
https://drive.google.com/file/d/0Bx9gzQZCkH8qRDZCMXl0MjhXWTA/view?usp=sharing

Added expanded camera locks
Added expanded exits and editing
Added expanded level transitions and editing
Added expanded entrances and editing
Added (experimental) level save/load support
Added volume control for internal editor (see internal editor settings)

Camera locks and entrances can be edited in the property editor after expanding the ROM.  The unexpanded ROM has 1-3 entrances per level and they are mostly hardcoded.  With the expanded ROM there is support for up to 8 entrances to a level (standard is typically 2) and they are fairly general.  I'm not sure if all the code that uses the entrance number in RAM has been updated so there may be some bugs with this.  If you startup the internal emulator move Simon to a spot in the level you can hit the record button in the property editor to overwrite the current entrance with the values in the emu.  This may require some manual customization on certain where custom entrances are used.

To transition between levels.
1) Spawn event with type=2, id=$15, subid = exitSubId  (some levels use custom events that require a hex editor to change, e.g. the first one with the drawbridge)
2) Check exitSubId against exit comparison
3) Use exitNum to find nextLevel and entranceNum in transition data
4) Start new level and load up all info using entranceNum including Simon's position, the camera positions, camera locks, etc

Saving off an individual level as a SCL file is now possible.  This was added to allow making new levels for the randomizer, but it may also be useful for other things.  This is experimental and likely to change in future versions of the editor.

Double-click right also moves an event now.

The expanded ROM layout will continue to change as more compressed regions are found and uncompressed regions get grouped together to facilitate editing.  So don't rely on data being in a specific location.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on October 09, 2016, 04:04:11 pm
That's neat that you can save levels as individual files now. It reminds me of the first zombies ate my neighbors editor. You can use it to colaborate on a hack. Will you support changing the tileset theme eventually? Maybe that's asking alot but it would be nice to mix up the order that levels are encountered. I realize you'd probably have to build a level over from scratch tho. Still tho.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: PresidentLeever on October 15, 2016, 06:17:26 am
"SC4Ed.exe is unsafe and was removed" - Norton

Risk name: WS.Reputation.1
Category: Insight - network threat
Risk level: Medium
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on October 15, 2016, 06:24:22 am
Glad I don't have Norton.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: PresidentLeever on October 15, 2016, 12:54:10 pm
Can someone confirm if I can make an exception for this file? Preferably a mod.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SunGodPortal on October 15, 2016, 02:33:08 pm
Can someone confirm if I can make an exception for this file? Preferably a mod.

I wouldn't get too concerned about this. I no longer use Norton because I got tired of it constantly giving false positives just because it doesn't understand the concept of ROM hacking tools and the fact that it wanted to be the dictator of my computer. It was SO intrusive.

Quote
Risk name: WS.Reputation.1

I think that basically just means that Norton doesn't have enough information on this file in their database so until more information is collected on it (until more people who use Norton have this file on their comp) then it will regard it as suspicious whether it has any other reason to or not.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: PresidentLeever on October 15, 2016, 03:41:39 pm
Thanks, I recently got a new PC so I guess I'm a bit paranoid about this sort of thing.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on October 25, 2016, 11:27:13 pm
So, I don't suppose you'd consider a decompressor/editor for castlevania bloodlines would you? There's a simple Hack I wanna make but the graphics I wanna change don't seem to be decompressed.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on October 26, 2016, 09:48:31 pm
I don't have the patience or time to make an editor for another game, but I did put the latest source on github with basic contra3 and gradius3 support.  I know very little about the genesis/m68k instruction set and graphics processing.  The editor has a lot of snes assumptions in it.  The compression is probably just some variant of lzss, but who knows if they used the same control word encoding as the snes engine.  Maybe someone who has worked on genesis games can help out.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: salvadorc17 on November 01, 2016, 03:40:45 pm
Hows the progress with this editor, and the Contra 3 one??
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: RedGuy on November 01, 2016, 08:50:08 pm
I need a break from the editor.  Contra 3 is heavily scripted making it more painful to make an editor for than CV4 or Gradius 3.  No real progress on Contra in this version.

