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Author Topic: DSVEdit (DSVania Editor) (v1.11.1)  (Read 202818 times)

LagoLunatic

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DSVEdit (DSVania Editor) (v1.11.1)
« on: February 25, 2017, 06:50:08 pm »
Hey everyone. I've been working on hacking the DS Castlevania games for a while, and I just released the first version of my editor for them: DSVania Editor

You can find the latest version here:
https://github.com/LagoLunatic/DSVEdit/releases/latest
If the program isn't launching for you make sure you have the latest version, and also make sure the path you put the program in doesn't have any unicode characters in it, only normal ASCII characters work.

And here's the source code of the program: https://github.com/LagoLunatic/DSVEdit

If you've got questions or anything, feel free to post them here.

-------------------------------

Changes in v1.11.1:
  • When exporting a GFX page with a palette that contains duplicate colors, added a new option to have DSVEdit automatically fix the palette to contain only unique colors. This is to avoid issues that can occur when importing GFX using duplicate colors.
  • Lowered the maximum recommended free space overlay size in DoS from 0x16000 bytes to 0xC000 bytes, as using over 0xC000 bytes of free space can cause various issues (such as Death not having enough memory to load all of his GFX files).
  • Added a warning when importing a player sprite from darkFunction and any of the frames of the imported sprite use multiple different GFX pages, since those frames would not render correctly ingame.
  • Added Zephyr's clock hands to the Sprite Editor.
  • Clear Room Contents now also turns all layers in the room except the first into empty layers, to free up even more space.
  • Fixed an editor crash when opening the Door Editor via Edit -> Edit Doors.
  • Fixed a bug where the banner.bin file (which contains the game icon and game name) would not be saved by DSVEdit, causing it to always use the vanilla icon/name.
  • Fix buttons on the left sidebar of the editor causing an editor crash if clicked when no game has been loaded.
  • Fix an editor crash that could occur when DSVEdit tries to read a sector that has a room list which ends at the exact end of a file.

Changes in v1.11.0:
  • The text editor can now export all text in the game to CSV files and import it back in, allowing easier external editing of text.
  • The text editor now supports encoding and decoding all characters present in the fonts for all games. (This affects AoS and the USA versions of DoS, PoR, and OoE. It already supported all characters in the JP versions and HoD.)
  • Added a feature to view "Glitch Doors" in AoS and HoD. Glitch Doors are a visualization of where the player would be taken by the bug that teleports them when going out of bounds in rooms at certain spots. Glitch Doors can be enabled by checking View -> Glitch Doors. You can right click on one to see where it would take the player like a normal door, though you cannot edit Glitch Doors directly, only view them.
  • The Map Editor for DoS now allows you to place orange-colored "entrance" map tiles if you have applied the dos_new_map_tile_color.asm patch to your project.
  • Added more Yoko menu related images to the Sprite Editor.
  • Added an "Open in GFX Editor" button to the item icon chooser dialog.
  • Fixed a bug where adding a new entity to a room in one of the GBA games could cause the entities in that room to load in the incorrect order.
  • Fixed several errors and crashes when handling fileless GFX pages in NDS games.
  • Fixed a bug where hitboxes could be in the wrong order when importing sprites from darkFunction.
  • Fixed several other minor bugs that could occur when importing from darkFunction.
  • Fixed an error when attempting to save text that contains the {CURRENT_SAVE_FILE} text command in AoS.
  • Fixed a bug where the GFX editor would export 16-color images incorrectly if you clicked Export while a 256-color image was selected.
  • Fixed the sprite editor in AoS throwing an error when trying to view blue souls.


Changelogs for all versions can be found here: https://github.com/LagoLunatic/DSVEdit/releases
« Last Edit: April 01, 2021, 06:54:08 pm by LagoLunatic »

Morinis

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Re: DSVania Editor
« Reply #1 on: February 25, 2017, 07:01:45 pm »
This is...interesting.  I'm gonna have to rethink one project now that I had planned for Circle of the Moon lol.
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MathUser2929

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Re: DSVania Editor
« Reply #2 on: February 26, 2017, 08:56:51 am »
You should add a link to the full version on the project page. Cause some poeple don't visit the forum. It's too bad it's over 30 MB so it can't be hosted on this site itself.

Did you talk about this editor somewhere else? It's weird that such a comprehensive editor would come out without having any feedback from people.

azoreseuropa

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Re: DSVania Editor
« Reply #3 on: February 26, 2017, 10:27:14 am »
Hey everyone. I've been working on hacking the DS Castlevania games for a while, and I just released the first version of my editor for them:
DSVania Editor

And here's the source code of the program: https://github.com/LagoLunatic/DSVEdit

If the version I uploaded to romhacking.net doesn't run for you, try this updated version instead:
https://github.com/LagoLunatic/DSVEdit/releases/download/v1.0/DSVania_Editor_1.0_full.zip

If you've got questions or anything, feel free to post them here.

