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Messages - LagoLunatic

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Personal Projects / Re: DSVEdit (DSVania Editor) (v1.11.1)
« on: April 01, 2021, 06:57:53 pm »
Version 1.11.1 released with various fixes.

Would it be possible to add a save editor to dsvania editor?

Not planning on it.

Hi Lago, question.  Is there a way in DSVania to change what the starting equipment is for Harmony of Dissonance?

Or any of the games actually?

Starting equipment is hardcoded. You'll need to edit the ASM code.

Lago I need your help, I'm doing a project with Aria of Sorrow and the stats of:

1.- Balore
2.- Graham (the boss before Chaos)

Both don't change, it's impossible to change their attack, I've tried all I could but I simply can't.

Any way of fixing it?

Some enemies (or in some cases, specific attacks of some enemies) use hardcoded damage values instead of using the ones in the enemy DNA editor. You'll need to edit the ASM code.

Personal Projects / Re: DSVania Editor (v1.11.0)
« on: February 12, 2021, 02:21:12 am »
Version 1.11.0 released with bug fixes and improvements to the text editor.

Seems that the sprites of AoS's guardian souls doesn't appear on dsvania


Personal Projects / Re: DSVania Editor (v1.10.1)
« on: December 26, 2020, 12:52:14 pm »
But there are minor things id like to report to you, like how Z-order changes upon export or reimport of players/monsters and makes hit/hurt boxes swap, I always go through and manually readjust them after editing a player character darkfunction (or monster) because my kick sprites always mess up.


The actual text in the weapon synthesis menu id like to have the option to change, maybe I am just missing its location somewhere?

Added to the other sprites list for the next version

I recently remapped the Abyss and have a slight issue in a few rooms where my background layers either go black or go green
Here is the abyss now: (is there a palette somewhere in dsv for the top screen map btw?)

Its a big edit so I assume I probably ran out of freespace or something is an example of a bugged room

Layer 2 is completely black, but its 100% properly edited in tiled.
EDIT: Fixed this by moving the edits that are usually in layer 2 to layer 1 and clearing layer 2 along with the object that gives a visual effect to layer 1.

This started happening in one room in the lost village (only 1 that I know of so far in the whole castle) after my abyss edits.

Bottom half of the menu turns black in the room thats full of wargs.

You can try PMing me your project so I can look into it

I made an item and gave it the flag to resist curses BUT for some reason when I go to an enemy who curses I still get cursed. Is the curse resistance flag only working for the actual damage of the attack or something?

It works fine for me. I gave a piece of armor resistance to curses and it both decreased the damage I take from Killer Dolls *and* stopped me from getting cursed.

EDIT: Ok one last one, the bestiary sprites have a chance to crash dsv both in por and dos. It happens randomly when I swap between enemy sprites and Bestiary sprites too quickly. I know its not specifically my rom because it happens in POR as well. The console spews out like a bunch of stuff right before the crash.

It doesn't crash for me but what I assume is happening is that Ruby's poor memory management and the fast loading and unloading of sprites is causing your computer to run out of memory so DSVEdit crashes. I've had out of memory crashes in other cases with DSVEdit, mostly if leaving it open and doing lots of things with it in a single session. Can't fix it, just remember to save frequently so you don't lose work.

ok, I know that COTM rando was discussed a lot, and its under a different engine, blah blah blah. But lets assume for a minute that there is a table of items. given a 1 byte hex, 00-FF, I doubt there is more than 256 unique items in the game. It would seam to me that a rando could be created that would just swap those table values around. If you know the locations of stuff. Of course as far as generating logic, like needing the wall kick upgrade to be able to reach certain areas, or double jump to reach certain others. You would have to know the corresponding memory addresses of where each item is located. I do not know how to do that. I don't know anything about TASing, I would think that would need to be known to add any kind of logic, where if memory address X is available to reach from the begining to get Item Y, then Item Y would allow access to location Z. Can not something like that work here?

Of course, what you described is how almost all randomizers work. I'm sure it would work for CotM too if someone felt like making a CotM rando.

Not sure what TASing has to do with it, I've made multiple randomizers before without knowing anything about TASing.

Hello, I've been trying to modify the map tile color palette with the .asm patch for Dawn of Sorrow, everytime I do this it ends up doing nothing, I don't know what I'm doing wrong, but the only time I've seen it work is when DSVRandom applies it.