Here's the latest version:

https://drive.google.com/file/d/0Bx9gzQZCkH8qN2JXVXJjTWVEY2M/view?usp=sharing

- Added some basic Gradius 3 editing.
- Fixed bugs related to entrances and exits in CV4.

Gradius 3 has the typical level editing stuff supported in the expanded version including events.  Tile collisions aren't editable as that was a lot of work in CV4 that I'm not ready to redo in Gradius or Contra.  One unique thing about Gradius is you have to manage WRAM for enemies yourself instead of having the game engine do it.  The SubId of type == 0 and type == 1 corresponds to the slot in WRAM.  Type == 0 will conditionally check the slot to see if it's in use, type == 1 will just overwrite it.  Some events require multiple slots (3 enemies, 5 enemies, multi-part enemies like the sand dragons, etc).  Some events look like they require specific slots like 0 for the sand dragon.  I attempted to write an automatic slot assignment code, but there are a lot of rules I don't know about so I commented it out the code for now.  Type == 3 are what I'd call sequence events which change music, level, speed, palettes, tiles, etc.  The editor tries to display the resulting change if you select these events with the event editor open.  It's nowhere near done, but with an expanded ROM it's possible to do basic hacks with some trial and error.

In CV4, even numbered entrances are considered "forward" when the game loads up events.  Odd numbered are considered "reverse".  This makes a difference for which direction you are traveling in for an entrance.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on February 28, 2017, 09:55:44 am
I hope you come back to this, it looked like a great tool. CV has been getting so many hacks and tools lately. Good time to be a CV fan.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: johnm on February 28, 2017, 02:00:04 pm
I hope you come back to this, it looked like a great tool. CV has been getting so many hacks and tools lately. Good time to be a CV fan.

Especially with the Castlevania Netflix series coming out.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ToHell on March 02, 2017, 11:59:56 am
bloody title screen in english?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on May 17, 2017, 06:39:56 am
Summing up/Tutorial on SC4ed so far
A document I had like to have when I started workig on my Othercastle SC4 hack

About me: When I started with SC4ed I had no Rom-hacking experience at all. I understand English a bit and can type words as you see. As I discovered that there is a Editor of my favorite game I was looking like this  :crazy:
DD did inspire me with his hardmode hack and I wanted to make a similar but easier and better looking hack. I did post some of my early work "SC4 Revisite" on youtube. At the Comments on youtube DD posted a invite to the Castlevania Speedrun Discord. Redguy was there too and did help me a lot to get going at his editor. Big thanks to all the people who helped and keep me motivated


If you have questions or needs for your SC4 project use this forum: http://www.romhacking.net/forum/index.php?topic=24158.0

Setup and Hotkeys:

You are able to view the Rom without expanding it. But you can't make changes to it within the editor. Expanding the Rom will not only make more space! It does decompress most of the original 1MB Rom and allocate the data somewhere in the 4MB Expandet ROM. The Rom code pints mostly to the decompressed data. (You will not have to worry about decompression within the editor at all)

-You can decompress in the editor at the File drop-down menu
(http://i.imgur.com/62oBIhV.png)

It is very easy to set up the internal and external Emulator to test your hacking. Keep in mind that you can test changes in the internal emulator and this changes are not saved to the rom till you save the project. This can act as a undo button when you save often. I recommend to backup your Rom and make version numbers just in case something went wrong. Sure you can fix a lot if you know how. But rolling back did save me a view times!

-GreenPlayButton Starts the external Emulator when you set the path in the setting
-The open and save buttons open save to ROM

I did test the save future extensive to backup my project. It is not suited for that. A level save contains; Tile, Palettes, Tilemap, Event and most of the properties of the current scene.
It is perfect to share levels or update tiles and blocks. It can be used for undo your last actions.. and sure it does backup a lot. 

