DKCRE v0.0.6.x

Downloadable releases of DKCRE can be found here.

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:50 am

Bug Fixes Update:
DKC Resource Editor v0.0.6.8


>>> DOWNLOAD <<<
[DOWNLOAD LINK WILL BE DELETED UPON NEXT UPDATE]

BUGS KILLED:
  • BFA should have been stripping the ROM header when using the SetTargetDataSNES() method. Caused IPS patching troubles.
  • Display error with EXtraction sub-panel displayed over other modes was fixed.
  • Removed a crash on level $00 during extraction of level tilemaps. Happened due to a digit list error of some sort.
  • Extraction checkbox logic bugs removed: If you check off Bonus Entrance Cannons, Show Barrel Meta Cannon Data is disabled. If Bosses was checked, that is unchecked.
MINOR UPDATES:
  • There is now only one DLL outside the exe, thanks to static compilation. DKCRE v0.0.7.0 will not have any external DLLs.
  • Two progress bars removed from extraction mode, saving a bit of speed and some exe file size. This is temporary for until I find a better way to do things.
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:48 am

Bug Fixes Update:
DKC Resource Editor v0.0.6.7


DOWNLOAD NOT AVAILABLE, SORRY.

BUGS KILLED:
  • DKCRE was crashing when trying to "Nuke ALL Levels" due to accessing now-invalid level digits (said digits were buggy in previous builds).
  • DKCRE was crashing when trying to Nuke a level that had no Camera Map, due to a division by zero in the "evenly distribute areas" calculation.
  • A missing file replace confirmation dialog has been added to the SavePNG and Tiles-Only SavePNG buttons.
  • A few technical glitches were fixed in the ABL and AVG graphics blenders, responsible for the pink when objects are moved/selected outside the level.
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:46 am

Bug Fixes Update:
DKC Resource Editor v0.0.6.6


DOWNLOAD NOT AVAILABLE, SORRY.

BUGS KILLED:
  • NitroGUI dialogs were crashing due to GetParentToolPanel() trying to access the (invalid) parent of a CForm dialog object.
  • The camera map was using the wrong drawing coordinate functions for rendering terrain via the RTDraw() function.
  • The camera map editing now correctly disables itself upon navigation to a level that is vertical or has no tilemap (DK's Treehouse).
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:45 am

Bug Fixes Update:
DKC Resource Editor v0.0.6.5


DOWNLOAD NOT AVAILABLE, SORRY.

BUGS KILLED:
  • Coded DKCRE to fix DKC's "Poison Pond" bug, which was due to DUMMY levels using another level's object map offset.
  • Coded DKCRE to fix an object layout overflow bug in DKC. The "Misty Mine Bonus #1" level was overflowing into the DYDDY cheat room object map.
  • The 2 DUMMY levels have been removed from being selectable by an INI update, to help prevent buggy behavior.
  • The beta "1-1 with 1-3 Object Map" is no longer selectable in Extraction Mode due to the Poison Pond bug fix.
  • Added the missing confirmation dialog for replacing files when using "Swap Format and Save To" menu options.
  • Handling was missing for most of the File menu in Extraction Mode and for a few options in Palette Editor Mode as well.
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:44 am

Bug Fixes Update:
DKC Resource Editor v0.0.6.4


DOWNLOAD NOT AVAILABLE, SORRY.

