DKCRE v0.0.6.x

Downloadable releases of DKCRE can be found here.

Re: DKCRE v0.0.6.x

Postby Simion32 » August 30th, 2014, 7:03 am

Major Features Update:
DKC Resource Editor v0.0.6.9


(DOWNLOAD WAS UPDATED FOR LAST MINUTE BUGFIXES)
>>> DOWNLOAD LATEST VERSION <<<
ZIP HASHES: CRC32: C4AA197B MD5: F9CE7430E5FFBA6F6A8C12B6DFB9AE48 SHA-1: 821F7CA0D4A90A3354EEBB429FAFEC4FD81BDC30
OLD ZIP HASHES: CRC32: 6881F6AD MD5: F247CE5E7551E9BB728634B45AAA6C81 SHA-1: 88BB82259E4368448223763AEB14EC5643F13C20
OLDEST ZIP HASHES: CRC32: 4DFE18C6 MD5: B94BA15F3AA6C072FA0171D1DE677526 SHA-1: 5EADF652394C911AB3B15CDA5F4B07567921C83D


There are many updates, which you can check for in the readme.html file, but here are the most notable updates:

Vertical Levels Lock - Unfortunately, the vertical levels are too buggy to reliably edit, but can still be viewed. I've locked the levels from being modified to prevent bugs from appearing in those levels (and preventing them from being impassable by players).

Significant Updates in This Version:
Bring Back the Sprite Viewer Mode!! (Special Request by Cyclone)
Improved Controls - The controls now use the numpad keys for navigation and etc.
Jump to the Palette Editor - You can click the palette bar to go directly to a palette in the Palette Editor mode!
Sprite Names - With more INI magic, RE is able to use defined ranges of sprites to show sprite names.
Sprite Zoom - You are able to zoom in and out of the displayed sprite.
Copy Sprite Info - You can use Ctrl+C or Ctrl+X to copy a sprite's text information to the windows clipboard.
Copy or Save Bitmap with Key Shortcuts - You can save out a PNG to disk. You can also copy a 24bit bitmap to the clipboard.
Go to Sprite Number - By holding Enter and typing 3 hex digits.
INI-Based Sprite-to-Palette Table - Now supported!!

Start Points, Entrance Styles, and Smart Checkpoint Barrels
JSON Layout Generator (with Bananas), & Banana Group Image Extraction

Loading and Saving, ROMs/Patches, and Data Formats
The NGUI save and open dialogs.
Supporting multiple ROM versions via GameConfig INI Files
Save to a Patching Format by Default & Minimize Patching Confusion
Original ROM(s) Backup Cache Folder +Restore Function, ...
......Silent Conversion Between ROM/Patch Formats


Making Things Easier & Interface Revisions
Usage Meter - Placed in status bar to the far right, next to the sizing grip.
Make the Mode Menu More Obvious - Attention Getter Button!!
Logarithmic Smooth Scrolling in Level Editor
Arrow Keys Smooth Scroll if Nothing is Selected - because RE should have had this from the beginning.

Improvements
DKCRE now comes with a handful of File Type Icons to make opening frequently opened files easier.
DKCRE is now optimized with dirty rectangles. The IU will be able to run much faster and on a wider range of computers with this improvement!!
All of the stability and timing improvements from DELTA. You can now run multiple copies of DKCRE without lag problems!!

Bug Fixes
All of the input bugfixes and updates from DELTA. Fixes menu unresponsiveness/lags.
Further NGUI fixes to completely exterminate all input lag. NGUI is now single threaded. Mostly the lag was happening after heavy processing. Bug also affects DELTA.
Sage of Discovery
Bananas received 337
Posts: 2746
Joined: 2008

DKCRE v0.0.6.x

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

Bug Fixes Update:
DKC Resource Editor v0.0.6.8


>>> DOWNLOAD LATEST VERSION <<<

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 337
Posts: 2746
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 LATEST VERSION <<<

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 337
Posts: 2746
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 LATEST VERSION <<<

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 337
Posts: 2746
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 LATEST VERSION <<<

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 337
Posts: 2746
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 LATEST VERSION <<<

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 337
Posts: 2746
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 LATEST VERSION <<<

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 337
Posts: 2746
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 LATEST VERSION <<<

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 337
Posts: 2746
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 LATEST VERSION <<<

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 337
Posts: 2746
Joined: 2008

DKCRE v0.0.6.x

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

DKC Resource Editor v0.0.6.0

>>> DOWNLOAD LATEST VERSION <<<

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 337
Posts: 2746
Joined: 2008


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