-Keep in mind that new added exit events will not be saved in this format.
-When you load a level save the tiles and blocks are updated. And they are shared over multiple levels. Be careful with what saves you are loading

Hotkeys and Scene Editor:

right/left mouse button:     Copy/paste blocks in scene editor. Right and hold will let you move the main window.
Middle Mouse Button:          Moving selected events around
ESC:                          Will exit the internal Emulator
Page up/Page down: Forward of backward level select (don't work while in Internal Emulator)
B:                              go to background layer in the scene (Toggle BG0, BG1)
D:                              Toggle info bar in the main/Event editor
E:                               Brings up a beautiful screen with Hex-numbers (now clue what it is so far)
T:                               Toggle Events Viewing
Space bar:                      Repeat last(selected) actions in block editor
Arrow Key:                      Moving the scene/changing selected values

Palette Editor: I did not have a good understanding of Palettes till after my release of Othercastle 0.6.1 (I did not touch it at all)

(https://i.imgur.com/xZnAXU8.png)

You will find most palettes and there offset to edit with other tools. Great tool works well but there are a view bugs. See bug list!


Tileset Editor:

(http://i.imgur.com/Zq0F1Jt.png)

This is a very use-full tool I discovered very late. I did draw this Dracula-Wolf-Head within the editor. You have a drop-down menu to the right to change the tile property; ground,mod,step,slope,spike.. D2??? and D6??? work as background stairs. Did not find anything special on them.

The drop-down on the bottom does sort the tiles by there property

You can import tiles with a external tool and reassign everything and make the proper palettes. Here I started a CV3 example. Not nearly finished and it would be a lot of work.

(http://i.imgur.com/B0OVU2i.png)


Block Editor

I did draw a lot of new blocks by just using tiles that are already there. Like finding some wood or whatever and start drawing a new block with it.

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

- You can Copy/paste a block. This is very helpful in many ways. Sometimes you need just a view tiles changed in a existing block. It allows a fast workflow.
You can rearrange the whole block-layout this helps a lot when drawing a huge scene and looking for your blocks you need is not fun. I did sort some of the levels. Feel free to check my hack save a level with sorted blocks. Use them and save time

- Change tiles to your liking here! Apply the right palette for each tile. No NES restriction here! Love it
- Flip/Mirror tiles to your liking the only thing that stops you are mode 7 sections.
- set Layer Priority for each tile!! You decide what is in the foreground by checking this box. Make hidden stairs. Hide Candles. Make a awesome scene with depth!! All possible here!!
- A drop-down menu to keep track of your costume tiles. You can sort them here but you don't need to.

Event Editor:

Events will get loaded in Order of the Event number (First entry in Event Editor) Use sort event button to bring your events in Order to load properly. (Keep in mind that hard-coded events may correspond to Event ID and may fail if they have a different number. There is only level 1 where it is a issue as far as i know)

The love and hate of events and properties. This will consume the most time to learn but it pays off since you can make really awesome things with it.

Tip I use candle to find x y position I need to edit properties

(http://i.imgur.com/31SxYTj.png)

Some things I noticed about events assuming a (type, id, subid) format.  All number in hex:
- (1,m,n) are mostly (all?) candles.
- (1,m,n) m will be all iteams. OLD//(1,6,n) drop subweapons where the subid determines the type.  E.g. n=1A -> dagger.
- (2,15,n) are level ending points.  Some levels use custom boss code or other events to trigger the end.
- (2,41,n) are in-levelcamera locks.  The level has an initial set of bounds looked up by the level ID and then these events can change the bounds.            
- (0,m,n) Enemies
Enemies (type==0) seem to use the match as a bit field: 0x8=set to enable foreground, 0x4=set to only see in new game

I did learn a lot of the events by just selecting/reading them and the events may be a bit different depending in what level/level-type you are in (If you change enemy mask form 0 to 8 he might only appear in hard-mode)
I am sorry I am not ready to back this down yet.

Property Editor

(http://i.imgur.com/H0ofK4c.png)

The Player/Level section explains it self a lot. Be aware that some changes to the player section may mess up your internal emulator or Rom. There is also a bug that could reset the player and level section with 0's. It does almost never happens and I could not track it down. For example when you set the timer to 0 in the level section. The player spawns in the background and you will be soft-looked. I did not a lot of testing here.

