Yet another DKEdit English Translation

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Yet another DKEdit English Translation

Postby alapl051 » July 26th, 2010, 3:02 pm

I couldn't find an English version of DKEdit 0.05Test3... So I made one!

Enjoy.

Features:

  • A mostly translated interface
  • An extra button to toggle map editing
  • The option to undo sprite and camera movement

Newest version:
http://www.mediafire.com/file/odltsbhbw89f9o7/EnglishDKEdit.zip
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Re: Yet another DKEdit English Translation

Postby Scraps69 » July 27th, 2010, 11:04 am

I gave it a play, and it's completely legit and works great! Thanks lots! It'll make editing so much easier! :)
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Re: Yet another DKEdit English Translation

Postby BlueTronic » July 31st, 2010, 5:32 am

Is it just me or is editing tiles not possible with this?
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Re: Yet another DKEdit English Translation

Postby Scraps69 » July 31st, 2010, 12:41 pm

Press the pencil icon and then you can edit tiles.
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Re: Yet another DKEdit English Translation

Postby alapl051 » August 3rd, 2010, 4:03 pm

I've made an update to the program. I've translated more of it (things like "loading...", "saving...")

More importantly, I've added an undo feature. I've never actually tried making a level with this tool but it seemed like that was a badly needed feature. It only works on sprite and camera movement so far.

I hope to continue to improve upon DKEdit to produce a more usable tool. If anyone has any suggestions that are reasonably simple I will look into them.

I'm also curious, has anyone ever used DKEdit to modify bananas? It seems as though the program is either set up for the Japanese game, or that feature doesn't work for me for some reason. The values in offsets.ini:
Banana=0x38B335
Banana2=0x38BFF9

do not match with Giangurgolo's data:
38B41D pointers
38C0E1 banana maps start
38C1C1 first banana group in Jungle Hijinx


I think there are similar problems with Kong family dialog.
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Re: Yet another DKEdit English Translation

Postby Simion32 » August 3rd, 2010, 4:09 pm

The developers might have gotten the algorithm wrong to begin with.

I remember having quite a bit of trouble implementing banana viewing in DKCRE. The format is very screwy. :ugeek:


I'll also say here that: I'm working on documenting all the used barrel cannons in the game, which can then be added into the Sprite.INI later.
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Re: Yet another DKEdit English Translation

Postby RattleBattle » June 5th, 2011, 3:02 pm

BUMP! This is a good Editor yes. But the sucky damn thing about it is that I tried changing a enemy into a Mincer And what did it do? Nothing! It's good for adding tiles and stuff. I just wanna Add a Mincer and not see them in any other Levels.
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Re: Yet another DKEdit English Translation

Postby Scraps69 » June 5th, 2011, 9:20 pm

You're doing it wrong heh.
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