![]() Map & Sprite windows can now be closed and then re-opened with menu drop-downs. If you don't edit a window, you get the default adventure screen. V0.19: All forms are now preloaded with the default hex values from the original adventure game, eliminating the need to click on 'calculate' on every window before you compile the source. Create Source/Binary screen updated so you can choose different drive letter. This will be added to all maps in a future revision. The sprite editing maps are preloaded with the default hex values from the original adventure. V0.18: All Sprites can now be edited with the exception of the 1-2-3 numbers in the level select screen. V0.17: Added the ability to change all 3 Dragon Sprites (normal, attacking, and dead), the ability to minimize all of the windows, and some VB code optimizations. Guide Maps are now back into the main app, as I've cleared up the memory errors. I also created a new form that lets you visually click choose the location of DASM and the location that you'd like to save the BIN and Source. V0.16: Now you can modify every map screen in the game, including the black castle Maze. exe to this, I made the maze guides a separate application, due to memory limitations I'm running into in the main app. V0.14: Added the ability to edit all of the rooms with the exception of the Black Castle Maze. I screwed up on the shared lines of code in the Invisible Maze and Red maze. Fixed major bug in 0.12 (sorry to those who downloaded that revision), it makes uncompilable source. V0.13: Added the ability to edit the Top Entry Room. This program is freely distributable, I didn't make it with the intention of making a profit.īelow is a screenshot, a download link for the application, and a download link for the bin file created with the map screens you see in the screenshot.ĮDIT: I will be updating the first post in this thread with updated versions. You can also use any map window to write a map screen, just cut & paste the hex values into the source code directly using a text editor. As it stands right now, it allows you to visually click on and change Mazes, Sprites, Colors, and object room placement in adventure, and when you're done, the application will export the changes to a source text file, and gives the option to compile it automatically if you have DASM installed. I started out making a little Visual Basic Program to aid me in coding new Mazes for Adventure, and well, it started expanding a little bit. If your GFX or ExGFX file changes any tiles outside of the title screen letters, those won't look right - in your attempt, you used all three files at once and ended up using the grahics space used by the file select font.įorum Index → SMW Hacking → SMW Hacking Help → Editing. Inserting the graphics file means you have the tiles available, but you still need to arrange them by hand on the title screen using Lunar Magic's title screen editor. For layer 3 graphics, make sure the file is 2KB in size. It probably doesn't make a difference whether you use ExGFX or overwrite the original graphics, because the title screen graphics are only used once anyway. bin file", the author probably meant "pick the letters you need and copy&paste them to assemble them by hand".Įither edit one of the original game's GFX files that have the title screen letters, or make an ExGFX file to use for only that one level ( more info on how ExGFX work here). bin files, use YY-CHR ( tutorial here) or Graphic Editor (not sure how to use it). It would probably have been cleaner to make a new thread instead of digging up one from 13 and a half years ago, but while we're here: ![]()
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