Tip I used other level-type to get bigger scene to draw on. Be aware that the level-type brings hard-coded stuff to the scene and background. You will have to experiment here! Levels also keep some hard-coded stuff that was in the level. (like disappearing treasure pile in stage 9 remaining on there x y position)

Camera lock section

The properties editor has the starting camera lock for a particular entrance. (Camara left,right,top and bottom)  Events 2,41,SubID X use X to choose the camera lock (also in properties editor) to change one of the lock directions.

Direction =1(Right or Down),2(Left or Up)                         "Trigger when Simon moves in this direction"
DirAddr=55a(X direction),55e(Y direction)                          "Direction off the trigger"
CmpAddr=54a(X position), 54e (Y direction)                       "Set Compering to X or Y"
CmpValue=x or y value to check current values against         "Triggers when Simon moves over coordinate X Y "
StValue=new value to change lock to                                     "Set new Value to where you want the camera lock to go"
StAddr=A0 (left), A2 (right), A4 (top), A6 (bottom)             "Set witch Camera lock you want to move"

All of those are work ram address so you can do crazy stuff by comparing and writing anything under $2000 if you are feeling lucky.
Locks usually come in pairs.  One to set the new value and one to reset the old value (reverse direction)

Exit Section

EventID 15, type 2, Are Exit events. Make subID to the same value you want to edit in the property editor. Make compare to X Y
 you want the exit. Choose the right exit trigger.

Even entrances expect you to go from low coordinates to high coordinates and odd entrances expect you to go from high to low.
The game engine has very strange event loading.
It assumes everything should be loaded in order in one direction and if you start looping around it gets confused.

To be exact!! What happens is each level has a hardcoded event direction type in the ROM.  You can't edit that with the editor right now, but it's stored a 80:D8A3 and indexed by the level (byte per level).  0,2 are values in the positive direction.  1,3 are backwards.  Then the entrance has to come in and flip that value around if it's backwards (odd entrance) so it XORs in 1 so 0->1, 1->0, 2->3, 3->2.  So if you want to go backwards with how the original level was designed you need to first understand which the direction stored at 80:D8A3 is and then decided if you need an even (same direction as original level) or odd (reverse of original level).
I forgot what the difference is between 0 and 2 (same with 1 and 3).

Outside of the editor:

I did use BSNES Plus and the debugger tools to view VRAM I could change the tile map there but how to change it in the rom!?

Going from memory VRAM to ROM is not simple.  You need to know how the game engine decompresses (or copies in the case of an expanded ROM).  It's a multistep process.  The game references some tables using a pointer.  That table encodes a src pointer and dst pointer among other things.  A chunk ($400 B?) of the src pointer data is decompressed (copied) to a temporary location in WRAM.  And then that is DMA'ed to the destination which may be VRAM.(edited)
Some things like menus and one-time things are hardcoded pointers to their table.  Level data (tiles, blocks, scene data, etc) use an indexed array to find the table.

$82:80EA - Address of table decompression routine.  X contains offset into bank $81 of table.
$81:8B5D - Address of VRAM data for title screen (konami logo).  Format is generally the following for VRAM destinations: AA[BBCCC]...FFFF.  AA = type, BB=dstAddr, CCC=srcAddr in ROM.  If you look at $81:8B5D you can see that $F4:A3FD is stored in that table.  BBCCC repeats until it sees FFFF
$F4:A3FD - Address of table that has decompressed tile map data @ VRAM word address $1000 ($2000 VRAM byte address) for title sreen.  The first 3 bytes are information (AAC, A=size, C=header byte which says this is uncompressed data) and everything after is data which is aligned to $F4:A400.  Offset in the file is $3A2400.