BUGS KILLED:
  • If you have a window over DKCRE, and close using the Alt+F4 key, not only do you close the window, you also close DKCRE.
  • If you have the Open dialog box opened and press ESC or ALT+F4, you close all of DKCRE (only if ESC shortcut is enabled for the ESC key).
  • If you "Save as" then click cancel, you get an error box that says "No errors". BFA was returning an incorrect status code.
  • If you try to "SaveAs..." and are using SMC, and attempt saving to IPS or UPS, DKCRE allows it through without requiring the target ROM.
  • Banana Map was not sorting itself after a Nuke operation completed, causing bananas to freeze the game if they were out of order after a Nuke.
  • If camera boundaries are on, and you try to Select Level, the arrow's cursor will still be the four-way arrow icon due to focus being ignored.
  • In the Tiles Editor (selection mode), you cannot scroll to the left or right automatically. You have to use the Ctrl+Left or Right arrows manually.
  • You may see tooltips From the Tiles Panel when it is deactivated. This was a NitroGUI focus bug related to CToolPanel.
  • Close the current ROM or IPS, then reopen. The currently selected panel icon will still be on, but the panel itself will be closed.
  • The Edit menu sticks open if you are in selection mode with the tiles panel open and go to the Extraction/Palette Mode.
  • The camera move/size cursor was being displayed and recognized even if it was off the bottom of the picturebox.
BUGS THAT ARE STILL HIDING:
  • There seems to be an occasional "missing" response for clicking on some controls in the GUI, mainly Menu Items and Drop Down Boxes. A very tough to find bug!
MINOR UPDATES:
  • You can now define manually via the INI what object Nuking and/or Delete key will result in.
  • The default Delete/Nuke value is now "$A51F Banana Bunch", due to game issues with using "$FFF9 NULL Object".
  • Added extra validation to all editable maps; they are now forced to self-validate (and sort too if applicable) upon Load and Nuke.
  • DKCRE only automatically scrolls if you move the mouse at least 2 pixels to the left/right after selecting, otherwise no scroll happens.
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:41 am

Special Features (& BugFix) Update:
DKC Resource Editor v0.0.6.3


DOWNLOAD NOT AVAILABLE, SORRY.

FEATURE UPDATES:
  • VideoViking Special Request! Tile Selection Mode implemented with cut/copy/paste/delete/flip and more!!
  • VideoViking Special Request! Import a tiles-only level PNG as your level tile layout using the LoadPNG button.
    • Tiles in the PNG must match EXACTLY for this to work.
  • Undocumented DKCRE controls unearthed!
    • These previously "hidden" controls add just that little extra tinge of power to DKCRE.
  • Advanced IPS/UPS creation/patching capability!
    • You can now create or apply IPS or UPS patches to external files, or create patches relative to an external ROM.
BUGS KILLED:
  • Fixed NitroGUI's CToolTip class so that Tool Tips do not initialize themselves halfway offscreen when the parent Control is to the far right.
  • Eliminated the deadly yet silent IPS-RLE off-by-one bug. Caused viral deletion of tiles and other viral data-corruption mayhem.
BUGS THAT ARE PROBABLY FIXED, BUT COULD STILL BE HIDING:
  • The so-called Coral Capers bug is not DKCRE's fault and nothing can be done about it at this time.
  • None Currently Known.
MINOR UPDATES:
  • SaveAs dialog now provides the extension for your filename automatically if it is not explicitly typed in. Assumes current format.
  • Some of the previously "hidden" controls were changed to prevent conflicts with ordinary Windows shortcuts (such as the Shift+NUM# acting like NUMLOCK was off).
  • IPS patching now uses "5-phase" RLE compression, which creates VERY SMALL IPS files!
  • Removed the $8000 lower-bound limit for the Set Digit box on all panels; the limit is now $0001 due to some objects having very low digits.
  • Reloading the INI with F8 no longer results in panel navigation being reset; as a bonus, panel locations are remembered across multiple runs!
  • Reloading the INI with F8 no longer results in file changes being ignored as if you never made changes.
  • The file saving errors now use BFA's last error function, making the errors more informative.
  • Added 44 more BETA objects to the GameConfig INI (information found at The Cutting Room Floor).
  • Specifying a target ROM when switching to a patch format from ROM format is now required.
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:38 am

Bug Fixes Update:
DKC Resource Editor v0.0.6.2


DOWNLOAD NOT AVAILABLE, SORRY.

BUGS KILLED:
  • Fixed GFX driver crash: Truncation of Windowed DirectX resolution width to ((width + 3) & ~3), now on both mode swapping as well as init.
  • Infinite AutoLaunch bug: Apparently DKCRE will not properly wait for a program to close, so its key state can get stuck while waiting.
  • File names were cut off with only the extension in the path. This was due to BFA not setting the path upon opening of existing files. Bug was inconsistent.
  • Alt+F4 on system menu (Start Bar Right-Click) is now trapped, since this caused DKCRE to close without warning irrespective of what NitroGUI or DKCRE was doing.
  • Errr, just realized... OOPS! The Alt+F4 fix broke the right-click close function. I was under the impression that it was still working. Reuploaded.
MINOR UPDATES:
  • Warning dialog now pops up on trying to exit without user having saved changes.
  • ESC shortcut was turned off by default, and changed to just Alt+F4. ESC can be turned back on through a menu option.
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:37 am

Bug Fixes Update:
DKC Resource Editor v0.0.6.1


DOWNLOAD NOT AVAILABLE, SORRY.

