11 March 2016 - Forum Rules
Started by KernelEquinox, August 04, 2022, 08:13:20 PM
Quote from: KernelEquinox on August 12, 2022, 06:24:35 PMI updated the Export PNG button to now export entities as well as map tiles, with the option to keep or remove the rectangles around the entities.Map exported without entity boxesMap exported with entity boxesI also noticed something odd when looking through the maps. Apparently, the Anti-Chapel has a weird candle located out of bounds just below the long staircase at the top-right of the map. (ignore the overlapping parts in the tower areas, I haven't fixed that just yet)I checked and it's definitely there in game, it just has a heart in it. I'm guessing it's been found before, but I still found it interesting.I've also begun working out the layout for the rework, but I'm hopeless when it comes to UI design. I'll try to make it as usable as possible though.
Quote from: Xeeynamo on August 22, 2022, 05:00:54 PMThat looks amazing! Congratulations for the results you got. Showing the sprites and the object names is the hardest part as you need to process some MIPS code. But I see you made it anyway. Any plans to make the C++ version open source? I am so curious to look into it.
Quote from: Xeeynamo on August 22, 2022, 05:00:54 PMNot sure if it is known, but I am working on a SOTN Decomp and I have been mainly reversing the entity system and how objects are initialized. The idea is also to split data and code to make possible to easily expand or create entirely new areas as pointers will easily be re-calculated. At some point would like to add support to load and save split files into your editor.I'll be following your project from now on!
Quote from: KernelEquinox on August 11, 2022, 10:49:03 PMI've finished implementing parsing for the save rooms and load rooms, and it should now be able to parse most entities and their sprites at this time. It also shows the names of items, relics, and enemies when hovering over the entity.There are still some things that need to be looked into further though, such as Slogra and Gaibon's sprites not showing up, and I still need to analyze the logic for the red/blue doors.There's also an odd issue concerning the the lamps in the Library and Reverse Library maps, but I haven't looked much into it just yet. It only shows the flame since the flame itself is composed of only a single sprite, but it doesn't show the surrounding lamp.Development's coming along pretty well though, all things considered.That brings me to my next point: I'm considering rewriting SNEER from the ground-up in C++.SNEER was originally written in C# using the Microsoft XNA framework, and it's what I've been using to build off of it in order to make these modifications. However, C# is incredibly verbose and painfully slow for this purpose, especially when it comes to the MIPS processor.On the other hand, I'm much more comfortable working in a C/C++ environment, and the MIPS processor (and the program in general) would be significantly more performant being written in C++. In addition, the GUI would be much more modular and aesthetically pleasing with many more possibilities for displaying technical information.I'll get the current version of the program to a presentable state and then push the code to GitHub, after which I may begin work on the rewrite.
Quote from: gledson999 on August 25, 2022, 02:24:21 PMYour initiative is very good, it will be a great, is there a recently compiled version 0.20 to public?
800BD1C0 0001801362B0 0001
Quote from: KernelEquinox on September 09, 2022, 10:21:16 AMHitboxes for Dodo Bird's feathers
Quote from: VincentNL on September 09, 2022, 10:26:15 AMFantastic!Are there any debug Print functions in the game?
Quote from: VincentNL on September 10, 2022, 09:37:39 AMVery interesting thanks for sharing!Except for specific errors,any sort of debug menu strings?Keep up with the awesome work!
Quote from: KernelEquinox on September 10, 2022, 03:22:33 PMThere's no indication of any debug menu left in the code that I could find. I haven't analyzed all of the calls to AddPrim, etc. though, so I can't say for certain there's no additional debug functionality.I thought I may have found debug functionality about a week ago. There was a function that started the game at the post-Richter fight dialogue just before entering the Reverse Castle for the first time. However, the cutscene didn't play after warping to the Reverse Castle. Additionally, all items were inserted in the inventory and all relics were unlocked, as well as each familiar entry, including the Sprite and Nosedevil familiars with Japanese text for their names.However, further inspection showed that the aforementioned function was also called when setting up the game for viewing any of the Tactics entries when speaking with the Master Librarian. The scenario referred to previously is effectively a Tactics entry with the index 0x4B. Interestingly, you gain full control over Alucard after warping.
Quote from: KernelEquinox on September 10, 2022, 03:22:33 PMAdditionally, all items were inserted in the inventory and all relics were unlocked, as well as each familiar entry, including the Sprite and Nosedevil familiars with Japanese text for their names.However, further inspection showed that the aforementioned function was also called when setting up the game for viewing any of the Tactics entries when speaking with the Master Librarian. The scenario referred to previously is effectively a Tactics entry with the index 0x4B. Interestingly, you gain full control over Alucard after warping.
Quote from: pianohombre on August 06, 2022, 11:03:30 PMI wish we could like a post instead of having to comment
Page created in 0.098 seconds with 19 queries.