So you should be able to modify the tile map @ $3A2400.  The konami text starts appearing around $3A298E in the ROM(edited)

That is how I was able to edit the Konami Logo  8)

Known Bugs:

- Entrance does not work as expected? You may have a missing instruction in you expandet rom. (not sure why it happen to me)
- Level 20 tiles to build level are out of range
- Scene editor sometimes draws when scrolling scene (fix reopen scene editor)(fix restart)
- Level saves do not have all the property values
- Recording a entrance has more values the you could edit (in other words record and then change position)
- You can force issues by using hard-coded events in a different level with the same level-type. (Sometime it works surprisingly well)

Most bugs I had been not understanding how it works..

Great tool 5/5 Stars

Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on October 04, 2017, 02:41:10 pm
Here a link to the newst SC4ed build => https://cdn.discordapp.com/attachments/197096946270208000/363140457632366592/sc4ed.zip

I will make a bug list here in case they may get fixed once. The bugs will be in this version of the editor. I will test bugs and provide a video.

- The HUD in the swamp messes up if you use tile number 150-180 in level 2-4. https://youtu.be/R0pzSM-lQO0
- Palette of Simons sprite is changing to original palette after the medusa fight till you leaf the screen. https://clips.twitch.tv/ChillyScaryClipz4Head
- If you change a level-type that loads events in the x direction to one that loads them in the y direction or vice versa the event-loading does brake when traversing into the level

Things that are good to know when working with SC4ed
Changing the Level Type in the very first scene (0) and hex 43(Dracula) does not work right. When bg3 is used you can't edit it because the level size need to be the same in the editor as far as I know.(For the benefit of level types) This is also the reason why some tiles are excluded (See Picture). Animation tiles can't be edited but placed where ever you want them. The palettes for the water animation(palette animation) in stage 2 (water slide) will only edit the first frame.. so it is useless and you need to stick to the blue color. Also koranot and zapf bat do palette swapping to the original and keep in mind that the credits can softlock. They are not editable in the editor https://clips.twitch.tv/AttractiveExquisiteTeaDxAbomb
 .

Like here: (https://i.imgur.com/XbFaVdt.png)

I did give a wrong information.. you can change palettes on mode 7: (https://i.imgur.com/xZnAXU8.png)
If you find mistakes I made other then spelling please point it out. I can't help the wrong spelling sry  :P
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on October 04, 2017, 04:55:51 pm
Glad to see the editor is still in the works.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on October 05, 2017, 03:08:11 am
Hi Math glad to see you.

I think the SC4ed is not something Redguy is interested to dump much more time into. The good thing is the editor is in a good state and you can do a lot with it. And with a lot I mean you can make a complete different game if you want. (Change all graphics and play with the physics of the character for example)
I will try to push the number of exits to the limit on my current project among other things. The problem is not the editor it is a other one..

The community around making a level or a SCV4 project is almost dead. It is like with the CV3 people. There are some but they could need someone who is experienced to work on revamp a bit.. since it is out of date and they do lots of the stuff by hand on a hex editor as far as I know.

A other problem is sc4ed modifies the ROM in a really, really bad way. Redguy manually edited each byte for code and data changes based on address.  He was too lazy to learn one of the assembler languages at the time.  All those changes in the randomizer and when expanding the ROM should be an assembly file that gets patched with an assembler.  He manually calculated direct branch offsets and other things.... which is unfortunet.

(I am very bad at all of this things.. when I see $00:8000 I ask myself does the ":" mean it is in one of the tow banks or is it a register that does something. Sry can't talk snes!.. Though I wont be any help any time soon)

I still hope that we will see bug fixes in the future. But mostly I hope to see some new people starting a project.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on July 12, 2018, 05:16:03 am
When someone would show up that is motivated to work on SC4ed expanding the level load pointer-table and make it editable would be a cool thing to do. Like it is with the level type. Also a global event editor to pick events and may be modding some of them so I don't need this stupid list I wrote. If only coding would be a easy thing to pick up I might dump some time into it. ^^

Also if you are a artistic person. It is possible to make custom tile set and arrange them. Sharing patches like this would may be get some people out of there bushes. There is no graphic hack but it would be possible to do.