BUGS KILLED SO FAR:
  • 32x32 Grid now works trough all 3 ways: keyboard shortcut Ctrl + G, the menu, and the button on the tiles panel. Was a NitroGUI bug.
  • Save reporting logic was reversed, causing DKCRE to spit out save failure messages on success and vice-versa.
  • Some of the core logic in BFA was screwed up, causing calls to Flush(); to change the last opened file path.
  • The ".bak" file saved upon open of a clean ROM was incorrectly using a function that is SUPPOSED to change the filepath. OOPS.
  • The Collectibles Panel breaking is fixed.
  • AutoLaunch accidentally flushing all in-memory ROM changes is fixed.
  • NEW: Truncation of DirectX resolution to a multiple of 4 fixed a spurious initialization bug for some users!
BUGS THAT ARE PROBABLY FIXED, BUT MAY STILL BE HIDING:
  • File names were cut off with only the extension in the path.
  • F1 infinite browser tabs bug.
MINOR UPDATES:
  • Updated the INI and "DKCv10Uspr2pal.dat" as per Mattrizzle's post; INI version is now v2.01, to be included in the v0.0.6.1 download.
  • Updated GameData class and added INI entries "AnimationScriptBank" and "AnimationScriptTable" as suggested by Mattrizzle.
  • Removed some redundant code lines in BFA double-changing the last opened file path when calling OpenAs(); or SaveAs();
  • Warning dialog now pops up on any save failures.
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008

DKCRE v0.0.6.x

Postby Simion32 » June 13th, 2012, 5:32 am

DKC Resource Editor v0.0.6.0

DOWNLOAD NOT AVAILABLE, SORRY. PLEASE SEE LATEST POST.

Finally, it's the version of the program that I'm sure you've ALL been waiting for... v0060 IS HERE!!! :mrgreen:

This version sports several MASSIVE enhancements, such as:
  • DKCRE v0060 is powered by the NitroGUI Framework, using the classic Carbon interface theme.
  • Visual Level Editing with Tiles, Objects, Enemies, Bananas, and Camera!
  • IT DOES VERTICAL LEVELS ZOMG
  • Manually configurable INI file - including the Objects Catalog and the Objects Dictionary:
    • The GameConfig INI file is a gold mine chock-full of information and metadata about DKC which allows DKCRE to edit levels with ease.
    • Tell DKCRE how to order the objects in its panels...
    • ...tell DKCRE what an object is if it doesn't already know...
    • ...and even insert new definitions to allow using BETA or hacked object digits!
  • Surprise: Navigating to and from bonus levels is made extremely easy:
    • Double-right-click a bonus object, and you're there.
    • Don't worry about going back - you've got the handy Up Arrow at your disposal!
  • Extraction Mode can extract all kinds of binary data and graphical goodies ripped straight from the ROM:
    • Tilemaps, Tilesets, Physmaps, Palettes, 8x8 Graphics, and Compressed 8x8 Graphics
    • 32-bit ARGB lossless PNGs: Tilesets, Sprites, and Level Terrains!
    • There are a TON of layering options that the Level Terrains may be rendered with - go nuts!
  • Surprise: You can even extract a terrain in the middle of editing a level, using the handy SavePNG Button.
  • This version also comes with a simple but handy Palette Editor Mode for when you desperately need to do a color hack.
  • Change Level Music without having to navigate to all the different level digits - this time it's all in one dialog!
  • Level AutoLaunch allows you to go straight to the level with a simple keypress, making debugging lightning fast!

Controls: Please consult the readme.html file included with your downloaded zip file (hit F1 key). ;)
Sage of Discovery
Bananas received 62
Posts: 2224
Joined: 2008


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