Neat however you should have European version as well for more friendly also.

LagoLunatic

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Re: DSVania Editor
« Reply #4 on: February 26, 2017, 01:08:37 pm »
You should add a link to the full version on the project page. Cause some poeple don't visit the forum. It's too bad it's over 30 MB so it can't be hosted on this site itself.

Just submitted an update to the project page.

Did you talk about this editor somewhere else? It's weird that such a comprehensive editor would come out without having any feedback from people.

Nope. I don't think there are any sites specific to Castlevania romhacking like some series have. I've just been working on it solo.

Neat however you should have European version as well for more friendly also.

I might be able to add support for other versions at some point in the future. Not going to be easy though, since data is all shifted around in RAM in the different versions. And my program needs over 100 pointers for each game, so if I add support for the European and Japanese versions of all three games I'll need to re-find over 600 pointers.

Eternal248

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Re: DSVania Editor
« Reply #5 on: February 26, 2017, 09:25:49 pm »
Great work! I haven't posted on here for a while, but this was a great find. Thank you for creating this wonderful tool. At the moment, can objects only be replaced, or is there some way to add them and add enemies that I'm missing? Thanks again!
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LagoLunatic

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Re: DSVania Editor
« Reply #6 on: February 27, 2017, 12:43:16 am »
Great work! I haven't posted on here for a while, but this was a great find. Thank you for creating this wonderful tool. At the moment, can objects only be replaced, or is there some way to add them and add enemies that I'm missing? Thanks again!

I'm glad you like it!

Yes, there's a way to add new entities to a room - if you open the room in Tiled, you can duplicate an entity already in the room, then import from Tiled. But I think for the next version I'll add a simpler way to add entities that you can do from in DSVEdit, like right click -> add entity or something.

theplottwist

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Re: DSVania Editor
« Reply #7 on: February 27, 2017, 05:31:14 am »
Hello! First of all, your program is incredible and has already given me a lot of fun.

Now, I want to report one thing: Some people have expressed that the program is not working on their machines. This MIGHT have to do with the fact that your program, on startup, locks if the path for the executable has an accent anywhere.

For instance, when I first unpacked the program on my Desktop and tried starting the program, this error came up:



I then moved the program's folder to C:/, and sure enough, it started with no issues.

Then I put it inside a folder which letter had an accent. BOOM, suddenly it was not starting up anymore. Basically, english has no accents, so if your file path is in english, you're good.

spiffy

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Re: DSVania Editor
« Reply #8 on: February 27, 2017, 06:27:37 am »
This program is everything I could have ever dreamed of. Thanks, LagoLunatic!  :thumbsup:

Using this tool, I've been working on a set of patches for all three of the DS Castlevania games that aim to clear up some slightly iffy translations/spellings (very much like Almagest/Radagast's fixes for Aria of Sorrow - in fact, many spellings/translations are pretty much copied wholesale), maintain consistent terminology (where appropriate AND possible), and to to fix any nasty typos and formatting errors within the text.

I'm just about finished, but the only thing I'm having trouble with at the moment is fixing the two remaining typos in Portrait of Ruin: 'Richiter Mode' on the File Select screen and 'Charotte Aulin' on the Equip screen (https://tcrf.net/Castlevania:_Portrait_of_Ruin#Typos).

I've thoroughly looked through all the viewable text and sprites, but I can't seem to locate the appropriate data (maybe its located somewhere else?).

LagoLunatic

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Re: DSVania Editor
« Reply #9 on: February 27, 2017, 09:53:26 am »
This program is everything I could have ever dreamed of. Thanks, LagoLunatic!  :thumbsup:

Using this tool, I've been working on a set of patches for all three of the DS Castlevania games that aim to clear up some slightly iffy translations/spellings (very much like Almagest/Radagast's fixes for Aria of Sorrow - in fact, many spellings/translations are pretty much copied wholesale), maintain consistent terminology (where appropriate AND possible), and to to fix any nasty typos and formatting errors within the text.

I'm just about finished, but the only thing I'm having trouble with at the moment is fixing the two remaining typos in Portrait of Ruin: 'Richiter Mode' on the File Select screen and 'Charotte Aulin' on the Equip screen (https://tcrf.net/Castlevania:_Portrait_of_Ruin#Typos).

I've thoroughly looked through all the viewable text and sprites, but I can't seem to locate the appropriate data (maybe its located somewhere else?).

I managed to find them, they're stored as graphics instead of text.
Richiter is in /sc/f_seleob1.dat and Charotte is in /sc/f_equipob0.dat.
DSVEdit can't edit graphics but you can edit them with a generic editor like Tile Molester. For /sc/f_seleob1.dat set Mode: 2-dimensional and Codec: 4bpp linear reverse order. For /sc/f_equipob0.dat set Mode: 1-dimensional and Codec: 4bpp linear reverse order.