(https://i.imgur.com/q7nTqQy.png)
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on February 16, 2021, 06:46:28 am
More or less a year ago Redguy decided to delete the source for the editor since he lost interest in the project I post a link to the source code here.
https://www.dropbox.com/s/x328b005vt1fhli/SC4Ed-master.zip?dl=0

 
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on February 16, 2021, 09:04:24 am
Bummer. We never got the candle mod option. Sad.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on February 16, 2021, 10:40:12 am
Bummer. We never got the candle mod option. Sad.

What option do you mean. You can edit and add as many candles you like. I made even patches so they do different stuff like bring you to the second quest and back.
The gui is not that nice as you need to fill the right values instead of choosing from some menu box with labels. But you see a perfect preview for the drop, position and everything else needed to make it appear properly.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on February 16, 2021, 12:22:49 pm
Yeah, he said something like it was hard written.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on February 16, 2021, 02:59:35 pm
He did probably say it is hard coded. There is a jump table for the drops. If you like to change a item just make a long jump to the last bank that is unused. There you can write the code for the new item. This kind of things don't belong in a editor there are ASM patches for this sort of thing. If the items are what you are after. You said candles what is very unclear what you like to do.. may be you just like to change gfx?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on February 16, 2021, 03:24:10 pm
Yeah, I only made a couple small hacks. Still tho. Would be nice to have full on hack capabilities.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Morinis on February 16, 2021, 04:15:58 pm
Yeah, I only made a couple small hacks. Still tho. Would be nice to have full on hack capabilities.

The program needs to be refined more in my opinion.  It's not too bad on where it's at but could be updated a bit with more functionality and features compared to what it is now.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on February 16, 2021, 05:25:45 pm
Could you point out a thing that is missing to make a "full" hack. This editor is more refined then a lot of other game editor. It does expand the ROM for you and expand event-, entrances-, blocks-, scenes-, tile-table or other property and compressed data. So you can just expand on things and make every level as big as you like. Sure you need to know a thing or two. Sure the editor does not have the most advanced gui and has no music editor or animation editor. Still the editor does read data from pointers and as long you expand the pointers to free space it just keeps working with things you are changing.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: MathUser2929 on February 16, 2021, 05:54:33 pm
I think hacks made at different times aren't compatible with later versions of the editor.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on February 16, 2021, 06:34:44 pm
Did you even try. What did not work? There are also like 40 versions if you collected them all.. not sure what you are using. I recommend the latest I posted. Here is a ips patch with fastROM that is expanded. I optimized the enemy gfx pointers so you can have a lot more enemy available in the levels. This cleared also a bunch of space if you like to make some more costume once. I added the asm to arrange this pointers and you can compile it with asar.

If you use the IPS the fastROM patch is made by vitor vilela https://www.retrorgb.com/vitor-vilela-reveals-project-fastrom.html

If you have a project you cold save the levels as level files and load them in the new editor. This will probably get rid of some issues too. If events not show up in the newest editor just change the unknow value to 03 for every event but the first (00 event) for each level.

update:
If you like to have explained what the optimized gfx pointers are and how to arrange them. I made a video about it.
 https://www.twitch.tv/videos/917567578

February 19, 2021, 04:08:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I think hacks made at different times aren't compatible with later versions of the editor.

I do not know if you still had plans to continue your hack. I made some code so Simon whips and jumps as in the original Nes Games.
I made a video how I ported the things from your hack. It does have fast Rom included. There is a up to date editor. You could also add other asm files I shared. But you can also ask for a ips..

Here the Video:
https://youtu.be/RWVddVNmG4M

The links are in the video description
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on February 22, 2021, 11:23:51 am
Nice work there! I'm really interested in this.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: DavidtheIdeaMan on February 22, 2021, 11:41:26 am
Interesting.

I wonder if we can get some more Castlevania randomizer's?
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: ToHell on February 22, 2021, 03:12:11 pm
Would be something if someone would bring to the uncensored hack the blood drop in the title screen logo, so that it is also a 100% uncensored version. Was once said that someone would like to do it, but never happened.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on February 22, 2021, 10:31:58 pm
What are you interested in Vanya? Would you like to make a CV1 like game in this editor? I am sure it would be way easier to work with SC4ed to rebuild metroid like CV1 then using the original game. Programing something like a key would be easy. The door does exits you can check out the bloody crusade hack to see how this looks.

