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Re: New DKC1 editor

I see. Not a big deal really – a clever map designer can circumvent this limitation anyway by designing the map parts just the right way. One more thing; can you edit the level layer mode properties? The caves, for example, have the standard 4bpp level tiles and a 4bpp background plus an additional...
by Myself086
May 23rd, 2017, 3:10 am
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

Sounds like a solid plan! :thumbs: - No up/down screen transition. I'm not sure what you mean by this though.. are you talking about the brief fade out/in effect when you cross the map border, like from Reptile Rumble? Yes, crossing the map border only happens horizontally. Writing code to do this ...
by Myself086
May 22nd, 2017, 10:24 am
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

I've been thinking about the image conversion process but because it's only low priority I'll just post the general idea of how it could be done: 1) Find which color is present within the most amount of tiles to determine the shared color. 2) Take all 64 colors of each tile and identify their HSL ra...
by Myself086
May 21st, 2017, 3:26 am
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

I found the addresses for world map backgrounds, they're all very straight forward but I don't want to make a tool to convert them. If there exists a tool to convert bitmap to 121 color, only use 8 palettes of 16 colors each with 1 shared color and only use 1 palette per 8x8 then I'd rather not try....
by Myself086
May 18th, 2017, 9:53 pm
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

Each file created by the editor may contain multiple data blocks to be compiled into the Rom. DKCcPJ base project file containing file names, doesn't write anything to Rom even though it can. DKCcMAP file will have 3 blocks: tile map, entities, cameras. I'm not sure how bananas work at the moment. L...
by Myself086
May 17th, 2017, 10:19 pm
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

I believe the game supports the effect shown in the first video internally, look at the palette gradually changing at the end of 1-1. Editing the 8mb Rom isn't recommended because the editor DOES NOT read 8mb Roms. It can only read the original 4mb and extract data from them. Once the Rom is recompi...
by Myself086
May 17th, 2017, 5:47 pm
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

Come to think of it, how far can the pointers reach? If there's a lot of free space somewhere (after expanding the ROM, in the very last case) I'd imagine "custom entities" wouldn't be too hard to implement, right? Just have the original sprites as they are, but if the user chooses to do ...
by Myself086
May 17th, 2017, 3:23 pm
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

Does the order matter for any commands from 8000 to 9700? Like setting some variables beforehand.
I want to reorder them by having the most common commands at the end so other scripts can inherit from somewhere in the middle of another script to save space.
by Myself086
May 7th, 2017, 4:43 am
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

Thank you Quaraage, now I can focus on other things! Great job, Quaraage! Do you think it would be better to leave a script editor as-is, giving the user full access to writing bytes, or make a pseudo-language/mnemonic interpreter? I want to make a pseudo language. Also the ability to edit some of t...
by Myself086
May 6th, 2017, 7:06 pm
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

I just made a script reader as seen in the screenshot below. This is the barrel on the top left corner of 1-5. I only tested a few different changes on this one. Barrels can shoot in 16 different directions determined by the highest 4 bits where you see direction. Distance seems very flexible for ha...
by Myself086
May 6th, 2017, 2:34 am
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

I just started looking at entities. Some of you may call them sprites but this latter word is used for the visual object. An entity is an object that may or may not be visible and has its own sets of rules. One very interesting thing about entities in DKC is that each one has custom scripts to set t...
by Myself086
May 5th, 2017, 9:09 pm
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

Re: New DKC1 editor

• What is the state of the project as of now? I posted "what it can do so far" as in, they're all implemented now and nothing else. • Is the project open source / on GitHub? I've never been into open sourcing my code but maybe I'll change my mind. • What language is the program being prog...
by Myself086
May 5th, 2017, 7:43 am
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

New DKC1 editor

I've been working on a DKC1 editor since April 26. Current project name is DKCcreator but the name is subject to change. I don't have a precise end goal for this project but here's what it can do so far: - Edit tiles of any levels including water and ice cave. - Draw single tiles, fill tiles of a se...
by Myself086
May 4th, 2017, 11:19 pm
 
Forum: DKC Projects/Fanworks
Topic: New DKC1 editor
Replies: 30
Views: 84834

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