It does work, it's just that DSVEdit's map editor UI doesn't have a checkbox visible for the extra color since it was just intended as a randomizer-specific feature. But for the next version I can add a check so that DSVEdit tries detects if you've applied that patch and adds the extra checkbox.

Also, is there a way to modify the Chaos Ring's MP restoration speed and the color of the blood particles?


I assume they're hardcoded

Personal Projects / Re: DSVania Editor (v1.10.1)
« on: November 28, 2020, 05:54:33 pm »
DSVEdit 1.10.1 is out with some fixes and more sprites.

Hey Lago, I noticed that in DoS there isn't a counter for the Map tiles in the map editor like there is for OoE and PoR. Is there a limit to how many rooms I can add?

There's no limit for the games before PoR. PoR and OoE use a different map system.

also regarding the strange behavior with the maps I mentioned before...I still struggle to create them from scratch in dos. Most blank rooms don't come with a usable or workable tileset atleast in the Abyss anyways, collision too. When I do manage to get a blank room with some tiles the collision doesn't work and I fall through the floor. Manually punching in these pointers helps sometimes but I still get really odd behavior. An example of a blank rooms tileset in the abyss

It defaults to copying the tileset from the first room in the current sector. For 1.10.1 I just added an exception so it copies from the second room in the Abyss since the first room's tileset is basically an empty dummy.

If the collision isn't working after manually copying the tileset pointer, you should copy the collision tileset pointer too. Collision is a separate tileset from the visual tileset.

Regarding the bestiary portraits and there palettes in DoS, would u happen to have the pointers for these documented somewhere? I did dig around and found most of just there locations but no palettes.

Added the bestiary images for DoS and PoR for 1.10.1.

Also I absolutely adore the new menu editor really awesome stuff, will you be adding more menus to it soon?

I added 2 more menus for DoS to it for 1.10.1, the main menu top screen and the info screen.
There aren't any menus I'm aware of that I haven't added already, so if you can think of any I'm forgetting let me know.

Hi, Lago. In the lastest version when we try to change the tileset this happens

Fixed that too.

Personal Projects / Re: DSVania Editor (v1.10.0)
« on: November 24, 2020, 07:14:54 pm »
By the way, do you know the pointers for the Final Guard's bestiary portrait in DoS?

/sc/f_rire20.dat 022C2148 02
There's a brief description of how to find these in my PoR RAM Map near the bottom

Personal Projects / Re: DSVania Editor (v1.10.0)
« on: November 24, 2020, 03:42:20 pm »
I haven't added any new overlays to the ROM I'm trying to patch, I've tested it with both a clean DoS ROM and one that had an overlay added and it gave me the same error on both occasions.

The only way I can reproduce the error you get is by not adding the overlay. Otherwise the patch applies successfully for me. You must not be adding the overlay correctly somehow.

Edit: actually, the vanilla ROM was searching for a "d20201124-20484-1qfkqow" file, and the modified one was searching for a "d20201124-4380-1pb458h" file.

Doesn't matter, it's just a randomly generated name

Personal Projects / Re: DSVania Editor (v1.10.0)
« on: November 24, 2020, 12:45:24 pm »
No, just ASCII.

Did you add a new overlay to your project before attempting to apply that patch?

The patch in question is hitting an error when trying to open overlay 41. Vanilla DoS only has overlays 0-40, and 41 is the one that DSVEdit will add if you tell it to, but if you haven't told it to the file won't exist.

(Note that this only applies to a few patches that use overlay 41. Most patches don't use it, and those ones should be usable even if you haven't clicked "Add Overlay" yet.)

Personal Projects / Re: DSVania Editor (v1.10.0)
« on: November 24, 2020, 12:34:23 pm »
G'day, I've been having this issue when I try to patch a ROM with any of the .asm files that come with the editor, I have Visual C++ 2015 Redistributable (x86) 14.0.23026 installed.

Any ideas on how to fix this? :-\

Does the username censored there have any unicode characters in it? People with non-ASCII names have had issues in the past.

Personal Projects / Re: DSVania Editor (v1.10.0)
« on: August 25, 2020, 10:47:03 am »
What about character's stats per level?

Like HP and MP per level?

Stats gained per level are hardcoded. e.g. For DoS the function that calculates them is 021FFB08. You'll need to write an asm patch to edit them.