NecroCorey

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Re: DSVania Editor
« Reply #10 on: February 27, 2017, 02:15:39 pm »
I'm glad you like it!

Yes, there's a way to add new entities to a room - if you open the room in Tiled, you can duplicate an entity already in the room, then import from Tiled. But I think for the next version I'll add a simpler way to add entities that you can do from in DSVEdit, like right click -> add entity or something.
I popped in to ask if you had plans to make entities easier and you had already decided to do so. You're a legend.

Eternal248

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Re: DSVania Editor
« Reply #11 on: February 27, 2017, 07:33:14 pm »
Question. I just made a basic edit to test things out. In this case, adding some Zombies to one of the first rooms in PoR. I selected Build, but nothing is happening. I just get a Waiting screen that never progresses. What am I doing wrong?

EDIT: Reopening the editor seemed to work. Such cool stuff!
« Last Edit: February 27, 2017, 07:42:56 pm by Eternal248 »
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spiffy

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Re: DSVania Editor
« Reply #12 on: February 28, 2017, 01:56:48 am »
I managed to find them, they're stored as graphics instead of text.
Richiter is in /sc/f_seleob1.dat and Charotte is in /sc/f_equipob0.dat.
DSVEdit can't edit graphics but you can edit them with a generic editor like Tile Molester. For /sc/f_seleob1.dat set Mode: 2-dimensional and Codec: 4bpp linear reverse order. For /sc/f_equipob0.dat set Mode: 1-dimensional and Codec: 4bpp linear reverse order.

Those tips you gave for locating the graphics in Tile Molester were a lifesaver (probably never would have found them otherwise)! Both typos are now fixed.

Those patches should be coming soon once I've done a bit of play-testing.

LagoLunatic

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Re: DSVania Editor
« Reply #13 on: February 28, 2017, 05:22:28 pm »
I just released version 1.2. It adds an easier way of adding entities to a room, an editor for the item pools used by OoE's random chests, and fixes some bugs.

Then I put it inside a folder which letter had an accent. BOOM, suddenly it was not starting up anymore. Basically, english has no accents, so if your file path is in english, you're good.

Thanks for letting me know. I don't think there's any way for me to fix that but I mentioned it in the readme so hopefully that will help anyone having that problem.

DarkPrinceAlucard

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Re: DSVania Editor
« Reply #14 on: February 28, 2017, 05:49:09 pm »
Another issue I have been running into is with the item editor, anytime I change something within it and hit the apply button the whole thing just freezes up on me.

The game in question is Castlevania Dawn of Sorrow.
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Abster

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Re: DSVania Editor
« Reply #15 on: February 28, 2017, 06:17:36 pm »
I love these 3 games and am quite interested in playing around with this...

LagoLunatic

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Re: DSVania Editor
« Reply #16 on: February 28, 2017, 06:48:20 pm »
Another issue I have been running into is with the item editor, anytime I change something within it and hit the apply button the whole thing just freezes up on me.

The game in question is Castlevania Dawn of Sorrow.

Looks like I made a mistake when adding bitfields to the item editor and never noticed it. I uploaded a hotfix for that bug:
https://github.com/LagoLunatic/DSVEdit/releases/tag/v1.2.1

ShadowOne333

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Re: DSVania Editor
« Reply #17 on: February 28, 2017, 07:50:10 pm »
Impressive utility!
Thank you for making this!

One thing I wanted to ask is if this tool has sprite editing support, and if so how deep into sprites does it go?
I ask because I have a project regarding both Dawn of Sorrow and Portrait of Ruin on the works:
http://www.romhacking.net/forum/index.php/topic,22445.0.html

I basically am editing all of the portraits in both games to give them a proper Kojima like art style instead of anime, and if your tool has support for editing the portraits and HUDs then it might make my life a lot easier haha.

DarkPrinceAlucard

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Re: DSVania Editor
« Reply #18 on: February 28, 2017, 08:01:59 pm »
Impressive utility!
Thank you for making this!

One thing I wanted to ask is if this tool has sprite editing support, and if so how deep into sprites does it go?
I ask because I have a project regarding both Dawn of Sorrow and Portrait of Ruin on the works:
http://www.romhacking.net/forum/index.php/topic,22445.0.html

I basically am editing all of the portraits in both games to give them a proper Kojima like art style instead of anime, and if your tool has support for editing the portraits and HUDs then it might make my life a lot easier haha.

I've been playing around with the tool all day and I have to say I have not seen anything related to editing the sprites, in fact in the readme file it makes it clear that the sprites are only for viewing purposes.

Pretty much as it is right now this tool would be helpful for sprite ripping and getting game assets rather than actually editing the sprites ingame itself.
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MathUser2929

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Re: DSVania Editor
« Reply #19 on: February 28, 2017, 10:51:51 pm »
Just so you know, theres a thread for this at CV Dungeon.

http://castlevaniadungeon.net/forums/index.php?topic=9047