Redguy did make a good randomizer for this game: https://www.dropbox.com/s/pnci0e3t9rl9mgf/SCV4Randomizer.exe?dl=0
If you like you can go and watch bobby playing it. https://youtu.be/mdZbtsIxx1Y?t=104
I don't see anyone who would like/is able work more on it.

The uncensored hack seems one of the worst hacks done. You could just play the Japanese version and not suffer for extra loading time on each screen. May be make a translation instead? Are you concerned not to be able to read the title screen? I think the kanji title with the castle looks awesome. Sure with some effort this could be done but why do you want this so bad in the first place. Why would you go through effort of patching to see a other title? Just something I don't understand the effort it needs.

Beside if you think about fixing the uncensored hack the title screen is hardcoded so it will take some research to get it done. Not sure how good you are at disassemble and document the code good enough to make the desired changes. Once you found a good hijack it might not be to bad. Personally I would skip the research and code it from scratch. Look for the assembly tables in the J version. Get a idea how the event timers are. Update the Xpos Ypos and assembly pointers. Decrease the Ypos for the drop till the bottom and reset the routine.
 
update:  ;related code for the drip in the J version
Code: [Select]
org $03DBC4   
JSR $DD01    ; initiate blood drip??  Event at RAM $780     
org $03DD3C   
JSL $02D65F      ; blood drip routine       
org $02D65F   
LDA $22,X               
BNE $02D682             
LDA $24,X               
ASL                     
ASL                     
CLC                     
ADC $00                 
TAY                     
LDA $0000,Y             
BEQ $02D685             
CMP #$FFFF               
BNE $02D679             
STZ $24,X               
BRA $02D663             
STA $00,X               
LDA $0002,Y             
STA $22,X               
INC $24,X               
DEC $22,X               
RTL                     
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: SCD on February 24, 2021, 08:55:27 am
Another thing that needs to be fixed in the uncensored hack is restoring the original sound effects for the upgraded forms of Simon's whip from the Japanese version, where it actually sounds more like a chain.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: bogaabogaa on February 25, 2021, 10:15:11 am
Another thing that needs to be fixed in the uncensored hack is restoring the original sound effects for the upgraded forms of Simon's whip from the Japanese version, where it actually sounds more like a chain.

Here a ips that will change whip sound. This will work with newer expanded ROMs with fast ROM. Like my Remix hack 2.1
https://www.dropbox.com/s/0pvm299fn3kckd9/ChainWhipSound.ips?dl=0

If you think of adding the patch to the uncensored hack you can compare files patched and search for them in the ROM with a hex editor to replace them.

I think the uncensored hack was a great project that did test the editor a bit and darksamus did a amazing job with research and lead the project. Thanks to him the sound and music does exist in a uncompressed format toward the end of the ROM in the first place. Uncensored hack could be updated with fastROM and may be optimized pointers. So it could also be a good starting point to do a hack with it and does fresh up the gameplay with less lag.

The bytes for the whip are basically a small tracker file like you find for music. It does not change samples but how it is played. 
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: Vanya on February 26, 2021, 02:18:21 pm
What are you interested in Vanya? Would you like to make a CV1 like game in this editor? I am sure it would be way easier to work with SC4ed to rebuild metroid like CV1 then using the original game. Programing something like a key would be easy. The door does exits you can check out the bloody crusade hack to see how this looks.

Nothing so fancy, I just really like the idea of making SCV4 act more like CV1.
Only thing I would add, or rather subtract, is some length from the whips.
Maybe limit the directions you can whip similarly to the X68k game.
Title: Re: SC4ED - Super Castlevania 4 Editor
Post by: furvent on April 16, 2021, 06:16:58 am
Hi there !
As making a FastRom seems to be a hard work, wouldn't it be easier to add the purple titel screen to the uncensored rom file ?

I'd be interested in how to copy-paste the tiles if possible... (in my opinion blood drips are unnecessary).

Thanks !