Personal Projects / Re: DSVania Editor (v1.10.0)
« on: August 23, 2020, 03:19:44 pm »
DSVEdit 1.10 is out! There's a new Menu Editor that lets you edit all the background parts of menu graphics in the game in a similar way to editing rooms. The Sprite Editor also has some more stuff like UI graphics and character portraits, plus various other improvements.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: August 11, 2020, 04:26:57 pm »
Thanks for taking the time to reply Lago, well the reason I was doing it that way was because the tilesets always got messed up for me when I was working with a newly created room. It would use the wrong tileset, then id have to manually punch in all the pointers for the right ones and they'd mess up somehow. Doing it that way got me the tileset I wanted to use. This was all probably due to me doing something wrong lol.

DSVEdit tries to fill in a good guess for a tileset when creating a new room based on other rooms in the same sector, but I haven't tested this for every sector in every game. It's possible it makes a mistake for one sector, if you can remember which sector that is I can look into it.

Overall the map editor has been working great but weird things do happen. After editing a few areas in wizardry lab today for example another area of the castle now has a white background when viewed in dsvedit, when in my backup right before the edits it was fine. (still works and looks normal in game) when I click this area of the map this happens

What specific rooms in wizardry lab did you edit, and which rooms then had a white background?

Once I made a room as an imported copy of another room and everything was perfect, I did it the exact same way a different day and for some reason the layers were in the wrong order, just odd things. I just wanted to be sure I was doing things the way you intended is all.

The layers shouldn't be in random order, the name of the layer in Tiled controls the order they get imported into DSVEdit. Unless you renamed the layers that shouldn't happen.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: August 09, 2020, 02:30:02 pm »
I would love more documentation for each game...Locations for unlisted gfx for example. Such as Portrait of Ruins gameover screen and all the gfx for DoS equip menu.

Makes sense, I can add more of those to the sprite editor for the next version.

As well as maybe some sort of guide for creating new rooms from scratch. I have been adding rooms to the castle by exporting to Tiled, creating a new room, exporting the blank and renaming then reimporting the room, after I edit the room and doors to how I want. This doesn't feel very intuitive but its all I really know without any direction.

I'm kind of confused, why do you need to do all those extra steps?
Just click "Add Room", then "Open in Tiled", then start placing tiles as normal. That's it, you don't need to copy or rename anything. Doesn't warrant a guide IMO.

Do you get some kind of error if you press those 2 buttons without doing the extra steps? If so, what game and sector are you adding a new room to that gives the error?

The big thing is not having access to certain gfx I wanna edit and having to figure out how to get a hold of pointers for palettes. If we could edit anything at all about events or enemy ai behaviors it'd be awesome if that was implemented, no matter how limited.

Events and enemy AI are both 100% hardcoded. There is no way for a GUI editor like DSVEdit to ever edit them at all. You will need to write custom ASM patches for ARMIPS to modify the code to do what you want. DSVEdit can apply those patches for you (Tools -> Apply ARMIPS Patch) but that's all it can do.

Maybe an Open in Darkfunction button like u have for open in Tiled. I've been using your editor every day for the past 3 months, these are my only major nit picks.

Open in darkFunction would be a great feature to have I agree, but it's unfortunately impossible. darkFunction does not take any command line arguments like Tiled does. So even if I launched darkFunction from within DSVEdit, you would still need to manually browse for the file to open. The only way for this to work would be if darkFunction was updated to take the file to open as a command line argument.

Oh also it's not really obvious how to add an overlay to most the games. Which is 100% required to do anything in DoS but not as required in OOE/PoR since they give u more freedom before throwing not enough free space errors.

How to add an overlay is already explained in the readme:

Taking advantage of the comment above: Does anyone know the gfx pointer of Aria of Sorrow candles? The one listed on dsvania is apparently not the same as the used ingame

Oh interesting, didn't occur to me that they swap that part out for candles in different rooms.
The GFX is 081C3DFC and the palette is 082099FC, I'll add this as an Other sprite for the next version.

Would be nice Lago if you would include in read me GFX Pointer addresses for Portraits in each game.

Come to think of it I could probably work those into the sprite editor even though they're technically not sprites.

Hi. 2 months ago I edited the sprites of the Imp soul and added some hitboxes to it on DarkFunction. But only now when I use the soul the game freezes. I looked up on Dsvania and this happened:

How do I fix this?

So immediately after you added the hitboxes, it worked fine, but at some point later on it broke randomly? Strange.

The error only tells me that one of the Imp soul's animations got corrupted. I have no clue how that could have happened.
I recommend going through your backups of your project and finding the last backup where the Imp soul worked and the first one where it didn't. If you can tell me what you changed in between those 2 backups, I might be able to guess as to the cause of the issue.

As for how to fix it, revert to the last backup of your project where it was working.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: August 04, 2020, 12:52:51 am »
What I put above should have been more than enough. But here you go: enemies that use skeletons in POR as an example (Like Peeping eye) still don't show up correctly. And Iron golem or Behemoth to give 2 examples, only show the sprites and not him fully assembled with their actual animations. Unlike Gurkha master in OOE (for example). Who will show his skeletons and each key frame.

Peeping Eye in PoR does not use skeletal animation. It's a 3D model. Same applies to True Dracula's wings, tombstones, and maybe one or two other things I can't remember.
Displaying 3D models within DSVEdit is not worth the effort - I would need to write an implementation of the 3D model format and write my own 3D renderer or format converter. The format used, NSBMD, is the same 3D model format used by other NDS games, so if you want to view or edit PoR's 3D models you can use one of the general-purpose DS model hacking tools that already exist.

Iron Golem and Behemoth in PoR do use skeletal animation, but I won't be implementing skeletal animation viewing for any games besides OoE. Prior to OoE, the skeletal animation system was much more complicated. I've tried to figure it out several times but haven't succeeded. For OoE they refactored the system drastically, and while it still wasn't easy it was at least possible for me to figure that one out.
Also, prior to OoE, the skeletal animations were compiled directly into the enemy overlays (code files) - so even if I figured them out, editing them would still be 100% impossible for games besides OoE. Even displaying them in DSVEdit would have to involve tons of hardcoding for each individual enemy, so I decided it wasn't worth the effort.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: August 01, 2020, 02:50:31 pm »
There's a possibility to put this setting for the GBA games too? (Or the BG control already do this? And if yes: how?)
Without this is impossible to put proper water and light effect in new rooms :(

Arbitrary opacity isn't possible on GBA hardware.

The way the game does transparent water is with the "Color Effects" in the Room Properties.
If you want transparency in a room, you set color effects to 0x1A40, plus a different number depending on which layer you want to be transparent. You add +2 for the first layer, +4 for the second layer, +8 for the last layer. e.g. You would set Color Effects to 0x1A44 if you want the second layer to be transparent but not the others.

This isn't very obvious come to think of it though, I could probably add in some checkboxes or something that generate the Color Effects automatically.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: August 01, 2020, 11:19:43 am »
Last time I downloaded it there were a number of things with objects still broken. Like enemies that use bones in some of the DS-vanias to give one example.

You'll need to be more specific, I'm not sure what the issue you're having is. Which game? Which enemies? What's broken about them? A screenshot of what you're seeing would help.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: July 31, 2020, 01:59:27 pm »
I was away a while, sorry. How about COTM?

Impossible because CotM uses a different engine.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: July 31, 2020, 01:52:55 pm »
Maybe you could make it compatible with the GBA games.

It already is, HoD and AoS support were added years ago.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: July 31, 2020, 01:34:24 pm »
Damn..... no updates for almost 2 months. Don't tell me that this thing has been abandoned already? :(

Unsure what you mean by "abandoned". If you've found a bug feel free to tell me and I'll usually fix it quickly.

As far as new features go, there's really only one more significant one I can think of that I'd like to add. It's a ton of work though, I started working on it a while back but haven't felt like working on it in the past 4 months or so. Whenever that one is done I'll probably not add any more features (unless someone can think of a new idea for one that I think is worth the effort), but will still fix bugs.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: May 30, 2020, 03:01:03 pm »

Oh nice!  Been meaning to pick this editor back up again  :beer:


Lol, sorry.  Keep up the good work on this editor :thumbsup:

Has HoD gotten more support or is it still the same as before? :)

If you mean the lack of the ability to edit HoD animations, that's still the same. I'm not very interested in reverse engineering HoD's animation format from scratch so it probably won't ever be implemented unless somebody else does it.

CotM does not use the same engine as any of the games supported by DSVEdit as I've mentioned before, so CotM support is impossible.

Personal Projects / Re: DSVania Editor (v1.9.1)
« on: May 30, 2020, 01:03:48 pm »
Just released DSVEdit 1.9.1 - mostly bug fixes, plus the ability to have much more text than before.

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